5E A Revised Spellbook
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    A Revised Spellbook

    Let's talk spells.
    In 5e they're a mess. You have Concentration on things that don't need them, things like Find Traps that lack a duration, and nowhere near enough rituals (or Sorcerer unique spells). And let's not get started on the blatant (and admitted) favouritism for spells like Firebal.

    Changelog


    Cleric Spell List

    A lot of spells have been shuffled into Domains, leaving only a core few available to all Clerics in an attempt to diversify domains.

    General:
    1st level:
    Bane (Removed saving throw)
    Bless
    Command
    Cure Wounds
    Detect Evil and Good (Now a ritual)
    Detect Poison and Disease
    Protection from Evil and Good
    Purify Food and Drink
    Sanctuary
    Shield of Faith

    2nd level:
    Augury
    Calm Emotions
    Gentle Repose
    Hold Person
    Lesser Restoration
    Protection from Poison
    Zone of Truth

    3rd Level:
    Beacon of Hope
    Magic Circle (Now a ritual)
    Remove Curse
    Revivify (Now a ritual, has two-turn casting time, and a 15 minute window. Upcasting reduces casting time to 1 action)
    Speak with Dead (Now a ritual)
    Spirit Guardians

    Knowledge:
    1st Level:
    Detect Magic

    2nd Level:
    Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps))
    Locate Object (Now a ritual)

    3rd Level:
    Clairvoyance
    Dispel Magic
    Sending
    Tongues

    Life:
    1st Level:
    Healing Word

    2nd Level:
    Aid
    Prayer of Healing

    3rd Level:
    Mass Healing Word

    Light:
    1st Level:
    Guiding Bolt

    2nd Level:
    Continual Flame

    3rd Level:
    Daylight

    Nature:
    1st Level:
    Create or Destroy Water

    2nd Level:
    Enhance Ability

    3rd Level:
    Create Food and Water
    Meld into Stone
    Water Walk

    Tempest:

    3rd Level:
    Protection from Energy

    Trickery:
    1st Level:
    Inflict Wounds

    2nd Level:
    Silence

    3rd Level:
    Bestow Curse
    Clairvoyance
    Glyph of Warding
    Meld into Stone
    Sending

    War:
    1st Level:
    Guiding Bolt

    2nd Level:
    Spiritual Weapon
    Warding Bond

    Death:
    1st Level:
    Inflict Wounds

    2nd Level:
    Blindness/Deafness

    3rd Level:
    Animate Dead

    Arcana:
    1st Level:
    Detect Magic

    2nd Level:
    Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps))
    Locate Object (Now a ritual)

    3rd Level:
    Bestow Curse
    Dispel Magic





    (To be) Complete Spell List

    Bard


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Cleric


    Knowledge Cleric

    Detect Magic
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Find Traps
    2nd-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of any trap within 30 feet of you that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

    Locate Object
    2nd-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a forked twig)
    Duration: Concentration, up to 10 minutes

    Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
    The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
    This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.



    Life Cleric

    Healing Word
    1st-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

    Aid


    Prayer of Healing




    Light Cleric

    Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Continual Flame




    Nature Cleric

    Create or Destroy Water
    1st-level transmutation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
    Duration: Instantaneous

    You either create or destroy water.
    Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

    Enhance Ability




    Tempest Cleric






    Trickery Cleric

    Inflict Wounds
    1st-level necromancy
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Silence




    War Cleric

    Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Spiritual Weapon


    Warding Bond




    Death Cleric

    Inflict Wounds
    1st-level necromancy
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Blindness/Deafness




    Arcana Cleric

    Detect Magic
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Find Traps
    2nd-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of any trap within 30 feet of you that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

    Locate Object
    2nd-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a forked twig)
    Duration: Concentration, up to 10 minutes

    Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
    The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
    This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.


