Summary
Homebrewing spells inDungeons & Dragonsis one of the most fun ways to flesh out your character build. Of course, every Dungeon Master is different when it comes to how much homebrew they allow. Some won’t tolerate it at all, others are more flexible. However, regardless of what kind of DM you have, we guarantee they won’t allow these homebrew spells.
The homebrew spells below are completely off-the-wall and nearly broken in some respects. Frankly, we’re almost positive that no DM in their right mind will allow these at their table. But it’s still worth a try. Here are some wild homebrew spells for DND.
3
Classes
Druid, Bard, Wizard
When you cast this spell at third level, you’re able to choose an area within a range of sixty feet to magnetize. The area must fit within a ten-by-ten-foot cube. Within the area, all metal or otherwise magnetized objects then fly to the object or area in question until dispelled. Creatures who are compelled in this way can make a Strength saving throw to resist.
While this spell obviously has some potentially creative uses, mostly what’s fun about this is how it can be used to trap enemies wearing armor. Depending onthe type of enemyyour DM is throwing at you, though, they might be unwilling to let this spell fly, given that it could end encounters relatively quickly.
5
Bard, Wizard, Sorcerer
Have you ever wanted to have a quick conversation with your sword or your shield? Now you can! When you cast Gain Sentience at fifth level, you can grant sentience to any object, weapon, or item for up to ten minutes as long as you maintain concentration.
This spell is definitely more cartoonish than most, andif your DM likes roleplay, they might even allow it. However, some DMs might turn this idea down, just as it seems like a cheap way to get them to perform random voices for every weapon your party has access to. No DM likes to feel like a dancing monkey.
4
When you cast this spell on a creature, you can switch consciousnesses with them. If they are willing, the spell works automatically. If they are unwilling, they must make a Wisdom-saving throw to resist the effect.
Once you’ve cast this spell, you must use the stat block for the targeted creature or the character sheet of a fellow player. Whether or not this spell has practical uses (we’re not sure that it does!), this spell could prove to be immensely fun for roleplay at the table. Though your DM might be prone to getting a bit confused.
6
Bard
When you cast this spell on a creature, the creature in question must make an Intelligence saving throw to beat your spell save DC. If they fail, you can borrow a feature, attack, or ability of theirs for one minute, provided you maintain concentration. The targeted creature retains its usage of the feature as well.
This spell is just a great setupfor rules-lawyeringand arguing at the table over nothing, which, frankly, is half the fun of playing DND sometimes. Your DM might let you try this spell out once, but once they see the type of chaos this can bring to their table, they’re likely to force you to retire it.
Cleric, Paladin, Bard
You can cast this spell on any magical object, so long as the object does not have a limited number of uses or charges. When you do so, you drain the object of its magic, regaining several spell slot levels equal to the rarity of the object. You can work with your DM to determine exactly how this works, but one suggestion would be to make rare magical objects regain five levels of spell slots.
If your campaign doesn’t have a lot of magic items, you might want to avoid bringing this one to your table. However, if your party is finding themselves full of duplicate magic items, this spell could quickly turn encounters on its head and make life a living Nine Hells for your DM.
Druid, Sorcerer
This spell is hyper-specific, but could prove to be the new version of DMs and players counterspelling each other over and over again. Whenever a creature uses a summoning spell such as Summon Fey, you can use your reaction to cast Turn Summons. When you do so, the original summoner must make a Wisdom saving throw to resist the effect.
If they fail, the creature they summon manifests, but under your control instead of theirs. However, casters can use Turn Summons repeatedly as a reaction to try to turn the summoned creature back to their power. This could go back and forth a few times, depending on how many players have access to this spell.
2
Cleric, Paladin, Wizard (Transmutation)
This spell is similar to some cleric spells that allow them to take damage instead of other players, but with a slightly more specific bent to it. When you cast this spell as an action, you may take damage equal to twice the level of the spell slot you use and redistribute the damage to another willing target. You must be within thirty feet of both targets.
If you want to tailor this spell in different ways, you can either rule that casting the spell at a higher level simply allows you to transmute more damage, or that casting the spell at higher levels also allows you to transmute the damage to more creatures. Either way, this is a surefire way to enrage your DM as they watch some of their most powerful damage rolls get transmuted against their will.
7
Bard, Wizard
When you cast this spell as a reaction, you can copy the effects of a spell cast within the previous round of combat and prepare the spell as a held action for your subsequent turn. You may do this regardless of the spell cast, or whether or not your class would have access to it. However, the copied spell must be of the same level you cast Copy Spell at or lower. So, you would have to cast the spell at eighth level if you want to copy the Holy Aura spell, for example.
This spell could cause major ramifications on the battlefield for your DM. Doubling up on healing spells or hastes could really make a huge difference. If you choose not to cast the spell you’re holding, you forfeit your Magic Action.
8
Talk about another spell that could cause serious ramifications. When you cast this spell using your action, you can rewind to your previous turn, undoing any damage or effects you incurred, as well as any damage or effects you imposed on other players or creatures. You may then take another full action to do as you please.
This is broken. I know it’s broken, you know it’s broken. That’s the point. attempt to sneak this one in by your DM if you can, but be prepared for a hearty no.
1
Bard, Paladin
This spell is a comical alter ego of the first-level spell Heroism. When you cast this spell on an enemy, you reduce their Hit Point Maximum for a total of one minute as long as you maintain concentration. For the purposes of going unconscious, if the targeted creature falls below their temporary Hit Point Maximum, they go unconscious, but the effect then ends.
You also imbue the targeted creature with the frightened condition, unless they can make a Wisdom saving throw to beat your spell save DC. This spell is probably the one your DM is most likely to allow, but be prepared to change your alignment.