3rd-Level Spells Treantmonk Variant

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Spells (3rd): The Treantmonk Variant

Blinding Smite You throw a nonmagical weapon or fire a piece of nonmagical


3rd level Evocation ammunition into the air to create a cone of identical weapons
that shoot forward and then disappear. Each creature in a 60-
Casting Time: 1 bonus action foot cone must succeed on a Dexterity saving throw. A
Range: Self creature takes 5d8 damage on a failed save, or half as much
Components: V damage on a successful one. The damage type is the same as
Duration: Concentration 1 Minute that of the weapon or ammunition used as a component.
The next time you hit a creature with a melee weapon attack -* (one piece of ammunition or a thrown weapon)
during this spell’s duration, you weapon flares with a bright At Higher Levels. When you cast this spell using a spell
light, and the attack deals an extra 3d8 radiant damage to the slot of 4th or higher level, the damage increases by 1d8 for
target. Additionally, the target must succeed on a Constitution each slot level above 3rd.
saving throw or be blinded for one minute.
A creature blinded by this spell makes another Constitution Daylight
saving throw at the end of each of its turns. On a successful 3rd level Evocation
save, it is no longer blinded. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 4th or higher level, the damage increases by 1d8 for Components: V, S
each slot level above 3rd. Duration: 1 Hour
Call Lightning A 60-foot-radius sphere of light spreads out from a point you
3rd level Conjuraton choose within range. The sphere is bright light and sheds dim
light for an additional 60 feet. The light is sunlight.
Casting Time: 1 action If you chose a point on an object you are holding or one that
Range: 120 feet isn't being worn or carried, the light shines from the object
Components: V, S and moves with it. Completely covering the affected object
Duration: Concentration 10 Minutes with an opaque object, such as a bowl or a helm, blocks the
A storm cloud appears in the shape of a cylinder that is 10 light.
feet tall with a 60-foot radius, centered on a point you can see If any of this spell's area overlaps with an area of darkness
within range directly above you. The spell fails if you can't see created by a spell of 3rd level or lower, the spell that created
a point in the air where the storm cloud could appear (for the darkness is dispelled.
example, if you are in a room that can't accommodate the
cloud). Feign Death
When you cast the spell, choose a point you can see under 3rd level Necromancy
the cloud. A bolt of lightning flashes down from the cloud to Casting Time: 1 action (ritual)
that point. Each creature within 5 feet of that point must make Range: touch
a Dexterity saving throw. A creature takes 3d10 lightning Components: V, S, M*
damage on a failed save, or half as much damage on a Duration: 24 Hours
successful one. On each of your turns until the spell ends, you
can use your bonus action to call down lightning in this way You touch a willing creature and put it into a cataleptic state
again, targeting the same point or a different one. If you are that is indistinguishable from death.
outdoors in stormy conditions when you cast this spell, the For the spell’s duration, or until you use an action to touch
spell gives you control over the existing storm instead of the target and dismiss the spell, the target appears dead to all
creating a new one. Under such conditions, the spell's damage outward inspection and to spells used to determine the
increases by 1d10. target’s status. The target is blinded and incapacitated, and its
At Higher Levels. When you cast this spell using a spell speed drops to 0. The target has resistance to all damage
slot of 4th or higher level, the damage increases by 1d10 for except psychic damage. If the target is diseased or poisoned
each slot level above 3rd. when you cast the spell, or becomes diseased or poisoned
while under the spell’s effect, the disease and poison have no
Conjure Barrage effect until the spell ends. At the time of casting the spell, you
3rd level Conjuration may choose to have the target awaken in less than 24 hours,
Casting Time: 1 action the duration is set at the casting of the spell.
Range: self -* (a pinch of graveyard dirt)
Components: V, S, M* Gaseous Form
Duration: Instantaneous 3rd level Transmutation
Casting Time: 1 action
Range: touch
Components: V, S, M*
Duration: Concentration 1 Hour

