Maddening Missile

enchantment cantrip - Warlock and Bard


  • Casting Time: 1 action
  • Range: Self
  • Components: V M (A ranged missile weapon)
  • Duration: 1 round

As part of the spell casting make a ranged weapon attack against your opponent. You imbue your projectile with eldritch whispers, when it strikes an opponent the whispers turn into screams in their head. When the creature is struck, it can spend it's reaction to remove the weapon from it's body, thus ending the physic screams. If they do not, they take an additional 1d8 physic damage.

At 5th level, the ranged attack deals an extra 1d8 physic damage to the target, and the extra damage increases to 2d8. Both damages increase by 1d8 at 11th and 17th level.

Shadow Shot

illusion cantrip - Wizard, Sorcerer, and Druid


  • Casting Time: 1 action
  • Range: Self
  • Components: V M (A ranged missile weapon)
  • Duration: 1 round

As part of the spell casting make a ranged weapon attack against your opponent. A black and white shadow trail appears behind the missile as it flies towards the target. On strike the shadow melts into a pool beneath their feet. During their next round of combat, if they do not move before the end of their turn, the shadow materializes into a shadowy dagger striking them for an additional 1d6 necrotic damage. Once the creature leaves the affected space the shadows melt into nothingness.

At 5th level, the ranged attack deals an extra 1d6 necrotic damage to the target, and the extra damage increases to 2d6. Both damages increase by 1d6 at 11th and 17th level.

Radiant Bolt

Evocation cantrip - Cleric, Bard, and Druid


  • Casting Time: 1 action
  • Range: Self
  • Components: V M (A ranged missile weapon)
  • Duration: 1 round

As part of the spell casting make a ranged weapon attack against your opponent, a radiant light bursts from the missile as it travels through the air, leaving a streak of light towards the target. When it hits the target the holy energy bursts, lighting up a 5 foot radius circle with bright light, and an additional 5 foot radius circle with dim light. This radiant light lasts until the start of your next turn.

At 5th level, the ranged attack deals an extra 1d8 radiant damage to the target, and the area is 10 feet bright light/10 feet dim light. Damages increase by 1d8 and both light radii increases by 5 feet at 11th and 17th level.


Splitting Shot

Illusion cantrip - Bard, Sorcerer, and Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V M (A ranged missile weapon)
  • Duration: 1 round

As part of the spell casting make a ranged weapon attack against your opponent. An illusionary version of the missile splits off it as it flies through the air. If the main missile strikes, the illusionary missile also strikes causing an additional 1d4 force damage against the struck create

At 5th level, a third illusionary missile splits free dealing an extra 1d4 force damage to the target. An additional missile splits off increasing damage by 1d4 at 11th and 17th level.

Frost Bolt

Illusion cantrip - Sorcerer, Warlock, and Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V M (A ranged missile weapon)
  • Duration: 1 round

As part of the spell casting make a ranged weapon attack against your opponent. A layer of frost and ice covers the missile after you release it. On hitting the opponent, it bursts into a mist of cold air that settles to the ground, freezing it. The ground in a 5 foot radius becomes difficult terrain unil the start of your next turn when it melts.

At 5th level, the ranged attack deals an extra 1d8 cold damage to the target, and the area of difficult terrains is a radius 10 feet. Damages increase by 1d8 old and the area of difficult terrain increases by a 5 foot radius at 11th and 17th level.

Blade Ward (replacement)

Abjuration cantrip

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 1 round

Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Level 5 Any damage resisted this way is reflected back on the attacker, Level 11 you reflect resisted damage + caster mod, level 16 you reflect 2x resisted damage + caster mod.

True Strike (replacement)

Divination cantrip

  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Conc., up to 1 round (increases with levelling)

On your next turn, you gain advantage on your first attack roll against a target you choose, provided that this spell hasn't ended.

The amount of attacks and rounds of duration of the spell increases by 1 to 2 attacks/rounds at level 5, 3 at level 11, and 4 at level 16.