5e Spell Expansion

Below you'll find a list of spells made to expand the class

spell lists. Each spell is tagged with one or multiple classes, for which said spell was meant to expand the spell list. If a spell replaces a domain spell, the player may choose to forego the replacement and keep the original spell.

This list is a work in progress, so check in regularly.

What's a Weave Warden?

This document contains content for character classes made by CDC. Namely the Water Weaver, Weave Warden and Earth Seer. If your DM doesn't allow these classes, act as though the class is not referred to by the spells in question.

Level 0

Flintlock [Earth Seer, Druid, Sorcerer, Warlock]
Pitfall [Cleric, Druid, Earth Seer, Wizard]
Splash Whip [Cleric, Druid, Sorcerer, Water Weaver, Wizard]
Tectonic Slam [Earth Seer, Druid]

Level 1

Level 2

Concussive Shot [Ranger, Warlock, Weave Warden]

Level 3

Earth Servant [Druid, Earth Seer, Wizard]
Frigid Tomb [Sorcerer, Water Weaver, Wizard]
Hallowed Lightning [Tempest domain Cleric (Replaces Call Lightning)]
Reflecting Beam [Light domain Cleric (Replaces Fireball), Sorcerer, Weave Warden, Wizard]

Level 4

Obliviousness [Bard, Cleric, Sorcerer, Warlock, Weave Warden, Wizard]
Sand Storm [Druid, Earth Seer, Sorcerer, Wizard]

Level 5

Level 6

Level 7

Full Salvo [Cleric, Warlock, Weave Warden]

Level 8

Level 9

1

5e Spell Expansion

Flintlock

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You kick up a small stone and launch it towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Pitfall

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a shovel)
  • Duration: Instantaneous

You create a small vacuum beneath the soil. Choose one medium or smaller creature that you can see with range. A one foot deep void forms in the earth beneath the creature, causing the floor to collapse into it. The creature must succeed on a Dexterity saving throw or fall prone. The spell fails if the creature is standing on a surface that cannot be caved in, such as solid rock or wood flooring.

The size of a creature this spell can affect increases when you reach 5th level (Large), 11th level (Huge), and 17th level (Gargantuan).

Splash Whip

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a splash of water)
  • Duration: Instantaneous

You lash out at a creature with a watery whip. Make a melee spell attack against the target. On a hit, the creature takes 1d12 Slashing- or Cold damage (your choice).

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12)


Tectonic Slam

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a rock weighing at least 5lbs.)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a crust of rock that previously covered your weapon explodes, sending shrapnel towards a creature of your choice that you can see within 5 feet of the primary target. The second creature takes piercing damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 bludgeoning damage to the target, and the piercing damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Concussive Shot

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a firecracker)
  • Duration: Concentration, up to 1 minute

The first time you hit with a ranged weapon attack during this spell’s duration, the shot rings with thunder that is audible within 300 feet of the point of impact, and the attack deals an extra 2d6 thunder damage to the target. Additionally, any creature within 30 feet of the point of impact that can hear the concussion must make a Constitution saving throw. Creatures that fail take 1d6 thunder damage, are deafened for a minute, and become startled.

A startled creature has its concentration broken, and it makes its next attack-roll or saving throw before the end of its next turn with disadvantage. Creatures automatically succeed on Constitution saving throws to maintain concentration they make as a result of this spell's damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the secondary concussion increases by 1d6 for each slot level above 2nd.

2

5e Spell Expansion

Earth Servant

3rd-level conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a chunk of clay and a drop of water)
  • Duration: Instantaneous

This spell creates a construct servant. Choose a pile of clay or loose earth. Your spell imbues the target with a mimicry of life, raising it as a construct. The target becomes a Terracotta soldier if you chose clay or a Lesser Golem if you chose earth. (the creature's game statistics are listed on the last page of this document.)

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself or its creator against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it crumbles to dust. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional constructs for each slot level above 3rd. Each of the creatures must come from a different pile of clay or earth.


