Unearthed Arcana: Starter Spells

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Unearthed Arcana: Starter Spells Unearthed Arcana: Starter Spells This document introduces spells to playtest, specifically cantrips and 1st-level spells. Paladin 1st Level This Is Playtest Material Ceremony (conjuration, ritual) The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by Ranger design iterations or full game development and editing. They aren’t officially part of the game and aren’t 1st Level permitted in D&D Adventurers League events. Snare (abjuration) If we decide to make this material official, it will be Sudden awakening (enchantment) refined based on your feedback, and then it will appear Wild cunning (transmutation) in a D&D book. Zephyr strike (transmutation) Spell Lists Sorcerer The following lists indicate which classes get the spells in this document. Cantrips (0 Level) Infestation (conjuration) Bard 1st Level Chaos bolt (evocation) 1st Level Sudden awakening (enchantment) Guiding hand (divination, ritual) Puppet (enchantment) Sense emotion (divination) Warlock Sudden awakening (enchantment) Unearthly chorus (illusion) Cantrips (0 Level) Infestation (conjuration) Cleric Toll the dead (necromancy) Cantrips (0 Level) 1st Level Cause fear (necromancy) Hand of radiance (evocation) Healing elixir (conjuration) Toll the dead (necromancy) Puppet (enchantment) Virtue (abjuration) Sense emotion (divination) 1st Level Ceremony (conjuration, ritual) Wizard Guiding hand (divination, ritual) Cantrips (0 Level) Infestation (conjuration) Druid Toll the dead (necromancy) Cantrips (0 Level) 1st Level Infestation (conjuration) Cause fear (necromancy) Primal savagery (transmutation) Guiding hand (divination, ritual) Healing elixir (conjuration) 1st Level Puppet (enchantment) Guiding hand (divination, ritual) Sense emotion (divination) Snare (abjuration) Snare (abjuration) Wild cunning (transmutation) Sudden awakening (enchantment) ©2017 Wizards of the Coast LLC 1 Investiture. You touch one willing humanoid. Spell Descriptions Choose one 1st-level spell you have prepared The spells are presented in alphabetical order. and expend a spell slot and any material components as if you were casting that spell. The Cause Fear spell has no effect. Instead, the target can cast 1st-level necromancy this spell once without having to expend a spell slot or use material components. If the target Casting Time: 1 action doesn’t cast the spell within 1 hour, the invested Range: 60 feet spell is lost. Components: V, S Marriage. You touch adult humanoids willing Duration: Concentration, up to 1 minute to be bonded together in marriage. For the next You awaken the sense of mortality in one 24 hours, each target gains a +2 bonus to AC and creature you can see within range. The target saving throws while they are within 30 feet of must succeed on a Wisdom saving throw or each other. A creature can benefit from this become frightened for the duration. A target ceremony just once. with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect Chaos Bolt on constructs or undead. 1st-level evocation Casting Time: 1 action Ceremony Range: 120 feet 1st-level evocation (ritual) Components: V, S Casting Time: 1 hour Duration: Instantaneous Range: Touch You hurl an undulating, warbling mass of chaotic Components: V, S, M (25 gp worth of powdered energy at one creature in range. Make a ranged silver) spell attack against the target. On a hit, the target Duration: Instantaneous (see text) takes 2d8 damage. Choose one of the d8s. The You perform one of several religious ceremonies. number it rolled determines the type of damage, When you cast the spell, choose one of the as shown below. following ceremonies, the target of which must be within 10 feet of you throughout the casting. d8 Damage Type Atonement. You touch one willing creature 1 Acid 2 Cold whose alignment has changed, and you make a 3 Fire DC 20 Wisdom (Insight) check. On a success, you 4 Force restore the target to its original alignment. 5 Lightning Bless Water. You touch one vial of water and 6 Poison cause it to become holy water. 