5e Homebrew Spells
A couple more homebrew 5e spells, again for some unloved damage types.
ACID SLICK
3rd level conjuration
Casting Time: 1 action
Range: 60ft
Components: V, S, M (a drop of bile)
Duration: Concentration, 1 minute
You point your finger, and a puddle of slick, caustic grease covers the ground in a 20ft radius circle centred on a point within range, causing the area to become difficult terrain for the duration.
Any creature within the area when you cast the spell, as well as any creature who enters or starts their turn within the area of the spell, takes 3d6 acid damage and must make a Dexterity saving throw. On a failed save, the creature falls prone in the acidic grease and takes an additional 3d6 acid damage. A creature who begins their turn prone within the area of the spell does not make a Dexterity saving throw unless they stand up from prone, but takes the initial 3d6 acid damage as normal.
Available to: Artificers, Druids, Sorcerers, Warlocks, Wizards.
(AKA The Grease spell’s more overtly evil big brother, because making the grease acidic seemed a logical progression. Initially I was going to have it level with spell slots, but things like Spike Growth and Evard’s Black Tentacles don’t level, and it’s already horrendously mean between difficult terrain and falling prone, getting burned all the while. So instead I just upped the initial damage a bit, and I think we’ll park it there).
THUNDERSTONE
4th level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pebble)
Duration: 24 hours
You imbue a small stone with elemental power, creating a glittering blue thunderstone that lasts for 24 hours before vanishing. You can keep the thunderstone or give it to someone else. As an action, the person in possession of the thunderstone can hurl it at a point they can see within 30ft. The thunderstone detonates on impact in an explosion of light and thunder. Creatures within 20ft of the point of impact must make a Constitution saving throw. On a failed save, they take 4d6 radiant and 4d6 thunder damage, and are either blinded or deafened (thrower’s choice) until the start of the thrower’s next turn. On a successful save, they take half as much damage, and are not blinded or deafened.
At higher levels: if the spell is cast using a spell slot of 6th level or higher, the spell creates 2 thunderstones, and if it is cast using a slot of 8th level or higher, it creates 4 thunderstones.
Available to: Artificers, Druids, Rangers, Wizards
(AKA Spell of Create Flashbang Grenades. The rocks are blue because of a show I watched as a kid, also called Thunderstone. I flip-flopped again on increasing damage at higher level spell slots, but decided that more stones to be distributed might be more fun).











