Sycamores Pocket Monster Spellbook

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Spell Name Components: V, S

Spell level Duration: Instantaneous

Casting Time: time After clapping your hands together, you conjure
Range: range several astral palms to assault a target. 1d6+1
Components: V, S, M (material components) astral palms appear in your space and
Duration: time frame immediately sail towards a target in range.
Make an attack roll for each palm. On a hit, the
Lore ip some. astral palms deal 1d4 Force damage each.
At Higher Levels: The amount of astral
Pound palms conjured increases by 1 for each spell
Evocation Cantrip level of 2nd level or higher.

Casting Time: 1 bonus action Pay Day


Range: Touch 3rd level Conjuration
Components: S
Duration: 1 round Casting Time: 1 action
Range: 30 feet
Touch a willing creature or weapon. For the Components: V, S, M (1 coin of varying
duration, the striking weapon or appendage denominations))
glows white with positive energy. Double the Duration: Instantaneous
ability score modifier bonus to the damage of
the next attack made with the weapon or Your fingers curl into the form of a gun around a
appendage that hits. gold coin as you suffuse it with energy from the
Feywild. Point at a creature within range. The
Karate Chop coin in your hand vanishes, and five times your
2nd-level Enchantment level of coins of the same denomination
harmlessly explode from the target, landing in
Casting Time: 1 action the same space around them.
Range: Self If this spell is recast on the same target
Components: V, S within 1 minute, the coins generated by this
Duration: Concentration, 1 minute. effect are primed. If the target moves out of the
space they stood when recast, the coins
You sharply inhale positive energy. For the explode, forcing all creatures within 5 feet to
duration, whenever you make a melee attack, make a Dexterity saving throw. The exploding
roll an additional d20. If the result meets or coins deal damage based on their
exceeds your spell save DC, your attack denomination.
becomes a critical if it hits. If your attack roll Coin Damage (per coin)
would result in a critical hit, you can add an
Copper 1 point of Bludgeoning
additional damage die of the attacks damage
type. Silver 2 points of Bludgeoning (Silvered)

Round Trip Slap Electrum 2 points of Bludgeoning (Silvered)


st
1 level conjuration Gold 2 points of Thunder

Casting Time: 1 action Platinum 2 points of Force


Range: 30 feet
After an hour, any coinage generated by
this spell disappear without a trace.

Flame Fist
3rd level Evocation

Casting Time: 1 action


Range: Touch
Components: S
Duration: 1 minute

You touch a willing creatures do imbue their


arm with fiery energy from the plane of fire. For
the duration, the target’s unarmed strikes deal
2d6 fire damage, and ignite any flammable
objects.
The first time a creature takes damage
from this attack in a turn, it must succeed a
Constitution saving throw. On a failure, the
creature gains a burn.
A burned creature takes 1d6 fire
damage per burn after completing an Action.
Burns subside after 1 minute, or magical healing
is received.

Freezing Punch
3rd level Evocation

Casting Time: 1 action


Range: Touch
Components: S
Duration: 1 minute

You touch a willing creatures do imbue their


arm with Chilling energy from the paraplane of
Ice. For the duration, the target’s unarmed
strikes deal 2d6 cold damage, and dose no
magical fires they come into contact with.
The first time a creature takes damage
from this attack in a turn, it must succeed a
Constitution saving throw. On a failure, the
creature gains a burn.
A burned creature takes 1d6 fire
damage per burn after completing an Action.
Burns subside after 1 minute, or magical healing
is received.

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