TEXT: Arcane Warrior Spells
  v. 1.2 
  Writing by JOSH GENTRY
  Cover artwork by DAVID REVOY
  Internal artwork by DAVID REVOY & JONATHAN HAWK
   
  Most spells are designed to accommodate "clothie" spellcasters, and the few specifically
  designed for paladins and rangers are often lack-luster. This article remedies that by offering a
  suite of spells for eldrich knights, arcane tricksters, paladins, and (most especially) rangers. Such
  spells allow spell-casting warriors to become one with shadows, call poison and traps from thin
  air, perform impossible feats of strength, and cut through space and time. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work is copyright 2016 by Kenneth Joshua Gentry and the text is published in its entirety under the the Open Gaming License Version 1.0a. Full text of the 
  OGL is found at the end of the text.
  Full color art by David Revoy, used under CC BY 4.0/ Resized from original. Find more of his work here.
  Black and white art by Jonathan Hawk, used under  CC BY-SA 3.0 / Resized from original.
  Background texture owned by www.tOrange.us, used under CC BY 4.0/ Resized and rotated from original.
  ARCANE WARRIOR SPELLS                               Fifth Edition Fantasy
    1
  
  Spell Lists
  Fighter, eldrich knight
  1st
  Winter's Bite
  3rd
  Dimensional Rend
  Doffing Smite
  Explosive Strength
  Herculean Force
  4th
  Accursed Smite
  5th
  Celestial Armory
  Paladin
  1st
  Purifying Strike
  3rd
  Doffing Smite
  Explosive Strength
  Herculean Force
  4th
  Accursed Smite
  5th
  Celestial Armory
  Ranger
  1st
  Bee Sting
  Conjure Trap
  Conjure Venom
  Purifying Strike
  Winter's Bite
  2nd
  Lingering Shadow
  3rd
  Dimensional Rend
  Explosive Strength
  Herculean Force
  5th
  Celestial Armory
  Rogue, arcane trickster
  1st
  Bee Sting
  Conjure Venom
  2nd
  Lingering Shadow
  Variant Spell Lists
  The GM, at his or her discretion, may allow you to 
  add spells from this article to your melee-oriented 
  character's spell list. Such candidates may include 
  blade-pact warlocks, martial druids, war domain 
  clerics, weapon-versed wizards, and others.
  No Sword? No Problem!
  What is the point of being a ranger if you can't blast 
  someone with a bow just as well as with a sword? All
  weapon-based spells in this document can be used 
  with any type of weapon; none here limit themselves
  to melee weapons. This means that even paladins 
  can be faux arcane archers (if their oath permits)! 
  Spell Descriptions
  Accursed Smite
  4th-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  before this spell ends, your weapon erupts with hellfire, 
  and the attack deals an extra 4d10 fire damage to the 
  target. Additionally, that creature must succeed on a 
  Wisdom saving throw or become cursed for the duration 
  of the spell. When you cast this spell, choose the nature of 
  the curse from the following options:
  •
  Choose one ability score. While cursed, the target 
  has disadvantage on ability checks and saving 
  throws made with that ability score.
  •
  While cursed, the target has disadvantage on 
  attack rolls against you.
  •
  While cursed, the target must make a Wisdom 
  saving throw at the start of each of its turns. If it 
  fails, it wastes its action that turn doing nothing.
  •
  While the target is cursed, your attacks and spells 
  deal an extra 1d8 necrotic damage to the target.
  A remove curse spell ends this effect. At the GM’s option, 
  you may choose an alternative curse effect, but it should be
  no more powerful than those described above. The GM has
  final say on such a curse’s effect.
  At Higher Levels. If you cast this spell using a 
  spell slot of 5th-level or higher, the duration is 
  concentration, up to 10 minutes, and the the damage is 
  increased by 1d10.
  Bee Sting
  1st-level conjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  during the spell’s duration, your weapon emits a strange 
  buzzing sound, and the attack deals an extra 1d6 poison 
  damage to the target as it is engulfed in a swarm of bees. 
  At the start of each of its turns until the spell ends, the 
  target must make a Constitution saving throw. On a failed 
  save, it takes 1d6 poison damage. On a successful save, the 
  spell ends. If the target or a creature within 5 feet of it uses
  an action to repel the bees, or if some other effect repels 
  the swarm (such as the target being submerged in water), 
  the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd-level or higher, the initial extra damage 
  2
  
