Reworked Spells Part One
stay tuned for the next batch, which is basically this but with bludgeoning/slashing/piercing, and the third batch, which is this but psychic radiant and necrotic. ye.

seen from United States

seen from France
seen from India
seen from Germany
seen from Malaysia

seen from Türkiye

seen from Netherlands

seen from Greece

seen from Malaysia

seen from Italy
seen from United States

seen from Germany

seen from Malaysia

seen from United States
seen from United Kingdom

seen from United Kingdom
seen from Netherlands

seen from United States
seen from China
seen from Netherlands
Reworked Spells Part One
stay tuned for the next batch, which is basically this but with bludgeoning/slashing/piercing, and the third batch, which is this but psychic radiant and necrotic. ye.
Five Random Leveled Spells
Remember me talking about a few homebrew spells I had still lying around? Here are five of them, specifically the ones I'm most happy with because they aren't awkward!There's at least one spell for each of the official spellcasting classes, for various spell levels (1st, 3rd, 4th, and 5th)!I hope you enjoy them!
You point your finger to a point you choose within range and envelop the area in sparkling, golden glitter. The glitterdust spell for 5th E
So I googled "glitterbomb dnd spell" (for reasons) and found this.
Bonus Sorcer Spells!
This is exactly what it says on the tin: bonus spells for the older sorcerous origins. This is for the four sorcerous origins other than the Draconic sorcerer, which I already covered here.
As noted in the image itself, since both Divine and Shadow sorcerers already gain a bonus spell, they only gain nine bonus spells rather than ten.
These lists are designed for ease of use and thus only rely on the PHB and don't involve weird mechanics (looking at you, Wild sorcerer bonus spell suggestions from other creators!).
Valda's Spire of Secrets Spells: Protect Threshold
Protect Threshold is a Level 2 Abjuration spell for Investigator, Necromancer, Sorcerer, Witch and Wizard. Casting Time is 1 action. Range is Touch. Requires a Verbal and Somatic Component. Spell Ingredient is an ounce of salt for each foot of the warded portal's perimeter. Duration is 10 minutes.
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an Invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal makes a Wisdom saving throw or takes 4d6 Psychic damage, or half as much on a successful save.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Valda's Spire of Secrets: Moment to Think
Moment to Think is a Transmutation Cantrip for Cleric, Sorcerer, Warmage and Wizard. Casting Time is a Bonus Action. Range is Self. Requires a Verbal Component. Duration is Instantaneous.
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search, Study, or Utilize action. Furthermore, you can't affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
Valda's Spire of Secrets spell: Minor Lifesteal
Minor Lifesteal is a Necromancy Cantrip for Necromancer Sorcerer, Witch and Wizard. Casting Time is 1 action. Range is 60 feet. Requires a Somatic Componet. Duration is Instantaneous.
You attempt to drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 Necrotic damage. You gain Temporary Hit Points equal to the amount of Necrotic damage dealt.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Valda's Spire of Secrets Spells: Lightning Surge
Lightning Surge is a Evocation Cantrip for Necromancer, Sorcerer, Warlock, Warmage and Wizard. Casting Time is 1 action. Range is Self. Requires a Verbal and Somatic Component. Spell Ingredient is 2 bits of copper wire. Duration is Instantaneous.
A dazzling array of lightning bolts erupts from you. Each creature within a 5-foot Emanation must succeed on a Dexterity saving throw or take 1d6 Lightning damage.
Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).