Homebrew Spells - Dracomancy & More

Custom Dracomancy spells and more homebrew magic for your campaigns.

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Homebrew Spells

A collection of custom spells including the Dracomancy school - magic inspired by dragons.


๐Ÿ‰ Dracomancy Spells

Dragon's Gauntlet

1st-level dracomancy

Casting Time: 1 action | Range: Self | Components: V, S | Duration: Concentration, up to 1 minute

Your hand transforms into a dragon's claw, you choose which type of dragon. For the duration, you can use your action to make a melee spell attack against a creature within reach; a hit does 2d6 slashing damage + 1d6 fire, cold, lightning, acid or poison damage (determined by the type of claw).


Caustic Spittle

1st-level dracomancy

Casting Time: 1 bonus action | Range: Self | Components: V, S, M (a small vial of wine) | Duration: Concentration, up to 1 minute

You produce a small, viscous glob of acid and hold it in your belly. As an action, you can spit the acid at one creature within 20 feet. Make a ranged spell attack roll. On a hit, the target takes 3d6 acid damage plus 1d6 for each round since you cast the spell.

If the spell ends before you make the attack, you must make a Constitution saving throw or take the damage yourself.


Acid Wind

1st-level dracomancy

Casting Time: 1 action | Range: Self | Components: V, S, M (a dried lemon peel) | Duration: Instantaneous

You call forth a breeze full of stinging acid droplets from your outstretched hand. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

At Higher Levels: For each spell slot used higher than 1st level, the damage increases by 1d6.


Dragon Scales

2nd-level dracomancy

Casting Time: 1 action | Range: Self | Components: V, S | Duration: 10 minutes

Your skin hardens and turns the shade and texture of a dragon's hide. Your base AC is 15 + your Dexterity modifier (maximum +2) for the duration of this spell.


Aerial Alacrity

2nd-level dracomancy

Casting Time: 1 action | Range: 60 feet | Components: V, S, M (a feather from a bird of prey) | Duration: 10 minutes

Target a willing creature within range that has a flying speed. That creature gains the following benefits:

  • Can take the Dash action as a bonus action
  • Can hover
  • Has advantage on Dexterity (Acrobatics) checks
  • Doesn't provoke opportunity attacks when flying out of an enemy's reach

Ignite

2nd-level dracomancy

Casting Time: 1 action | Range: 30 ft. | Components: V, S | Duration: Instantaneous

You send a thick orange-and-purple ray at one creature you can see. Make a ranged spell attack; if it hits, the creature takes 4d6 fire damage and catches on fire. At the end of each of its turns, it takes 2d6 fire damage. A burning creature or an adjacent ally can spend an action to extinguish the fire.

At Higher Levels: Initial damage increases by 1d6 per slot level above 2nd.


Breath of the Dragon

3rd-level dracomancy

Casting Time: 1 bonus action | Range: Self | Components: V, M (a small statuette of a dragon god) | Duration: 1 minute

You gain the ability to spew a breath attack similar to a dragon's breath weapon. You gain a pool of 10d6 damage dice. As an action, you can breathe a 60-foot cone of fire or cold, or a 60-foot line of acid or lightning.

When you use the breath weapon, you can expend up to 5 dice from the pool at one time. The spell ends when no dice are left.

At Higher Levels: Add 2d6 to the pool and +1d6 to max dice per attack for each slot above 3rd.


Electromagnetic Storm

3rd-level dracomancy

Casting Time: 1 action | Range: 120 ft. | Components: V, S, M (iron filings) | Duration: Concentration, up to 1 minute

You cause an intense electromagnetic storm in a 20-foot radius, 20 feet high cylinder. The spell has three effects:

  1. Each creature that starts its turn in the area takes 1d10 lightning damage (Dex save negates)
  2. Any attempt to use magnetism within the area is spoiled
  3. Any electrical current within 60 feet is drawn into the storm, dealing its damage to everyone in the area

Twisted Magic

3rd-level dracomancy

Casting Time: 1 action | Range: 50 ft. | Components: V, S | Duration: Concentration, up to 1 hour

Choose a creature you can see. It must make a Wisdom saving throw or become temporarily cursed. The next time the creature casts a spell, the actual spell cast is selected randomly from all their prepared or available spells of that level.

Tip: GMs should make the saving throw secretly so the player can't be sure if they're affected!


Ice Shape

4th-level dracomancy

Casting Time: 1 action | Range: Touch | Components: V, S, M (a shard of ice) | Duration: Instantaneous

You touch an ice object of Medium size or smaller (or ice section up to 10 feet) and form it into any shape. You could shape a block of ice into a weapon, idol, or coffer, or make a small passage through a wall of ice.

At Higher Levels: The affected area increases by 10 feet for each slot above 4th level.

Ritual: You can cast this as a ritual using your highest spell slot. The ritual takes 10 times the spell level minutes and the affected area is doubled.


Arcane Retribution

5th-level dracomancy

Casting Time: 1 action | Range: 120 ft. | Components: V, S, M (a pinch of ash from a cremated spellcaster) | Duration: Concentration, 10 minutes

You create a 30-foot-radius sphere of unstable magic. For the duration, any creature casting an arcane spell within the area takes 6d6 fire damage (Con save for half) as their casting ignites the magic of your spell.

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