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Crystalomancy - New Spells for 5e DND

part of the Feytastic Compendium


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Healing Crystals

illusion cantrip (Bard, Sorcerer, Warlock, Wizard)

Casting Time: 1 action Range: Self Components: V, S, M (useless crystals) Duration: Instantaneous


Does absolutely nothing. You do feel good about yourself though, especially when talking to others about the benefits of healing crystals.


Crystal Armor

1st level abjuration (Cleric, Paladin, Ranger)

Casting Time: 1 action Range: Self Components: V, S, M (A small crystal with a bit of holy text written on it) Duration: Concentration, Up to 1 minute


You create an armor of glistening crystals on your body. This armor increases your AC by 1 for the duration. If a creature hits you with a melee attack while you have this armor, the creature takes 1d8 piercing damage, a creature can take this damage a maximum of once per turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot.


GM Note A lot of spells can easily be reflavored to include crystals. For example the staple that is fireball. Replace the damage from fire to piercing and you got an explosion of crystals. Be warned that magical piercing damage is almost never resisted or immune-d, so you can remove 1 or 2 die of damage.

Crystalline Rose

3rd level evocation (Druid, Sorcerer, Warlock, Wizard)

Casting Time: 1 action Range: 60 feet (20-foot-radius) Components: S, M (A dried rose) Duration: Concentration, Up to 1 minute

You summon a crystal rose, in an unoccupied space that you can see within range. As part of casting this spell, and on subsequent turns as a bonus action, you can cause the rose to drain the life of surrounding creatures. Each creature in a 20-foot-radius centered on the rose must succeed on a Constitution saving throw or take 2d6 necrotic damage.

When you stop concentrating on the spell, the rose explodes. Each creature in the radius must succeed on a Dexterity Saving throw or take an amount of piercing damage equal to the total number of necrotic damage the rose dealt (to a maximum of 10d6), or half as much damage on a success.


At Higher Levels. When you cast this spell using a spell slot 4th level of or higher, the damage increases by 1d6 for every two slot levels above the 3rd.





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