7 Psychic Coming of Age. You touch one humanoid old 8 Thunder enough to be a young adult. For the next 24 hours, whenever the target makes an ability If you roll the same number on both d8s, the check, it can roll a d4 and add the number rolled chaotic energy leaps from the target to a to the ability check. A creature can benefit from different creature of your choice within 30 feet this ceremony just once. of it. Make a new attack roll against the new Dedication. You touch one humanoid who target, and make a new damage roll, which could would willingly convert to your religion or who cause the chaotic energy to leap again. wishes to be dedicated to your god’s service. For A creature can be targeted only once by this the next 24 hours, whenever the target makes a mass of chaotic energy. saving throw, it can roll a d4 and add the number At Higher Levels. When you cast this spell rolled to the save. A creature can benefit from using a spell slot of 2nd level or higher, each this ceremony just once. target takes extra damage of the type rolled. The Funeral Rite. You bless one corpse within 5 extra damage equals 1d6 for each slot level feet of you. For the next 24 hours, the target above 1st. can’t become undead by any means short of a wish spell. ©2017 Wizards of the Coast LLC 2 Guiding Hand As an action, a creature can drink the elixir or 1st-level divination (ritual) administer it to another creature. The drinker regains 2d4 + 2 hit points. Casting Time: 1 minute Range: 5 feet Infestation Components: V, S Conjuration cantrip Duration: Concentration, up to 8 hours Casting Time: 1 action You create a Tiny incorporeal hand of Range: 30 feet shimmering light in an unoccupied space you can Components: V, S, M (a living flea) see within range. The hand exists for the Duration: Instantaneous duration, but it disappears if you teleport or you travel to a different plane of existence. You cause mites, fleas, and other parasites to When the hand appears, you name one major appear momentarily on one creature you can see landmark, such as a city, mountain, castle, or within range. The target must succeed on a battlefield on the same plane of existence as you. Constitution saving throw or take 1d6 piercing Someone in history must have visited the site damage. If the target takes any of that damage, and mapped it. If the landmark appears on no the target moves 5 feet in a random direction. map in existence, the spell fails. Otherwise, Roll a d8 for the direction: 1, north; 2, northeast; whenever you move toward the hand, it moves 3, east; 4, southeast; 5, south; 6, southwest; 7, away from you at the same speed you moved, west; or 8, northwest. and it moves in the direction of the landmark, The spell’s damage increases by 1d6 when you always remaining 5 feet away from you. reach 5th level (2d6), 11th level (3d6), and 17th If you don’t move toward the hand, it remains level (4d6). in place until you do and beckons for you to follow once every 1d4 minutes. Primal Savagery Transmutation cantrip Hand of Radiance Casting Time: 1 action Evocation cantrip Range: Self Casting Time: 1 action Components: S Range: Self (5-foot radius) Duration: Instantaneous Components: V, S Your teeth or fingernails lengthen and sharpen. Duration: Instantaneous You choose which. Make a melee spell attack You raise your hand, and burning radiance against one creature within 5 feet of you. On a erupts from it. Each creature of your choice that hit, the target takes 1d10 piercing or slashing you can see within 5 feet of you must succeed on damage (your choice). After you make the attack, a Constitution saving throw or take 1d6 radiant your teeth or fingernails return to normal. damage. The spell’s damage increases by 1d10 when The spell’s damage increases by 1d6 when you you reach 5th level (2d10), 11th level (3d10), reach 5th level (2d6), 11th level (3d6), and 17th and 17th level (4d10). level (4d6). Puppet Healing Elixir 1st-level enchantment 1st-level conjuration Casting Time: 1 action Casting Time: 1 minute Range: 120 feet Range: Self Components: S Components: V, S, M (alchemist’s supplies) Duration: Instantaneous Duration: 24 hours Your gesture forces one humanoid you can see You create a healing elixir in a simple vial that within range to make a Constitution saving appears in your hand. The elixir retains its throw. On a failed save, the target must move up potency for the duration or until it’s consumed, to its speed in a direction you choose. In at which point the vial vanishes. addition, you can cause the target to drop ©2017 Wizards of the Coast LLC 3 whatever it is holding. This spell has no effect on Sudden Awakening a humanoid that is immune to being charmed. 1st-level enchantment Sense Emotion Casting Time: 1 bonus action 1st-level divination Range: 10 feet Components: V Casting Time: 1 action Duration: Instantaneous Range: Self Components: V, S Each sleeping creature you choose within range Duration: Concentration, up to 10 minutes awakens, and then each prone creature within range can stand up without expending any You attune your senses to pick up the emotions movement. of others for the duration. When you cast the spell, and as your action on each turn until the Toll the Dead spell ends, you can focus your senses on one Necromancy cantrip humanoid you can see within 30 feet of you.
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