Frigid Tomb

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a silver spoon and a chalice)
  • Duration: 1 round

You point at a creature and attempt to freeze it solid. It must succeed on a Constitution saving throw or instantly becomes petrified, frozen within a block of ice, until it is freed.


For the duration it remains petrified, the creature gains 30 temporary hit points. If it already had temporary hit points, the total is increased by the same amount. It is immune to Cold damage and vulnerable to Fire-, and Thunder damage. It is resistant to all other damage.


When the creature's temporary hit points are reduced to 0, the icy tomb cracks and breaks. The creature is freed, and takes 1 point of Force damage for each temporary hit point it lost while it was petrified.

If the spell ends before the creature's temporary hit points are depleted, or if these hit points are reduced to 0 by means of Fire damage, the ice thaws without dealing damage.


This spell has no effect on creatures with an immunity to Cold damage, but ignores immunity to Petrification.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points and the Force damage both increase by 10 for each slot level above 3rd. The spell's duration also increases by 1 round for each slot level above 3rd.

When this spell is cast using a 9th level spell slot, its duration becomes Permanent.

Hallowed Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a copper rod and a Holy symbol)
  • Duration: Instantaneous

A stroke of holy lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d6 for each even spell level above 3rd, and the lightning damage increases by 1d6 for each odd level above 3rd.

3

5e Spell Expansion

Reflecting Beam

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of glass and a candle)
  • Duration: Instantaneous

A focused beam of light flashes toward a creature you can see within range. Make a ranged spell attack against the creature. On a hit, the creature takes 4d8 radiant damage, and the beam reflects to a creature of your choice within 20 feet of the prior target. The beam can reflect up to two times in this way, for a maximum of three strikes, with a seperate attack roll for each strike.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the beam can reflect two additional times for each slot level above 3rd.

Obliviousness

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a cracked magnifying glass or spyglass)
  • Duration: Concentration, up to a minute

You enchant a creature and it becomes oblivious of the existence of another. Choose a target and a benefactor. The target must succeed on a Wisdom saving throw or become completely oblivious of the existence of the benefactor. It cannot perceive them by any means, cannot feel pain caused by them and cannot be made aware of them without the use of a Dispel Magic spell or a similar effect.

Whenever the benefactor harms the target in any way, it may repeat the saving throw.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may choose one additional creature as a target or benefactor (your choice) for each slot level above 4th.

Sandstorm

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of sand and a Roc's feather)
  • Duration: Instantaneous

A dervish of wind and sand ravages the ground in a
20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 slashing damage on a failed save, or half as much damage on a successful one.


a foot of loose sand turns the storm's area of effect into difficult terrain until the end of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot above 4th.


Full Salvo

7th-level Conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a broken arrow)
  • Duration: Concentration, up to 6 rounds

A seemingly unending barrage of arrows rains down upon a 35-foot-radius, 100-foot-high cylinder centered on a point within range. For the duration of the spell, the spell's area is heavily obscured and the arrows turn the ground in the area into difficult terrain.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is pelted with countless arrows, and it must make a Dexterity saving throw. It takes 4d10 piercing damage on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the spell increases by 10 feet for each slot above 7th.

4

5e Spell Expansion


Terracotta Soldier

Medium Construct, neutral


  • Armor Class 12 (Shield)
  • Hit Points 22 (3d8 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 1 (-5) 5 (-3) 6 (-2)

  • Skills Perception
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 8
  • Languages -
  • Challenge 1/4 (50 XP)

False Appearance. While the soldier remains motionless, it is indistinguishable from a statue.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1)


Lesser Golem

Medium Construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 25 (3d8 + 12)
  • Speed 25ft.

STR DEX CON INT WIS CHA
15 (+2) 3 (-4) 18 (+4) 1 (-5) 1 (-5) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 5
  • Languages -
  • Challenge 1/4 (50 XP)

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

5

5e Spell Expansion