New and Modified Spells
Contained here are 17 new spells, some of which were taken from Kobold Press’s Deep Magic 5e: Clockwork Magic and are used under the Open Game License (OGL 1.0a). That license is presented at the end of this document. All other content is either original or derived from the SRD as marked; both are licensed CC-BY-4.0. Also contained here are modified versions of existing SRD spells, primarily those considered particularly weak that would be flavorful for the classes presented in this document.
New Spells
Armored Heart
1st level abjuration
- Components: S, M (a small piece of metal plate)
- Range: touch
- Cast time: 1 bonus action.
- Duration: 1 round
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
The creature touched gains resistance to bludgeoning, piercing, psychic, and slashing damage until the end of your next turn.
Drain Vitality
2nd level necromancy
- Components: V, S, M (a leech)
- Range: 60 ft
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Druid, Ranger, Warmage (Heavy Assault)
- Source: Original. Licensed CC-BY-4.0.
All creatures in a 10-foot radius sphere around a point you can see within range must make a Constitution saving throw. On a failed save, targets take 2d6 necrotic damage and cannot regain hit points until the start of your next turn. On a success, targets take half as much damage but no other effects. All natural plant life and CR 0 Tiny creatures wither and die without a saving throw.
In addition, you regain hit points equal to half of the damage roll. Any healing in excess of your maximum hit points becomes temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage dealt and healing increases by 1d6 for every two spell levels above 2nd.
Enchanted Strike
1st level divination
- Components: S
- Range: 60 ft
- Cast Time: 1 bonus action
- Duration: 1 round
- Classes: Bounty Hunter, Fighter (Eldritch Knight), Ranger, Spellblade, Rogue (Arcane Trickster), Warmage
- Source: Original. Licensed CC-BY-4.0.
You extend your hand and point a finger at a target you can see in range. Your magic grants you a brief insight into the target’s defenses. Your next attack against the creature until the end of your next turn has advantage and scores a critical hit on a 19 or 20. If you already have an extended critical hit range (due to the Precise Weapon Specialization feature or some other effect), your critical hit range increases by 1 instead.
Fire Web
4th level evocation
- Components: V, S
- Range: 60 ft
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Sorcerer, Warmage
- Source: Original. Licensed CC-BY-4.0.
As you strike both palms down upon the ground, a web of flame crackles out around you and five streaks of fire rapidly snake along the ground toward up to five targets the caster can see within range. The streaks explode into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 10d6 fire damage on a failed save or half as much on a success. The fire can travel over obstacles up to 5 feet high and can only target creatures on or within 5 feet of the ground. It ignites flammable objects along its path that are not being worn or carried. Streaks without targets do nothing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional streak for each spell level above 4th.
Flash Freeze
1st level evocation
- Components: V, S
- Range: 60 ft
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Druid, Bounty Hunter, Ranger, Spellblade, Warmage
- Source: Original. Licensed CC-BY-4.0.
The air around a creature you can see within range takes on the aspect of ice. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage and their speed is reduced to 0 until the end of their next turn. On a success, they take half damage and their speed is not reduced.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every spell slot level above 1st.
Gear Barrage
3rd level conjuration
- Components: S, M (a small gear)
- Range: Self (60 ft cone)
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You create a burst of magically-propelled gears. Each creature within a 60 ft cone must make a Dexterity saving throw, taking 5d8 slashing damage on a failed save or half as much on a success.
Gear Shield
2nd level abjuration
- Components: S, M (a small gear)
- Range: 1 creature within 60 ft.
- Cast Time: 1 action
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You cause a handful of gears to orbit the target’s body. These shield the spell’s target from incoming attacks and effects. The creature has resistance to all damage from the first source of damage taken since the beginning of their last turn.
Gremlins
4th level enchantment
- Components: S, M (a piece of wire)
- Range: 1 creature visible within 60 ft.
- Cast Time: 1 action
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Mechanist, Spellblade
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You target a creature you can see within range and curse it with bad mechanical luck for the duration unless it succeeds on an Intelligence saving throw. While cursed, attacks against the creature have advantage, it has disadvantage on all ability checks and saving throws made with Dexterity, Intelligence, or Wisdom, and it must make a Wisdom saving throw whenever it tries to cast a spell or do any other complex action, losing the action on a failed save. Cursed creatures can attempt the Intelligence saving throw at the end of each of their turns, ending the effect on a success.
Headshot
1st level enchantment
- Components: S
- Range: Touch (ranged weapon)
- Cast Time: 1 bonus action
- Duration: End of your turn.
- Classes: Artificer, Bounty Hunter, Mechanist, Ranger
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You enchant your next shot with a ranged weapon until the end of your turn, granting you advantage on the attack. If the attack hits and the higher d20 roll was 10 or above, the damage done by the weapon is maximized.
Lightning Charge
1st level transmutation
- Components: M (a piece of amber and a piece of fur)
- Range: Self
- Cast Time: 1 bonus action
- Duration: End of your turn.
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
Until the end of your turn, if you end your movement within 5 feet of an enemy, you can discharge the built-up energy from your movement into them. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 lightning damage for every 5 feet of movement you used this turn and is knocked prone. On a success, they take half as much damage and are not knocked prone.
