S.5 5th level spells - JulTob/DnD GitHub Wiki
5th Level
Far Step
- Level: 5th-level
- School: Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Description
Far Step is a 5th-level conjuration spell that allows the caster to teleport short distances repeatedly for the duration of the spell.
Effects:
- Teleportation: On each of your turns, including the turn when you cast Far Step, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see.
- Repetition: This teleportation can be done every turn for up to 1 minute, as long as you maintain concentration.
Components:
- Verbal (V): The caster speaks a word that warps space around them, allowing instantaneous movement.
Strategic Applications:
- Mobility: Far Step is a powerful mobility tool, allowing the caster to traverse large distances in combat quickly or escape from dangerous situations.
- Evasion: The ability to teleport as a bonus action makes it easy to avoid attacks, traps, or other hazards on the battlefield.
- Positioning: This spell is ideal for getting into advantageous positions, such as high ground or cover, or for quickly closing the distance to engage or retreat from enemies.
Limitations:
- Concentration: Since the spell requires concentration, it can be disrupted if the caster takes damage or is otherwise forced to make a concentration check.
- Line of Sight: The teleportation is limited to spaces the caster can see, so it can be hindered by obstacles, darkness, or other vision impairments.
- Duration: While the spell lasts up to 1 minute, the caster must use the teleportation each turn to maximize its benefit.
Notes:
- Far Step is particularly useful for casters who need to stay out of range of enemies or who require constant repositioning to maintain strategic advantages.
- It's also effective in navigating difficult terrain or bypassing obstacles that would otherwise take multiple turns to traverse.
- This spell can be a game-changer in encounters where mobility and quick reactions are key, such as against ranged opponents or when needing to avoid large-area effects.
- Remember that concentration is key, so be wary of effects that can break your focus and cancel the spell prematurely.
Enervation
- Level: 5th-level
- School: Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Description
Enervation is a 5th-level necromancy spell that siphons the life force from a target, dealing damage and restoring health to the caster.
Effects:
- Target: One creature within range.
- Ranged Spell Attack: The caster makes a ranged spell attack against the target.
- Hit: On a hit, the target takes 4d8 necrotic damage, and the caster regains hit points equal to half the amount of necrotic damage dealt.
- Miss: On a miss, the target takes half as much damage, and the caster doesn't regain any hit points.
- Concentration: While the caster maintains concentration on this spell, they can use their action on subsequent turns to deal 4d8 necrotic damage again, repeating the process each turn.
Components:
- Verbal (V): The caster utters words of dark power, invoking necromantic energies.
- Somatic (S): The caster makes gestures that direct the necrotic energy toward the target.
Higher Levels:
- Increased Damage: When Enervation is cast using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Strategic Applications:
- Sustained Damage and Healing: Enervation is particularly effective in long battles where the caster needs to maintain both offensive pressure and their own health.
- Targeting High-Value Enemies: This spell can be used to drain the life from powerful enemies, potentially extending the caster's longevity in battle.
- Concentration Management: Since the spell requires concentration, it's crucial to minimize incoming damage to maintain the spell’s effects over multiple rounds.
Limitations:
- Ranged Spell Attack: The spell requires a successful ranged spell attack roll to deal full damage and trigger healing, making it less reliable against targets with high AC.
- Concentration: The caster must maintain concentration, making them vulnerable to losing the spell if they take damage or are otherwise distracted.
- Necrotic Damage Resistance/Immunity: The spell is less effective against creatures resistant or immune to necrotic damage, as it reduces or nullifies the spell's damage and healing potential.
Notes:
- Enervation is an excellent choice for necromancers or other spellcasters looking to sustain themselves in battle while dealing consistent damage.
- The ability to deal damage and heal each turn makes this spell particularly valuable in prolonged encounters or when facing tough opponents.
- As with other concentration spells, the caster should be cautious of maintaining their concentration, particularly in chaotic combat situations where they may be targeted by multiple enemies.