    Cantrips



    1st Level

    Bane
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of blood)
    Duration: Concentration, up to 1 minute

    Whenever up to three creatures of your choice that you can see within range makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Bless
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a sprinkling of holy water)
    Duration: Concentration, up to 1 minute

    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Command
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
    Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn.
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Cure Wounds
    1st-level evocation
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Detect Evil and Good
    1st-level divination (Ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Poison and Disease
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a yew leaf)
    Duration: Concentration, up to 10 minutes

    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Protection from Evil and Good
    1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
    Duration: Concentration up to 10 minutes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Purify Food and Drink
    1st-level transmutation (ritual)
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Instantaneous

    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Sanctuary
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V, S, M (a small silver mirror)
    Duration: 1 minute

    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

    Shield of Faith
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S, M (a small parchment with a bit of holy text written on it)
    Duration: Concentration, up to 10 minutes

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


    2nd Level

    Augury


    Calm Emotions


    Gentle Repose


    Hold Person


    Lesser Restoration


    Protection from Poison


    Zone of Truth



    3rd Level

    Revivify
    3rd-level necromancy (Ritual)
    Casting Time: 2 rounds
    Range: Touch
    Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
    Duration: Instantaneous

    You touch a creature that has died within the last 15 minutes. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
    At Higher Levels. When cast with a spell slot of 4th level, Revivify has a casting time of 1 action.
    When cast with a spell slot of 5th level or higher, Revivify has a casting time of 1 bonus action.


    4th Level




    5th Level

    Raise Dead
    5th level necromancy (Ritual)
    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
    Duration: Instantaneous

    You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
    This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. This spell can't return an undead creature to life.
    This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival- its head, for instance- the spell automatically fails.
    Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
    At higher levels. When you cast Raise Dead with a spell slot of 6th level or higher, the penalty is reduced by 1 for each level above 5th.


    6th Level




    7th Level

    Resurrection
    7th-level necromancy (Ritual)
    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
    Duration: Instantaneous

    You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
    This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
    This spell closes all mortal wounds and restores any missing body parts.
    Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
    Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
    At higher levels. When you cast Resurrection with a spell slot of 8th level or higher, the penalty is reduced by 2 for each level above 7th.


    8th Level




    9th Level





    Druid


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Paladin


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Ranger


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Sorcerer


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Warlock


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Wizard


    Cantrips




    1st Level




    2nd Level




    3rd Level




    4th Level




    5th Level




    6th Level




    7th Level




    8th Level




    9th Level





    Last edited by Yunru; Friday, 18th August, 2017 at 04:25 PM.
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  2. #2
    I'm seeing an enormous amount of empty boxes.
    Should something be inside them?

  3. #3
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    Quote Originally Posted by Seramus View Post
    I'm seeing an enormous amount of empty boxes.
    Should something be inside them?
    Soon. Hopefully :P
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  4. #4
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    1st level Cleric spells done (the existing ones at least, no new ones). Moved a few into "Domain only" categories.

  5. #5
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    Eurgh this is a big project. 2nd level spells listed, but not described (unless changed). Have to stop now for emergency coursework.

  6. #6
    I really urge you to reconsider your format of presentation.

    It really needs to be dead simple to spot what, if any, changes you have made, without having to use any other reference.

    Also, I think you could get 99% of where you're going by simply identifying, say, the half-dozen Cleric spells you feel are the suckiest, and then present your improved versions of them.

    Once you've done this for ever spell list, you can go back to Clerics and fix the next half-dozen sucky spells...

    Sent from my C6603 using EN World mobile app
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  7. #7
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    What @CapnZapp said.
    Use something like red text, or underline for changes/additions and strike for deleting things.
    The (sub)class spell lists can just be lists of spells, then have a master spell list at the end, that way you don't have to copy/paste the entire spell every time you put it in a spell list.
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  8. #8
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    Quote Originally Posted by CapnZapp View Post
    I really urge you to reconsider your format of presentation.
    Re-con-sidered!

    Now with a changelog for easier viewing.
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  9. #9
    Quote Originally Posted by Leatherhead View Post
    then have a master spell list at the end
    Just as long as you don't repeat the PHB's irritating lack of class spell list info at the spell. For instance:
    Hold Person
    2nd-level enhancement Bard, Cleric, Druid, Paladin, Sorcerer, Warlock and Wizard spell
    ...
    (The decision to no longer state which classes get a specific spell was horribly misguided and I could buy a new PHB just for that reason alone if they added it back in a new printing)

  10. #10
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    Quote Originally Posted by CapnZapp View Post
    (The decision to no longer state which classes get a specific spell was horribly misguided and I could buy a new PHB just for that reason alone if they added it back in a new printing)
    Me too!
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