User:Rushfire/Battlemage Spells Workspace

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This is a page that is a work in progress. Currently transitioning into creating spell pages for each of the following spells.


Battlemage Unique Spells[edit]

1st Level

  • Flurry
  • Guided Strike
  • Returning Weapon
  • Swipe

2nd Level

  • Absorb Kinetics
  • Greater Returning Weapon
  • Spellblock
  • Whirlwind

3rd Level

  • Absorb Energy
  • Dashing Strike
  • Dominating Smash
  • Fire Strike
  • Magic Shield
  • Warrior's Weapon

4th Level

  • Barrier
  • Reflect Spell
  • Thrust
  • Warrior's Vigor

5th Level

  • Phase
  • Slice
  • Warrior's Armor

Battlemage Spell Descriptions[edit]

Absorb Energy[edit]

3rd-level abjuration

Casting Time: 1 reaction, which you take when you take any damage.

Range: Self

Components: S

Duration: 1 round

The spell absorbs anything harmful thrown at you, and stores that energy into your weapon. You have resistance to all damage from the triggering attack, and one of the triggering attack's damage types until the start of your next turn. Also, the first time you hit with a melee attack on your turn, your weapon deals an additional 2d10 damage of the triggering type, and the spell ends. If the triggering damage type was bludgeoning, piercing, or slashing damage, then you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d10 for each slot level above 3rd.

Absorb Kinetics[edit]

2nd-level abjuration

Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage.

Range: Self

Components: S

Duration: 1 round

The spell absorbs some of the physical energy imparted upon you, and stores it for your next melee attack. You have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. Also, the first time you hit with a melee attack on your turn, your weapon deals an additional 2d8 damage, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.

Barrier[edit]

4th-level abjuration

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: 1 hour

You send a protective barrier around a willing creature within range. The barrier has a number of hit points equal to 4d8 + your spellcasting modifier. Any time the targeted creature would take damage, the barrier takes damage instead. The barrier is immune to poison and psychic damage. While the barrier has more than 0 hit points, the targeted creature has a +1 bonus to armor class. If the damage reduces the barrier to 0 hit points, the creature takes the remaining damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the barrier has an additional 1d8 hit points for each slot level above 4th.

Dashing Strike[edit]

3rd-level transmutation

Casting Time: 1 action

Range: Special

Components: S*, M (A light, martial weapon worth at least 1 gp)

Duration: Instantaneous

You dash forward 30 feet in a straight line. This movement does not provoke opportunity attacks. Each creature in the 30 foot line you traveled in must make a Dexterity saving throw or take 3d6 slashing damage & 3d6 force damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage dealt increases by 1d6 & the line's length you travel increases by 10 feet for each slot level above 3rd.

Dominating Smash[edit]

3rd-level evocation

Casting Time: 1 action

Range: Touch

Components: S*, M (A heavy, two handed weapon worth at least 10 gp)

Duration: Instantaneous

You bring your weapon up over your head & attempt a massive overhead attack. Make a melee spell attack. If the attack hits, you deal 2d12 of the damage type of the weapon used to cast the spell + 2d12 force damage.

If the target is a Large or smaller creature, it must make a Constitution saving throw or be knocked prone & stunned. At the start of each of its turns, the target can repeat the saving throw, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage dealt increases by 1d12.

Fire Swing[edit]

3rd-level evocation

Casting Time: 1 action

Range: 60 foot line

Components: S*, M (A martial, melee weapon worth at least 1 gp)

Duration: Instantaneous

You swing your weapon in an upward motion, sending a giant, flaming visage of your weapon forward. Each creature in a 60 foot line must make a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much on a successful one. The fire ignites flammable objects in the area that are not being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Flurry[edit]

1st level transmutation

Casting Time: 1 action

Range: 5 feet

Components: S*, M (A martial melee weapon worth at least 1 gp)

Duration: Instantaneous

You suffuse your weapon with energy, almost allowing it to move on its own, granting you an unnatural attack speed. Make two melee spell attack rolls against any target within range. For each attack that hits, you deal 2d8 + your spellcasting modifier of the weapon's damage type used for the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may make an additional melee spell attack roll for each slot level above 1st.

Guided Strike[edit]

1st-level transmutation

Casting Time: 1 reaction, which you take when you miss a creature with a melee weapon attack.

Range: Self

Components: S*, M (Any martial, melee weapon worth at least 1 gp)

Duration: Instantaneous

You suffuse your weapon with arcane energy, allowing a weapon attack of your choice a moment of clarity & guidance. You gain a +5 bonus to a weapon attack roll that you just missed. If your attack misses with the +5 bonus, the spell fails.

Greater Returning Weapon[edit]

2nd level transmutation

Casting Time: 1 action

Range: 30 feet

Components: S*, M (Any martial, melee weapon worth at least 1 gp)

Duration: Instantaneous

You heave your weapon over your head with two hands and launch it forward. Make a ranged spell attack roll. On a hit, the attack deals 4d8 of the weapon's damage used in the spell. The weapon returns to your grasp after the attack hits or misses.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon damage increases by 1d8 for each slot level above 2nd.

Magic Shield[edit]

3rd level abjuration

Casting Time: 1 action

Range: Self

Components: S*, M (A metal shield)

Duration: Concentration, up to 10 minutes

You touch a shield you are holding & cause the shield to feel nearly weightless, almost as if it moves on its own. For the duration of the spell, you are granted a +2 bonus to your armor class & can take a special reaction in response to being hit by an attack roll; when you take this reaction, until the start of your next turn, you have an additional +3 bonus to armor class and you are immune to the effects of magic missile.