Danse Macabre
- Level: 5th-level
- School: Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Description
Danse Macabre is a necromancy spell that allows you to animate and control up to five undead creatures, turning them into your temporary minions for the duration of the spell.
Effects:
- You can target up to five corpses within range.
- The spell animates the corpses, creating skeletons or zombies (your choice).
- The animated undead follow your commands, acting on your initiative count.
- You can mentally command them (no action required) to move and act, giving the same command to all or issuing different commands to each one.
- The undead remain animated for the duration, after which they become inanimate once more.
Components:
- Verbal (V): Incantations are necessary to raise and control the dead.
- Somatic (S): Gestures are required to direct the necromantic energies that animate the corpses.
Strategic Applications:
- Instant Undead Minions: Quickly create a small army of undead to aid in combat, scouting, or other tasks.
- Combat Enhancement: The undead can provide flanking bonuses, absorb damage, and create distractions during battle.
- Versatile Control: You can command the undead to perform various actions, from fighting to opening doors or triggering traps.
Limitations:
- Concentration: The spell requires concentration, meaning you cannot maintain other concentration spells simultaneously.
- Undead Limit: You are limited to animating five undead creatures with this spell.
- Duration: The spell lasts for up to 1 hour, after which the undead revert to being lifeless corpses.
Notes:
- The type of undead (skeleton or zombie) can be chosen based on the needs of the situation—skeletons are more agile, while zombies are more durable.
- Consider casting Danse Macabre in environments where corpses are readily available, such as battlefields or graveyards.
- Be mindful of the concentration requirement, as taking damage could cause you to lose control of your undead minions prematurely.
- This spell can be particularly useful for necromancers or characters seeking to control the battlefield through sheer numbers.
Dawn
- Level: 5th-level
- School: Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a sunburst pendant worth at least 100 gp)
- Duration: Concentration, up to 1 minute
Description
Dawn is an evocation spell that summons a cylinder of radiant light, dealing damage to creatures caught within its area of effect and creating a potent area denial tool.
Effects:
- Area of Effect: A cylinder of bright light with a 30-foot radius and 40-foot height appears centered on a point you choose within range.
- Damage: Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage, or half as much on a successful save.
- Movement: As a bonus action on subsequent turns, you can move the cylinder up to 60 feet in any direction, allowing you to reposition the area of effect as needed.
Components:
- Verbal (V): A command or incantation that channels the energy of the dawn.
- Somatic (S): Gestures required to shape and direct the radiant light.
- Material (M): A sunburst pendant worth at least 100 gp, which the spell consumes.
Strategic Applications:
- Area Denial: Dawn creates a large zone of radiant light that can force enemies to move or take significant damage, making it useful for controlling the battlefield.
- Undead and Fiend Counter: Creatures vulnerable to radiant damage, such as undead or fiends, are particularly susceptible to the effects of this spell.
- Tactical Flexibility: The ability to move the cylinder each round allows you to adapt to changing combat conditions, keeping pressure on enemies or protecting allies.
Limitations:
- Concentration: Requires concentration, limiting the caster to this spell while active.
- Line of Sight: The point of origin must be visible, which can restrict placement in complex terrain.
- Material Component: The sunburst pendant is consumed upon casting, making the spell somewhat costly to use frequently.
Notes:
- Dawn is highly effective in open areas where enemies have limited cover and are forced to either move or take damage.
- The ability to move the cylinder each turn allows you to chase down fleeing enemies or protect key areas, such as choke points or objectives.
- Consider combining Dawn with other spells or effects that restrict movement, such as Web or Entangle, to maximize its damage potential.
- This spell is especially potent against enemies with lower Constitution saves, as they are more likely to fail the saving throw and take full damage.
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Destructive Wave
- School: Evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Instantaneous
- Description: You strike the ground, creating a burst of divine energy that ripples outward. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
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Far Step
- School: Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Description: You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.