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<blockquote data-quote="Shadowdweller00" data-source="post: 8175731" data-attributes="member: 6778479"><p>Some homebrew spells I use in my games that might be tangentially appropriate:</p><p></p><p><strong>Rend </strong>- Bard, Cleric, Druid, Sorcerer, Warlock, Wizard</p><p><em>Transmutation cantrip</em> (Note: gets around Eldritch Knight school restrictions because it isn't a leveled spell)</p><p>Casting time: 1 action</p><p>Range: Normal weapon reach</p><p>Components: V, S, F (a melee weapon)</p><p>Duration: Instantaneous</p><p></p><p>Magically or spiritually enhances a <strong><em>melee</em></strong> attack using a normal or natural (unarmed) weapon with which the caster is proficient. The caster makes one melee attack, optionally using the caster's casting stat for both attack and damage rolls. Damage is equal to the weapons damage die plus appropriate damage bonuses. The attack is NOT treated as magical unless the caster uses a magical weapon for the focus. Any magical bonuses and effects are applied normally for the attack. Casting this cantrip counts as using the attack action for purposes of other abilities, including making offhand attacks; although only initial attack made is treated as being enhanced by the cantrip.</p><p> The spell's damage increases by W when you reach 5th level (2W plus attribute bonuses), 11th level (3W + attribute), and 17th level (4W + attribute); where W equals the weapon's damage die or dice.</p><p></p><p><strong>Charge Athame</strong> - Cleric, Sorcerer, Warlock, Wizard</p><p><em>1st level transmutation (ritual)</em></p><p>Casting time: 1 hour</p><p>Range: Touch</p><p>Components: V, S, DF, M (One dagger plus rare oils or unholy water worth 25 gp, which are <strong>NOT</strong> consumed upon casting)</p><p>Duration: Until discharged or profaned.</p><p></p><p>Transforms a dagger into a magically or spiritually charged athame for use in various spells and rituals. Upon casting, the dagger is treated as magic for purposes of attacks if it is not already. Furthermore, the athame may be used as an arcane or divine focus; and provides advantage on Religion checks made to perform ritual sacrifice. For purposes of spells (but NOT normal melee attacks), the athame's damage is treated as d8. It retains light and finesse properties as normal. The athame remains charged until it leaves the caster's possession, is dropped on the ground, or wielded by anyone other than the caster. Furthermore, the athame may become profaned and lose its charge if is subject to corrosion effects, spell effects from sources hostile to its wielder, and other abilities that might render the weapon spiritually unclean when intentionally inflicted upon the athame by hostile sources (i.e. the athame must be specifically targeted by a spell or other effect). "Spiritually unclean" in this case refers to something considered antithetical to the beliefs and powers of the caster; a caster who consorts with and worships fiends might consider an angelic blessing to be "spiritually unclean" whereas a nature cleric might consider something artificial to be so, and a wizard might find an antimagic effect to be antithetical.</p><p></p><p><strong>Grow Talons </strong>- Druid, Sorcerer, Warlock, Wizard</p><p>1st level transmutation (ritual)</p><p>Casting time: 1 hour</p><p>Range: Self</p><p>Components: V, S, DF</p><p>Duration: Until removed by casting the spell again</p><p></p><p>Allows the caster to grow lethally sharp talons on any appendages that possess claws or fingernails. The talons are treated as magical for purposes of melee attacks, and possess the light and finesse properties. Base weapon damage is 1d4 plus the appropriate stat; however, if used for spells that allow the caster to make melee attacks (such as Rend, Booming Blade, Greenflame Blade) the talons may be treated as a melee weapon that deals 1d8 base damage instead. Talons are sharp and strong enough to cut various substances as mundane daggers, scissors, or shears would - but are long enough to impair activities that require fine motor coordination with the hands (/alternate appendage on which they have been grown); the caster suffers disadvantage on any sleight of hand, thieves tool, or artisan tool checks made with the taloned appendages. The spell may be cast again to remove talons that were previously grown. The caster is considered proficient with talons they have grown.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8175731, member: 6778479"] Some homebrew spells I use in my games that might be tangentially appropriate: [B]Rend [/B]- Bard, Cleric, Druid, Sorcerer, Warlock, Wizard [I]Transmutation cantrip[/I] (Note: gets around Eldritch Knight school restrictions because it isn't a leveled spell) Casting time: 1 action Range: Normal weapon reach Components: V, S, F (a melee weapon) Duration: Instantaneous Magically or spiritually enhances a [B][I]melee[/I][/B] attack using a normal or natural (unarmed) weapon with which the caster is proficient. The caster makes one melee attack, optionally using the caster's casting stat for both attack and damage rolls. Damage is equal to the weapons damage die plus appropriate damage bonuses. The attack is NOT treated as magical unless the caster uses a magical weapon for the focus. Any magical bonuses and effects are applied normally for the attack. Casting this cantrip counts as using the attack action for purposes of other abilities, including making offhand attacks; although only initial attack made is treated as being enhanced by the cantrip. The spell's damage increases by W when you reach 5th level (2W plus attribute bonuses), 11th level (3W + attribute), and 17th level (4W + attribute); where W equals the weapon's damage die or dice. [B]Charge Athame[/B] - Cleric, Sorcerer, Warlock, Wizard [I]1st level transmutation (ritual)[/I] Casting time: 1 hour Range: Touch Components: V, S, DF, M (One dagger plus rare oils or unholy water worth 25 gp, which are [B]NOT[/B] consumed upon casting) Duration: Until discharged or profaned. Transforms a dagger into a magically or spiritually charged athame for use in various spells and rituals. Upon casting, the dagger is treated as magic for purposes of attacks if it is not already. Furthermore, the athame may be used as an arcane or divine focus; and provides advantage on Religion checks made to perform ritual sacrifice. For purposes of spells (but NOT normal melee attacks), the athame's damage is treated as d8. It retains light and finesse properties as normal. The athame remains charged until it leaves the caster's possession, is dropped on the ground, or wielded by anyone other than the caster. Furthermore, the athame may become profaned and lose its charge if is subject to corrosion effects, spell effects from sources hostile to its wielder, and other abilities that might render the weapon spiritually unclean when intentionally inflicted upon the athame by hostile sources (i.e. the athame must be specifically targeted by a spell or other effect). "Spiritually unclean" in this case refers to something considered antithetical to the beliefs and powers of the caster; a caster who consorts with and worships fiends might consider an angelic blessing to be "spiritually unclean" whereas a nature cleric might consider something artificial to be so, and a wizard might find an antimagic effect to be antithetical. [B]Grow Talons [/B]- Druid, Sorcerer, Warlock, Wizard 1st level transmutation (ritual) Casting time: 1 hour Range: Self Components: V, S, DF Duration: Until removed by casting the spell again Allows the caster to grow lethally sharp talons on any appendages that possess claws or fingernails. The talons are treated as magical for purposes of melee attacks, and possess the light and finesse properties. Base weapon damage is 1d4 plus the appropriate stat; however, if used for spells that allow the caster to make melee attacks (such as Rend, Booming Blade, Greenflame Blade) the talons may be treated as a melee weapon that deals 1d8 base damage instead. Talons are sharp and strong enough to cut various substances as mundane daggers, scissors, or shears would - but are long enough to impair activities that require fine motor coordination with the hands (/alternate appendage on which they have been grown); the caster suffers disadvantage on any sleight of hand, thieves tool, or artisan tool checks made with the taloned appendages. The spell may be cast again to remove talons that were previously grown. The caster is considered proficient with talons they have grown. [/QUOTE]
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