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.

  • 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.
  • 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.