  dealt by the attack increases by 1d6 for each slot 
  level above 1st.
  Celestial Armory
  5th-level evocation
  Casting Time: 1 action
  Range: Personal
  Components: V, S
  Duration: Concentration, up to 1 minute
  You reach through a portal to a demiplane of infinite 
  weaponry, and the armaments you pull fling forth 
  like shooting stars. When you cast this spell, make a 
  ranged magic attack against a creature within 30 
  feet. This attack produces a generic melee weapon of
  your choice from that dimension which hurtles at 
  the target. On a hit, that creature takes 1d12 force 
  damage. 
  Until this spell ends, you can repeat this 
  attack as a bonus action. Weapons produced by this 
  spell disappear when the spell ends.
  At Higher Levels. If you cast this spell using 
  a spell slot of  6th-level or higher, the damage 
  increases by 1d12 for each slot level above 5th.
  Conjure Trap
  1st-level conjuration
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a bundle of wire) 
  Duration: 24 hours, or until triggered (see text)
  You ward the ground within range with a magical 
  trap. Once after this spell is cast, when a creature 
  you can see moves within the warded area, you can 
  use your reaction to spring the trap. The effect on the
  creature depends on the trap your employ.
  Explosion. This spell creates a trap of alchemist's 
  fire that falls on or launches at the creature, which 
  must make a Dexterity saving throw. It takes 2d10 
  fire on a failed save, or half as much on a successful 
  one.
  Pitfall. This spell creates a 5 feet-wide and 15 feet-
  deep pitfall trap beneath the creature, which must 
  make a Dexterity saving throw. On a failed saving 
  throw, the creature falls into the pitfall. On a success, 
  the creature falls prone adjacent to the pitfall. This 
  pitfall cannot be created through magically secured 
  materials. Otherwise the hole is well-constructed 
  and lasts even after the spell's duration. Flying 
  creatures avoid this trap. 
  Snare. This spell creates a snare of rope, wire, vine, 
  or webs that entangle the creature, which make a 
  Strength saving throw. A Large or larger creature has
  advantage on this saving throw. On a failed save, the 
  creature takes 1d6 slashing damage and is 
  restrained until the start of its next turn. On a success, the 
  creature takes half as much damage and ends its 
  movement.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd-level or higher, the effects increase, based 
  on effect.
  •
  Explosion. The damage increases by 1d10 for each 
  spell slot level above 1st. If cast using a spell slot 
  of 3rd-level or higher, this spell targets creatures 
  in a sphere within range, the radius of which is 5 
  feet for every two spell slot levels above 1st.
  •
  Pitfall. The depth of the pitfall increases by 5 feet 
  for each spell slot level above 1st. If cast using a 
  spell slot of 3rd-level or higher, the pit is 5 feet 
  wider for each two spell slot levels above 1st.
  •
  Snare. The damage increases by 1d6 for each spell 
  slot level above 1st. If cast using a spell of 3rd-
  level or higher, Large creatures no longer have 
  advantage on their saving throw. This size 
  category increases for every two spell levels above
  1st.
  Conjure Venom
  1st-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (25 gp of toxic herbs and organs)
  Duration: Instantaneous
  You instantaneously conjure a dose of poison into your 
  hand. The poison may be any that costs 200gp or less, such
  as assassin's blood, carrion crawler mucus, drow poison, 
  serpent venom, or truth serum. The poison's DC is that of 
  your spell save DC. The poison you conjure loses potency 
  after 1 hour.
  At Higher Levels. If you cast this spell using a 
  spell slot of 2nd-level or higher, the cost of the poison you 
  can conjure increases by 200gp for each slot level above 
  1st.
  Dimensional Rend
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (one melee weapon)
  Duration: Instantaneous
  A single stroke of your weapon splits time, space, and the 
  foes before you. Make a melee weapon attack against each 
  creature within a 40-foot cube emanating from yourself. 
  Creatures you hit take 8d6 magical damage of the type 
  dealt by your weapon (instead of the normal amount of 
  damage), and creatures you miss take half that much 
  damage. You then teleport to an unoccupied space you can 
  see within or adjacent to the cube.
  ARCANE WARRIOR SPELLS                               Fifth Edition Fantasy
    3
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th-level or higher, the damage 
  increases by 1d6 for each slot level above 3rd.
  Doffing Smite
  4th-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon strikes with the force to knock their clothes 
  off, and the attack deals an extra 4d6 force damage 
  to the target. If this reduces the target to 40 or fewer 
  hit points, it must make a Constitution saving throw. 
  On a failed save, it drops what it is holding, and it is 
  doffed of its armor, footwear, and any other 
  beneficial apparel. These items fall to the ground 
  unharmed in the target's space and those adjacent.
  At Higher Levels. If you cast this spell using 
  a spell slot of 5th-level or higher, the damage 
  increases by 1d6 for each slot level above 4th.
  Explosive Strength
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a droplet of sweat)
  Duration: Instantaneous
  With a roar, your display of sheer strength blows 
  away nearby creatures. Creatures other than you 
  within a 20-foot-radius sphere emanating from 
  yourself must make a Strength saving throw. On a 
  failed saving throw, a creature takes 8d6 force 
  damage, and is pushed 20 feet and knocked prone. 
  On a success, a creature takes half as much damage, 
  is pushed only 10 feet, and is not knocked prone.
  At Higher Levels. When you cast this spell using a spell slot 
  of 4th-level or higher, the damage increases by 1d6 for each 
  slot level above 3rd.
  Herculean Force
  3nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a droplet of sweat)
  Duration: Concentration, up to 1 minute
  Your body surges with superhuman might.  For the 
  duration of this spell, you count as Large-sized when 
  determining how much weight you can carry. You can also 
  lift, push, and drag Medium-sized objects, regardless of 
  weight, and throw them up to 5 feet. 
  At Higher Levels. If you cast this spell using a 
  spell slot of 5th level or higher, the increase both  size 
  categories mentioned by one, and the throwing distance 
  by 5 feet, for each two slot levels above 3rd.
  Lingering Shadow
  2nd-level illusion
  Casting Time: 1 action
  Range: 15 feet
  Components: S, M (a scrap of silk)
  Duration: Concentration, up to 1 hour 
  You transform into the shadow of a creature within range. 
  You enter the creature's space, and become invisible until 
  the spell ends. Casting this spell and entering the 
  creature's space does not cause it to notice you, but you 
  must sneak with Dexterity (Stealth) checks to remain 
  unnoticed. Anything you wear wear or carry is invisible as 
  long as it is on your person. As long as the spell lasts, you 
  may automatically
  move with the
  creature to remain in
  its space, and effects
  that teleport the
  creature teleport you
  along with it. 
  The spell
  ends if  the creature
  moves in a way you
  cannot follow (such
  as flying or
  swimming a
  considerable
  distance), you attack,
  cast a spell, leave the
  creature's space, or
  become noticed.
   
