Bloat Bomb

Bloat Bomb

1st-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a corpse that has been dead no longer than 8 hours. The creature begins to bloat and swell with putrefying gases. When a target moves within 5 feet of the corpse, the body explodes. Each target within 5 feet of the corpse must make a Dexterity saving throw. On a failed save, a target takes 2d8 acid damage and is poisoned until the end of its next turn. On a successful save, a target takes half as much damage and isn’t poisoned.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Each creature must be touched and extends the casting time by 1 minute.

Usable by: Druid, Warlock, Sorcerer, Wizard

Call of the Hunt Leader

Call of the Hunt Leader

1st-level evocation

Casting Time: 1 Bonus Action
Range:30ft radius (centered on caster)
Components: V
Duration:1 round

You let out a harrowing howl of a powerful alpha wolf. An ally within 30ft of you that can hear you gains 10 feet of bonus movement until the end of your next turn. Additionally, you chose one hostile creature that you can see within the same radius and each affected ally gains an advantage against that target until the end of the round.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, select an additional ally and target for each slot level above 1st.

Usable by: Bard, Druid, Ranger

Wild Guess

Wild Guess

1st-level Divination (ritual)

Casting Time: 1 action
Range: 300 feet
Components: S, M (a nower with all its petals)
Duration: Instantaneous

When this spell is cast, the caster makes an approximate guess at the number of individuals in a certain group. This can be a group of creatures or a pile of items, but the entire group must be within the range of the spelL and the caster must be able to see individual members of the group for them to be counted This spell rounds to the largest factor of ten when estimating; thus a pile of 1,780 gold coins would result in a count of 2,000, while a group of 68 swordsmen would result in a count of 70.

At Higher Levels. When you cast this spell at higher levels, you may count with greater accuracy. Casting the spell with a 3rd level s lot counts accurate to the second largest factor of ten, casting it with a 5th level slot counts to the third largest factor of ten, casting with a 7th level slot counts to the fourth largest factor of ten, and casting the spell with a 9th level slot counts to the fifth largest factor of ten.
Usable by: Bard, Druid, Ranger, Sorcerer, Wizard

Weight

Weight

1st-level Transmutation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a s mall ball of lead)
Duration: 8 hours

This spell guards against theft by increasing the weight of a container when any creature besides the caster attempts to pick it up. This spell affects a single container, such as a chest or pouch, that is no larger than a 5ft cube. When any creature besides the caster attempts to pick up the container, the weight increases to 1d4+1 times the creature’s own weight. The caster may also specify a number of creatures equal to their spellcasting ability modifier, who may also pick up the container. Picking up a creature who has picked up the pouch does not cause this effect.
Usable by: Cleric, Paladin, Sorcerer, Wizard

Watery Double

Watery Double

3rd-level Conjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

Any still body of liquid this spell is cast on becomes a trap for the next creature to cast its reflection in the liquid The first creature to cast its reflection in the liquid during the duration causes a watery double to rise from the surface. This creature’s size reflects the size of the body of liquid it comes from, but cannot exceed the size of the triggering creature. This watery double immediately begins attempting to touch the triggering creature. It has the same hit points, ability scores, and AC of the triggering creature at the time the spell is triggered, but it cannot use any class or racial features.

If the watery double successfully touches the creature, it begins to cover it in liquid The creature must then make a Strength saving throw. On a success, the watery double is destroyed, and the creature is soaked On a failure, the creature begins taking 3d8 acid damage every tum. Any damage dealt to the watery double is also applied to the creature within.

Casting a create or destroy water spell or similar magic on the watery double immediately destroys it.

At Higher Levels. If cast with a 4th level slot, the duration is one week. When cast as a 5th level spell the duration is one month. When cast as a 6th level spell, the duration is one year. Casting the spell with a 7th level slot makes the spell permanent.
Usable by: Bard, Cleric, Druid, Ranger, Wizard