Machine’s Load
1st level transmutation
- Components: S, M (a small lead weight)
- Range: Touch
- Cast Time: 1 action
- Duration: 1 hour
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You touch a willing creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. Furthermore, the subject can carry loads that would normally be unwieldy.
At Higher Levels: When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.
Soul of the Machine
3rd level abjuration
- Components: V, S
- Range: Touch
- Cast Time: 1 action
- Duration: Concentration, up to 1 hours
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
One willing creature you touch becomes immune to being charmed, frightened, and cannot gain levels of exhaustion, and they gain resistance to psychic damage for the duration. The effects of any existing levels of exhaustion are suppressed for the duration, but resume once the spell ends. In addition, they become immune to any spell or effect that would change their shape or take control of their actions (such as confusion).
Spin
2nd level enchantment
- Components: V, S, M (a top)
- Range: 1 visible creature within 60 ft.
- Cast Time: 1 action
- Duration: Concentration, up to 1 minutes
- Classes: Artificer, Bard, Mechanist, Spellblade
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You target a creature within 60 feet and tell it to spin. The creature must make a Wisdom saving throw. On a failed save the creature spins in place for the duration of the spell. While spinning, the creature has disadvantage on all attack rolls and ability checks and their speed is reduced to 0. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on attack rolls and ability checks until one round after it stops spinning.
Steam Blast
4th level evocation
- Components: V, S, M (a drop of water)
- Range: Self (15 ft radius)
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Artificer, Mechanist
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area must make a Strength saving throw, taking 5d8 fire damage and be knocked 10 feet away from you on a failure. Creatures that succeed only take half as much damage and are not moved back. Nonmagical fires smaller than a bonfire are extinguished and everything becomes wet.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage increases to 6d8 and the push distance increases to 15 feet. For every spell slot level higher, the damage increases by 1d8.
Tap Vitality Reserves
3rd level necromancy
- Components: V, S
- Range: Touch
- Cast Time: 1 action
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Warmage (Heavy Assault)
- Source: Original. Licensed CC-BY-4.0.
Your touch unlocks the deep reserves inside your target. One willing creature touched can expend and roll up to two unused hit dice. For each hit die expended, they regain hit points equal to the amount rolled plus their Constitution modifier.
In addition, if they expend two hit dice, they can choose one of the following.
- Regain spell points equal to half the amount rolled (rounded down). If the character has spell slots instead, they regain expended spell slots equivalent to the total spell points restored.
- Regain stamina equal to half the amount rolled. If they don’t have a Stamina feature, they can regain one use of a non-spell feature that regains uses on a short or long rest.
A creature can only benefit from this spell once before finishing a short or long rest.
Tick Stop
1st level enchantment
- Components: V, S, M (a small shiny object on a string)
- Range: 1 visible creature within 30 ft.
- Cast Time: 1 action
- Duration: Concentration, up to 1 minutes
- Classes: Artificer, Bard, Mechanist, Spellblade
- Source: Kobold Press’s Deep Magic 5e: Clockwork Magic document (OGL 1.0a) and licensed as such.
The targeted creature must make a Wisdom saving throw. On a failed save, it can take either an action or a bonus action on each of its turns for the duration and cannot take reactions. If it attacks, it can only make a single attack regardless of how many attacks it normally would be able to make. If it casts a spell, it must roll a d20. On a 10 or lower, it must use its action on the next turn to cast the spell, at which point it takes effect. Affected creatures can attempt the saving throw again at the end of each of their turns, ending the effect on a success.
Yoink
1st level evocation
- Components: V, S, M (a tiny replica grappling hook and thread)
- Range: creature or object within 90 ft
- Cast Time: 1 bonus action
- Duration: Instantaneous
- Classes: Bounty Hunter, Mechanist, Ranger, Sorcerer, Warmage, Wizard
- Source: Original, licensed CC-BY-4.0
You extend a tether of sticky force and try to pull a creature or unattended object within range. Unwilling creatures must make a Strength saving throw; creatures more than one size larger than you do so with advantage. Willing creatures, objects, and those that fail their saving throw are pulled up to 15 feet closer to you. You can angle this as long as their final position is closer to you than their initial position. If you target an object, it must be no more than one size larger than you, otherwise the spell fails.
Alternatively, you can use this spell to grab ahold of a fixed object that can support your weight or a creature you can see of at least two sizes larger than yourself within range. If you do so, you are pulled 15 feet closer to that creature or object.
Modified SRD Spells
The following spells from the 5.1 SRD have been altered, mostly to enhance them. Such modifications apply to all classes that have access to them, at the GM’s discretion.
Barkskin
Changes:
- No longer concentration.
- Now scales with spell slot, gaining +1 minimum AC from a 3rd level spell slot and another (to 18 minimum) at 5th level.
- Gives (2× spell level) temporary hit points at the start of each turn.
Find Traps
Changes:
- creates visible highlight around trap area for 1 minute
- also includes anything that would unexpectedly cause damage or cause negative conditions
Flame Blade
Changes:
- Can be used as a regular scimitar dealing only fire damage, dealing an extra (spell level / 2) fire damage per hit.
- Can be given to another creature (as a scimitar). It disappears and returns to the caster if dropped or thrown.