doctorbadwolf
Heretic of The Seventh Circle
Hey, I’ve got some spell ideas that my buddy and I have thrown around, and I’d love some feedback.
Spell-Bane Smite
Level 2 Abjuration
Bonus Action
Self
1 Minute, Concentration
Your senses extend around you, waiting for the pulse of a spell being cast. You know when any creature within 15 feet of you casts a spell. If a creature casts a spell within your melee weapon reach, you can choose to make a melee weapon attack against them as a Reaction. If you hit, the target must succeed on a Constitution Saving Throw or lose the spell.
Bond Companion
Level 2 Conjuration
10 minutes
Duration: Instantaneous
You create a magical bond with a beast, or a minor Fey. The creature loses its normal statistics, and instead becomes a Fey Beast of one of the following types. Each time you cast the spell, you can choose the form your Companion takes. It can understand you, and can communicate telepathically with you. If you already share a bond with the creature, such as from a class feature or another spell like find familiar, the beast retains those features in its new form.
[list of Beast of The XYZ, which basically are basically the variant beast master critters, but add some minor magical effect]
Basically let’s you take your existing familair or BM pet and upgrade it for a spell slot, or gain a pet with none of the class feature benefits if
you don’t hv e those features.
I’d also add those style of stat blocks to the list of creatures available for familiars and steeds.
Sword Bond
Level Conjuration?
Bonus Action
1
You bind a part of your soul to your weapon, allowing you to perform incredible feats with it. The weapon becomes magical, and gains the thrown property with a range of 30ft and long range of 60 ft, and it immediately returns to your hand when thrown. The weapon gains a bonus to one damage roll per turn equal to your Spellcasting modifier, and this bonus damage is cold, fire, thunder, lightning, or acid, damage, chosen when you cast the spell.
at higher levels. When you cast this spell with a spell slot of 3rd level or higher, the bonus damage increases to 1d6+Spellcasting modifier, and increases by 1d6 pet spells level above that.
spell enhancements:
Jump, Longstrider, Spider Climb, and Enhance Ability, Resist Energy, all get higher level upgrades that allow you to target more creatures.
Jump and Longstrider gain 1 target per spell level.
Spider Climb gains 1 target at 3rd, 5th, 7th, 8th, 9th.
Enhance Ability at 5th, 7th, and 9th.
Resist Energy just hits all allies you want at level 9. Because reasons.
Spell-Bane Smite
Level 2 Abjuration
Bonus Action
Self
1 Minute, Concentration
Your senses extend around you, waiting for the pulse of a spell being cast. You know when any creature within 15 feet of you casts a spell. If a creature casts a spell within your melee weapon reach, you can choose to make a melee weapon attack against them as a Reaction. If you hit, the target must succeed on a Constitution Saving Throw or lose the spell.
Bond Companion
Level 2 Conjuration
10 minutes
Duration: Instantaneous
You create a magical bond with a beast, or a minor Fey. The creature loses its normal statistics, and instead becomes a Fey Beast of one of the following types. Each time you cast the spell, you can choose the form your Companion takes. It can understand you, and can communicate telepathically with you. If you already share a bond with the creature, such as from a class feature or another spell like find familiar, the beast retains those features in its new form.
[list of Beast of The XYZ, which basically are basically the variant beast master critters, but add some minor magical effect]
Basically let’s you take your existing familair or BM pet and upgrade it for a spell slot, or gain a pet with none of the class feature benefits if
you don’t hv e those features.
I’d also add those style of stat blocks to the list of creatures available for familiars and steeds.
Sword Bond
Level Conjuration?
Bonus Action
1
You bind a part of your soul to your weapon, allowing you to perform incredible feats with it. The weapon becomes magical, and gains the thrown property with a range of 30ft and long range of 60 ft, and it immediately returns to your hand when thrown. The weapon gains a bonus to one damage roll per turn equal to your Spellcasting modifier, and this bonus damage is cold, fire, thunder, lightning, or acid, damage, chosen when you cast the spell.
at higher levels. When you cast this spell with a spell slot of 3rd level or higher, the bonus damage increases to 1d6+Spellcasting modifier, and increases by 1d6 pet spells level above that.
spell enhancements:
Jump, Longstrider, Spider Climb, and Enhance Ability, Resist Energy, all get higher level upgrades that allow you to target more creatures.
Jump and Longstrider gain 1 target per spell level.
Spider Climb gains 1 target at 3rd, 5th, 7th, 8th, 9th.
Enhance Ability at 5th, 7th, and 9th.
Resist Energy just hits all allies you want at level 9. Because reasons.