Phase[edit]

5th level illusion

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Your form shimmers in and out of sight, moving between positions nearby your true location. You are invisible to creatures that are more than 30 feet away from you, and a shifting image to creatures that are closer than 30 feet. Each time you are targeted by a weapon or spell attack, roll a d6. On a result of 4 or more, the attack misses you instead. On a result of 3 or less, the creature makes its attack against you with disadvantage.

Reflect Spell[edit]

4th level abjuration

Casting Time: 1 reaction, which you take when you are targeted by a line spell or spell attack roll.

Range: Self

Components: S*, M (A metal shield)

Duration: Instantaneous

You bring up your shield as it shines like a mirror. Any spell cast at you of 4th level or lower is reflected back at the caster. If the caster had cast a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you reflect the spell. If the spell required an attack roll, make a spell attack roll. If the spell required a saving throw, the caster makes the required save against your spell save DC. If there were any other creatures that were struck by the line spell before hitting you, they must repeat the saving throw, against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blocked spell is reflected if its level is less than or equal to the level of the spell slot you used.

Returning Weapon[edit]

1st level transmutation

Casting Time: 1 action

Range: 30 feet

Components: S*, M (Any martial, one handed melee weapon worth at least 1 gp)

Duration: Instantaneous

You throw your weapon to stike a target of your choice. Make a ranged spell attack roll. On a hit, it deals 3d6 of the weapon's damage used in the spell + 1d6 force damage & the weapon returns to your grasp after the attack hits or misses.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 for each slot level above 1st.

Slice[edit]

5th level evocation

Casting Time: 1 action

Range: Self (60 foot cone)

Components: S*, M (Any martial melee weapon worth at least 1 gp)

Duration: Instantaneous

You swing your weapon in a wide arc in front of you, causing a thin, concentrated crescent of pure arcane energy to shoot outwards from yourself. Each creature within a 120 foot cone must make a Dexterity saving throw. On a failed save, they take 6d8 force damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage increases by 1d8 for each slot level above 5th.

Spellblock[edit]

2nd level abjuration

Casting Time: 1 reaction, which you take when you are in the area of an instantaneous harmful magical effect, or targeted by a spell attack roll.

Range: Self

Components: S*, M (A metal shield)

Duration: Instantaneous

You interpose your shield between yourself & the source of a harmful, magical area such as the center of a fireball explosion, or an incoming chromatic orb. If the spell is 2nd level or lower, you are unaffected by the spell. If the caster is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you are unaffected by the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the blocked spell has no effect on you if its level is less than or equal to the level of the spell slot you used.

Swipe[edit]

1st level evocation

Casting Time: 1 action

Range: 5 feet

Components: S*, M (Any martial melee weapon worth at least 1 gp)

Duration: Instantaneous

You arc your weapon in front of you, striking each creature as you do so. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 of the weapon's damage type used in the spell, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Thrust[edit]

4th level evocation

Casting Time: 1 action

Range: 20 feet

Components: S*, M (Any martial melee weapon worth at least 1 gp)

Duration: Instantaneous

You push your weapon forward, yourself along with it, launching you up to 20 feet in a straight line, ending up in an unoccupied space adjacent to your target. If your target is a creature, it must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much on a successful one.


Warrior's Armor[edit]

5th level abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (Metal armor worth at least 100 gp)

Duration: Concentration, up to 10 minutes

You let out a vicious battle cry, allowing protective arcane energy to flow through your armor. For the duration of the spell, you have resistance to acid, cold, fire, lightning, poison, and thunder damage; nonmagical bludgeoning, piercing, and slashing damage, and a +2 bonus to Armor Class.

Warrior's Vigor[edit]

4th level transmutation

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (a vial of oil)

Duration: 1 hour

Choose a willing creature that you can see within range. Strength & vivacity course through the creature's veins as their senses open around them & time appears to slow down ever so slightly. Until the spell ends, the targeted creature gains a +1 bonus to armor class, weapon attack rolls, weapon damage rolls, and 5 temporary hit points at the start of each of its turns.

Warrior's Weapon[edit]

3rd level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (The weapon that this spell is cast on)

Duration: Concentration, up to 10 minutes

You clutch a melee weapon of your choice, sending arcane energy through it, making it feel light & easy to wield. For the duration of the spell, attacks made with this weapon are made with advantage. Additionally, if this weapon is the component for any spell cast that requires a single spell attack roll, the attack roll for that spell is made with advantage.

Whirlwind Strike[edit]

2nd level evocation

Casting Time: 1 action

Range: Self (10 foot radius sphere)

Components: S*, M (Any martial melee weapon worth at least 1 gp)

Duration: Concentration, up to a minute

You swing your weapon around your body in circles, creating a whirling flurry of destruction. All creatures within 10 feet of you must make a Dexterity saving throw, taking 4d6 of the weapon's damage type on a failed save, or half as much on a successful one.

On each of your turns while the spell is active, you may use your action to create another area of flurried destruction that lasts until the end of that turn. You can move the damaging area with you, spending two feet of movement for every foot you move with your weapon spinning around you. If you are being grappled or restrained by a creature while this spell is active, this action is equivalent to making an ability check using your spellcasting modifier against the escape DC of the creature's grapple. On a successful save, the creature that grappled or restrained you takes damage from your whirlwind fury.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d6 weapon damage for each slot level above 2nd.

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