  4
  
  Purifying Strike
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon 
  attack during this spell’s duration, your weapon 
  glows with purifying light, and the attack deals an 
  extra 1d6 radiant damage to the target. For the 
  duration of the spell, creatures who make saving 
  throws against ongoing negative effects originating 
  from the target have advantage on those saving 
  throws. Additionally, if the target is a fiend or an 
  undead, it must make a Wisdom saving throw. On a 
  failed save, it is restrained until the end of its next 
  turn.
  At Higher Levels. If you cast this spell using 
  a spell slot of 2nd-level or higher, the damage 
  increases by 1d6 for each slot level above 1st. If you 
  cast this spell using a spell slot of 4th level or higher, 
  the target is also subject to a remove curse effect.
  Winter's Bite
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  during this spell’s duration, your weapon encrusts with 
  frost, and the attack deals an extra 1d6 cold damage to the 
  target. The target must make a Constitution saving throw. 
  On a failed save, its speed is reduced by half for 1 minute 
  or until it succeeds on a Constitution saving throw made at
  the start of each of its turns.
  At Higher Levels. If you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each slot level above 1st.
  About the Author
  Josh Gentry is a freelance author and writing tutor living in
  Athens, GA. Josh's previously published works include 
  EN5ider articles such as A Paladin's Dark Vows, The Art of 
  Peace, Village of Dreams, and Friends Close, Enemies Closer. 
  He is a Returned Peace Corps Volunteer who served as an 
  English teacher in the Philippines in 2013. His favorite 
  class is warlock, but let's be real, he always GMs.
  If you like my work, follow me on Twitter and check out 
  my Patreon campaign!
  ARCANE WARRIOR SPELLS                               Fifth Edition Fantasy
    5
  
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