Page 1 | Spells (3rd): The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You transform a willing creature you touch, along with Spell Glyph. You can store a prepared of 3rd level or lower
everything it's wearing and carrying, into a misty cloud for the in the glyph by casting it as part of creating the glyph. The
duration. The spell ends if the creature drops to 0 hit points. spell must target a single creature or an area and have an
An incorporeal creature isn't affected. effect that is detrimental to the target. The spell being stored
While in this form, the target's only method of movement is has no immediate effect when cast in this way. When the
a flying speed of 10 feet. The target can enter and occupy the glyph is triggered, the stored spell is cast. If the spell has a
space of another creature. The target has immunity to target, it targets the creature that triggered the glyph. If the
nonmagical damage, and it has advantage on Strength, spell affects an area, the area is centered on that creature. If
Dexterity, and Constitution saving throws. The target can pass the spell summons hostile creatures or creates harmful
through small holes, narrow openings, and even mere cracks, objects or traps, they appear as close as possible to the
though it treats liquids as though they were solid surfaces. intruder and attack it. If the spell requires concentration, it
The target can't fall and remains hovering in the air even lasts until the end of its full duration.
when stunned or otherwise incapacitated. At Higher Levels. When you cast this spell using a spell
While in the form of a misty cloud, the target can't talk or slot of 4th level or higher, the damage of an explosive runes
manipulate objects, and any objects it was carrying or holding glyph increases by 1d8 for each slot level above 3rd. If you
can't be dropped, used, or otherwise interacted with. The create a spell glyph, you can store any spell of up to the same
target can't attack or cast spells. level as the slot you use for the glyph of warding.
-* (a bit of gauze and a wisp of smoke) -* (incense and powdered diamond worth at least 200 gp,
which the spell consumes)
Glyph of Warding
3rd level Abjuration Hunger of Hadar
Casting Time: 1 Hour 3rd level Conjuration
Range: touch Casting Time: 1 action
Components: V, S, M* Range: 150 Feet
Duration: Until Dispelled or Triggered Components: V, S, M*
When you cast this spell, you inscribe a glyph that later Duration: Concentration 1 Minute
unleashes a magical effect. You inscribe it either on a surface You open a gateway to the dark between the stars, a region
(such as a table or a section of floor or wall) or within an infested with unknown horrors. A 20-foot-radius sphere of
object that can be closed (such as a book, a scroll, or a blackness and bitter cold appears, centered on a point with
treasure chest) to conceal the glyph. The glyph can cover an range and lasting for the duration. This void is filled with a
area no larger than 10 feet in diameter. If the surface or object cacophony of soft whispers and slurping noises that can be
is moved more than 10 feet from where you cast this spell, the heard up to 30 feet away. No light, magical or otherwise, can
glyph is broken, and the spell ends without being triggered. illuminate the area, and creatures fully within the area are
The glyph is nearly invisible and requires a successful blinded.
Intelligence (Investigation) check against your spell save DC The void creates a warp in the fabric of space, and the area
to be found. is difficult terrain. Any creature that starts its turn in the area
You decide what triggers the glyph when you cast the spell. takes 2d6 cold damage. Any creature that ends its turn in the
For glyphs inscribed on a surface, the most typical triggers area must succeed on a Dexterity saving throw or take 2d6
include touching or standing on the glyph, removing another acid damage as milky, otherworldly tentacles rub against it.
object covering the glyph, approaching within a certain A caster concentrating on this spell may see normally in the
distance of the glyph, or manipulating the object on which the effect and is not blinded. The caster may also move freely
glyph is inscribed. For glyphs inscribed within an object, the through the area as if it were not difficult terrain and takes no
most common triggers include opening that object, damage from the effect.
approaching within a certain distance of the object, or seeing -* (a pickled octopus tentacle)
or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only
under certain circumstances or according to physical
characteristics (such as height or weight), creature kind (for
example, the ward could be set to affect aberrations or drow),
or alignment. You can also set conditions for creatures that
don’t trigger the glyph, such as those who say a certain
password.
When you inscribe the glyph, choose explosive runes or a
spell glyph.
Explosive Runes. When triggered, the glyph erupts with
magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in
the area must make a Dexterity saving throw. A creature takes
5d8 acid, cold, fire, lightning, or thunder damage on a failed
saving throw (your choice when you create the glyph), or half
as much damage on a successful one.

Page 2 | Spells (3rd): The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lightning Arrow
3rd level Evocation
Casting Time: 1 bonus action
Range: self
Components: V, S
Duration: Instantaneous
The next time you make a ranged weapon attack on the turn
you cast this spell, the weapon’s ammunition, or the weapon
itself if it’s a thrown weapon, crackles with lightning. Make the
attack roll as normal. The target takes 3d8 lightning damage
on a hit, or half as much damage on a miss, in addition to the
weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the
target must make a Dexterity saving throw. Each of these
creatures takes 2d8 lightning damage on a failed save, or half
as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage for both effects of the
spell increases by 1d8 for each slot level above 3rd.
Vampiric Touch
3rd level Necromancy
Casting Time: 1 action
Range: self
Components: V, S
Duration: Concentration 1 Minute
The touch of your shadow-wreathed hand can siphon life
force from others to increase yours. Make a melee spell attack
against a creature within your reach. On a hit, the target takes
4d6 necrotic damage, and you recover hit points equal to half
the amount of necrotic damage dealt, once your full hit points
are restored, any additional points are added as temporary hit
points. Until the spell ends, you can make the attack again on
each of your turns as an action.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.

Page 3 | Spells (3rd): The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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