Summary

Homebrew is one of the most powerful tools in an expertDungeons & Dragonsplayer’s arsenal. If your Dungeon Master allows it, coming up with homebrew weapons, magic items, features, and more can take your gameplay to the next level, even if you think you’ve seen it all as a high-level player.

One of the best ways you can use homebrew to improve your campaign is to homebrew your own spells as a caster, whether you’re playing a half-caster or full-caster. If you’re unsure where to start, however, this can prove challenging. Here are some powerful homebrew spell ideas for high-level Dungeons & Dragons players.

A player character explores a dungeon riddled with monsters in DND.

All of the rules below for these spells are suggested. You should feel free to alter the spell’s level, casting time, and more to suit your needs as a DM or player.

2

A Clay Golem, covered in mud, in Dungeons & Dragons.

Classes

Wizard, Bard, Sorcerer

When you cast this spellusing an action, you’re able to detect the presence of any sentient creature, humanoid or otherwise, within a 60-foot range of yourself, as well as the general direction of the creature. The spell lasts for up to ten minutes as long as you maintain concentration. If you manage to maintain concentration for ten minutes and focus on one creature, you can tell what creature type it is.

This spell is great for sneaking up on enemies and detecting the relative types of creatures you might be contending with. This is also a great spell for dungeon crawls, as you can use it creatively to sense what might be on the other side of a wall.

A bard opens up a magical portal in DND.

3

Druid, Wizard, Sorcerer

This evocation spell is similar to the effects of a spell called Fire Shield, with some slightly different benefits. When you cast this spell using an action, you can magically manipulate rock or earth around you and fuse it to any armor you are wearing or a shield. You can also cast this spell on an ally’s shield or armor, provided they have one or the other.

In doing so, you gain a +2 bonus to your AC. You must maintain concentration when you do so, and the spell only lasts for one minute. Additionally, non-magic weapons that come into contact with your Earth Shield do half damage.

A spellcaster casts Witchbolt on a zombie in Dungeons & Dragons.

5

Wizard, Bard, Warlock, Sorcerer

When you cast this spell, you may select yourself and up to one other willing creature to magically teleport. However, the teleport is actually an illusion. To creatures around you, it will appear as though you and your allies have stepped through a portal, traveling somewhere far away.

In actuality, this spell has the effects of a Greater Invisibility spell. You and another creature you designate become invisible for one minute, as long as you maintain concentration. When you cast this spell at higher levels, you may apply this effect to another creature of your choice. This spell is great for buying yourself a little extra time in combat, where enemies are likely not to be looking for you, given that it appears like you’ve teleported away.

A monk using ki-powered strikes against enemies in Dungeons & Dragons.

Cleric, Paladin, Druid, Ranger

This spell puts a spin on the classic spell Revivify. Unlike Revivify, it has no material components, but the spell is ultimately much weaker. When you touch a creature that has died within the last minute, you revive them with one Hit Point. However, they only come back for one minute, as long as you maintain concentration. At the end of one minute, they die again, after which a more powerful Resurrection spell must be used.

This spell is great for two reasons. One, you can use it to temporarily gain your ally back on the field for a brief moment, potentially turning the tide of combat. Second, it adds fun stakes and flavor to a high-level campaign. Yes, you brought your ally back temporarily, but now you must seek outmore powerful resurrection magicif you wish to have them back permanently.

A dark, shadowy rogue perched on a rooftop in Dungeons & Dragons.

Ranger, Wizard, Bard, Sorcerer

This spell allows you to redirect the damage of your enemies, converting it into force damage. Whenever you are targeted by the effects of physical damage like bludgeoning, force, piercing, or slashing, you can use your reaction to cast this spell. When you do so, your attacker must make a Constitution save against your spell save DC.

If they fail, you split the damage between yourself and their attack, redirecting half of it back at them as force damage and pushing them back ten feet. If they succeed, you take the damage as normal. This is a great spell for hedging your bets and keeping yourself alive in a pinch.

Three archmages from the Greyhawk setting in Dungeons & Dragons.

Sorcerer, Bard, Warlock, Rogue (Arcane Trickster), Cleric (Grave)

When you cast this spell, you may teleport yourself up to 120 feet between two shadows you can see within range. If you cast this spell at higher levels, you may take one additional creature that you can touch with you through the shadow, provided that they are willing.

Shadow step teleportation features in a lot of different homebrews, classes, and more. However, having access to a homebrew version of this spell varies your teleportation options as a high-level player and is great for getting out of sticky combat situations.

An icy tundra with woolly mammoths in Dungeons & Dragons.

7

Wizard, Bard

When you cast this spell as an action, you’re able to temporarily lend the powers of one spell you know of seventh level or lower to any other creature you can see within 60 feet of you. Even if the spell is lower than seventh-level, you must still expend a seventh-level spell slot. When you do this, you name the spell you wish to lend and the creature you wish to grant it to. The player must then use the spell, using your spellcasting stats, on their next turn as their action.

This spell can prove extremely powerful if your DM allows it. However, it’s relatively balanced given the fact that the player must use the spell on their next turn, or lose its abilities. Plus, even if you want to lend them a bonus action spell, they must expend an action, as will you. But you may find plenty of creative ways to use this spell to turn combat in your favor.

Adventurers scaling a wall with a rope in Dungeons & Dragons.

Druid, Ranger, Bard, Sorcerer

When you cast this spell by using your action, you conjure a flurry of snow that surrounds you within a ten-foot sphere. The area around you for ten feet is considered difficult terrain, meaning all creatures moving in this area move at half speed. The snow also piles up to five feet high, granting you half cover should you choose to hide behind it.

This spell borrows from several elemental spells. One great way to homebrew spells for yourself is to take pre-existing spells and spell effects and combine them or tweak them to suit your character concept or needs.

A wizard studying a magic book in DND.

Ranger, Druid

When you cast this spell by using an action, you can magically alter a creature’s limbs, causing spiky thorns to naturally grow from their fingers and feet. For ten minutes, they have advantage on Acrobatic and Athletics checks involving climbing, or any other physical activity that might be helped by the thorns.

Additionally, any creature under the effects of this spell gains an additional 1d4 piercing damage to their unarmed strikes. This spell is great for utility and combat usage.

8

By using your action, you may attempt to magicallysummon an NPCyour party is allied with. They must be on the same plane of existence as you. When you cast this spell, you must have an item of theirs or another object of significance to them to establish the connection. From there, if the ally is willing, they will teleport to your side for one hour, as long as you maintain concentration.

Depending on your DM’s ruling, this spell could prove absolutely broken, especially if you manage to summon an extremely powerful ally. Adding another high-level wizard to the party could turn the tide of combat starkly in your favor.