Showing posts with label New Spell. Show all posts
Showing posts with label New Spell. Show all posts

Monday, September 7, 2026

New Spell: Instant Wardrobe

 



In D&D 5e, putting on and taking off armor is usually a slow, tactical choice. According to the Player's Handbook Basic Rules, the official donning and doffing times are:
  • Light Armor: 1 minute (10 rounds)
  • Medium Armor: 5 minutes (50 rounds)
  • Heavy Armor: 10 minutes (100 rounds)
  • Shield: 1 Action (to don or doff)
To bypass these strict time constraints during a surprise ambush or a high-society infiltration, here is a balanced, 1st-level homebrew utility spell designed for 5th Edition (Any edition really) gameplay.

Instant Wardrobe
1st-Level Transmutation
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a small brass button or an iron rivet)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard (DMs are encouraged to expand availability as they wish.)
You gesture sharply, and a flash of harmless, translucent arcane energy sweeps over your body. You instantly doff the armor, clothing, and carried shields you are currently wearing, and swap them with a different set of clothing or armor that you own.
The target outfit must be within 10 feet of you when you cast the spell (such as laid out on a bed, packed inside an open chest, or resting on an armor stand). The outfit you were originally wearing replaces the new outfit in its previous location, neatly arranged or packed.
If you use this spell to don a suit of armor, you are immediately and perfectly suited into it as if you had spent the full required donning time. This spell does not grant you proficiency with the armor you don; you still suffer all standard penalties if you lack the proper training.

Design Notes & Balancing
  • Level 1 Choice: Making it a 1st-level slot prevents players from treating it as a free cantrip loop, meaning they have to expend a resource if they get caught sleeping without their heavy plate.
  • Proficiency Check: It strictly maintains standard D&D 5e Armor Rules—if a pure Wizard uses this to instantly snap into Full Plate, they still cannot cast spells and will have disadvantage on Strength and Dexterity checks because they lack proficiency.
  • Tactical Limitation: It requires the armor to be physically nearby (within 10 feet). It isn't pulling armor from a pocket dimension; it's simply a magical, instantaneous clothing swap.


Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.

Wednesday, August 26, 2026

New Spell: Mephetic Winds

 




Mephitic Winds

2nd-Level Transmutation (Bard, Sorcerer, Wizard)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a dried black bean and a pinch of sulfur)

Duration: Concentration, up to 1 minute
You gesture toward a creature within range, violently accelerating the gaseous pressure within its digestive tract. The target must make a Constitution saving throw. On a successful save, the creature suffers only a mild, brief stomach rumble and the spell ends.

On a failed save, the target is afflicted with violent, agonizing flatulence for the duration, suffering the following effects:

  • Stealth Denial: The creature cannot attempt Dexterity (Stealth) checks or benefit from being hidden, as loud, rhythmic detonations continually betray its position.
  • Gut Cramps: The creature's movement speed is reduced by 10 feet due to sharp intestinal spasms.
  • Social Ruin: The creature has disadvantage on all Charisma (Persuasion and Deception) checks made against refined or upper-class targets within hearing or smelling range.


Critical Failure (Natural 1): Catastrophic Evacuation

If the initial saving throw roll is a 1 on the d20, the failure transcends the purely gaseous realm:

  • Soiled Smallclothes: The target immediately suffers an acute gastrointestinal betrayal. The victim's movement speed is halved (replacing the 10-foot reduction) until they spend at least 1 minute out of combat cleaning themselves and changing into fresh garments.
  • Profound Humiliation: The creature has disadvantage on all Charisma checks for 1 hour, or until thoroughly bathed and redressed.
At the end of each of its turns, the target can repeat the Constitution saving throw to end the lingering cramps, emissions, and speed penalty. A successful save does not, however, clean soiled garments.

Now, whether a party member finds this in a dusty scroll tube on Isaac’s clearance rack or Jayfus tries to sell it as an "Ancient Elven Invisibility Cleanser," it is fully ready to cause absolute havoc at the table!



Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.