New Enchantment Spells For Your 5E Game!

“The mind and body of a creature are some of the most powerful things in the world when used in unison. The only things getting in the way of this unity are fear, self-doubt, and the subconscious. However, they just need to find that resolve they didn’t know they had to overcome it.”

-Luck

Veracity

1st-Level Enchantment Spell


Casting Time: 1 Action

Range/Area: 30 ft.

Components: V, S

Duration: Concentration (1 minute)

Classes: Bard, Wizard, Cleric


You awaken the fighting spirit of creatures within range and give them the focus, determination, and skill to fight with greater efficiency. Choose 3 creatures within range, they get a +1 bonus to weapon or spell attacks and damage rolls.

At higher levels. When this spell is cast with a 3rd level spell slot, the bonus becomes +2, and when it is cast with a 6th level spell slot, the bonus becomes +3.

Valiant

2nd-Level Enchantment Spell


Casting Time: 1 Action

Range/Area: 30 ft.

Components: V, S

Duration: Concentration (1 minute)

Classes: Bard, Sorcerer, Warlock, Wizard


You invigorate nearby creatures with a powerful resolve, allowing them to move forward against the toughest of obstacles, even ones that would normally frighten them. For the duration, choose three targets within range and they gain a +1 bonus to their AC, their speed increases by 10 feet, and they gain advantage on saving throws to be avoid being Frightened.

At Higher Levels. When you cast this spell with a 4th level spell slot, AC bonus increases to +2 and speed increases by 15 feet. When cast with a 6th level spell slot, AC bonus increases to +3, speed increases by 20 feet, and all targets are immune to being Frightened.

Avenger

3rd-Level Enchantment Spell


Casting Time: 1 Action

Range/Area: 60 ft.

Components: V, S

Duration: Concentration (1 minute)

Classes: Bard, Wizard, Warlock


You enhance the physical reaction time of nearby creatures, as well as focus their minds, allowing them to act at a moments notice to retaliate and exact vengeance against hostile foes. Choose 5 targets within range, for the duration, when an attack hits or misses them, they can use their reaction to make one available weapon or spell attack against their attacker, using their speed to reach them if necessary.

At Higher Levels. When cast with a 6th level spell slot or higher, all targets that use their reaction to make an attack in response to an attack that hits or misses them add a +3 bonus to their attack and damage rolls.

Legion

3rd-Level Enchantment Spell


Casting Time: 1 Action

Range/Area: 120 ft.

Components: V, S

Duration: Concentration (1 minute)

Classes: Bard, Wizard, Warlock


You infect the mind of a nearby creature, forcing them into hostile or persuasive acts against others. Choose one target within range, and they must succeed a Charisma saving throw or make a weapon or spell attack against a second target of your choice, dealing 3d10 damage instead of their normal damage, after which the effect ends. They use their speed to reach the second target, if necessary. On a success, there is no effect.

If they can’t make a weapon or spell attack, they perform an unarmed strike that deals 3d10 bludgeoning damage instead of their normal unarmed strike damage.

Alternatively, instead of attacking the second target, you can choose for them to make a Charisma (Intimidation or Persuasion) check, opposed by a Charisma check from the second target, to perform an action of your choice, to the best of their ability, until the end of their next turn, which doesn’t involve self-harm.

For the duration, on each of your turns, you can force the same target to make the saving throw again or choose a different one instead.

At Higher Levels. When you cast this spell with a 4th level spell slot or higher, increase the number of targets by 1, up to 7.

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