The world of Dungeons & Dragons is brimming with magic capable of untold wonders or irreparable atrocities. Nearly every creature in Dungeons & Dragons can wield arcane power with utter ease. With over a hundred spells at their disposal, a caster's potential is near-limitless with the only hindrance being their skill. Despite this, the community has drawn upon its imagination to produce new magic, forever expanding the list of available spells.
Players create homebrew spells for a variety of purposes: adding flavor, serving a specific role, testing one's creativity, etc. These additions, usually, are fair and functional while many others are unjustifiably ridiculous. However, a select few spells exceed the expectations of most even to the extent of passing as official material. These homebrewed creations are more than deserving of a spot in any caster's spell list, with your Dungeon Master's discretion of course.
Updated April 22, 2022, by Christopher Anaya: Dungeons & Dragons is an ever-growing tabletop RPG that constantly receives new content, both official and homebrew. There is plenty of material to maintain players' interests and grant them countless opportunities to try something new. This idea is especially true when it comes to homebrew spells. The Dungeons & Dragons community created innumerable homebrew spells, some of which are silly and others compelling.
The latter category of homebrew spells features incantations unlike anything in official Dungeons & Dragons material. These homebrew spells could pass as official material, considering how well they perform and blend into the tabletop RPG. Many of these incantations make for intriguing additions to any campaign and are worth implementing. Here are the best homebrew spells in Dungeons & Dragons.
10 Spellsteal
- Level: 3rd
- School: Abjuration
- Casting Time: 1 Reaction
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Spellcasters and their magic are among the greatest dangers one could face in D&D. With eight schools of magic and numerous spells at their fingertips they can inflict harmful or debilitating effects on players. While there are many ways to counteract an enemy's sorcery, none punish them as harshly as Spellsteal.
A player could use this homebrewed magic to take an opponent's spell as they are casting it. This prevents a rival caster from using their spell and allows a player to use it against them. Although only effective against spells 6th level and under, Spellsteal offers an indispensable benefit to low-level and high-level spellcasters alike.
9 Aarakocra Arrow Storm
- Level: 1st
- School: Conjuration
- Casting Time: 1 Action
- Range: 60 ft (10 ft cube)
- Components: V, S, M (A feather and a bundle of 10 arrows (1gp))
- Duration: Instantaneous
- Classes: Druid, Ranger
Alongside their magic, spellcasters may utilize items such as tools and weapons to aid them on their journeys. A rare few, however, will go one step further by imbuing or controlling their possessions with magic. Spells of this nature offer a great deal of fun and creativity, although they are rarely as effective as Aarakocra Arrow Storm.
Rather than using a bow, a player could forfeit a bundle of ten arrows to unleash a magical volley. This spell attack can hit numerous targets while exceeding the damage dealt by a shortbow, especially when cast at higher levels. Even though it requires a great sum of arrows to use, Aarakocra Arrow Storm is well worth the price.
8 Test Strike
- Level: Cantrip
- School: Divination
- Casting Time: 1 Action
- Range: 30 ft
- Components: V, S, M (A scrap of paper with notes scribbled on it)
- Duration: Instantaneous
- Classes: Bard, Ranger, Sorcerer, Wizard, Knowledge Domain, Eldritch Knight
There are many forms of damage within D&D each varying in effectiveness depending on the target. While every monster has its fair share of resistances or immunities, they often possess crippling vulnerabilities as well. With only a few features capable of identifying these traits, Test Strike becomes incredibly valuable.
This spell will launch multiple bolts of distinct damage types on a successful attack roll. Upon hitting, the bolts deal minor damage while revealing the target's resistances, immunities, and vulnerabilities. Players must sacrifice an action to use Test Strike, although, the insight it grants is more than fair.
7 Aaaargh!?
- Level: 2nd
- School: Enchantment
- Casting Time: 1 Action
- Range: 120 ft
- Components: V, S
- Duration: 1 Minute
- Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
For a spellcaster to use their magic they must meet a spell's requirements which may include verbal, somatic, or material components. These prerequisites exist for every magic user - including enemies - no matter their skill. There are many ways one could hinder an opposing spellcaster, although, none are as effective nor as entertaining as Aaaargh!?.
This spell forces targets that fail a Wisdom Saving Throw to scream uncontrollably and incomprehensibly. Not only does this prevent spellcasters from meeting verbal components, but it also deafens those within their vicinity. Although it appears to be comedic, Aaaargh!? Is a powerful enchantment that can turn masterful liches into unintelligible fools.
6 Arcane Diffusion Bomb
- Level: 9th
- School: Evocation
- Casting Time: 1 Hour
- Range: 60 ft
- Components: V, S, M (An Ankh Charm & a written prayer of apology)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
There are spells in D&D capable of unleashing widespread devastation and death. This immensely powerful and world-altering magic requires the utmost caution lest they unintentionally harm others. Although an innumerable number of cataclysmic spells exist, none are quite as disastrous or enduring as Arcane Diffusion Bomb.
This spell launches explosive magic consisting purely of overwhelming arcane towards the target area. Upon impact, an expansive and calamitous surge of energy lays waste to everything within 120 feet. While Arcane Diffusion Bomb requires an hour to cast and a unique material component, it could halve the average Hit Points of a Tarrasque.
5 Card Throw
- Level: Cantrip
- School: Evocation
- Casting Time: 1 Action
- Range: 60 ft
- Components: None
- Duration: Instantaneous
- Classes: Bard, Warlock, Wizard
Some of the most intriguing and powerful spells in Dungeons & Dragons are those players least expect. These magics are seemingly unconventional or downright inane but may possess hidden potential. There are many spells like this in official Dungeons & Dragons books, but none compare to the homebrew evocation spell known as Card Throw.
This cantrip conjures a playing card with devastating and unpredictable magical properties. The playing card will randomly choose a color from six options, each corresponding with the type of damage it will inflict. As players level up, they can launch several playing cards at once. The Card Throw cantrip is somewhat unpredictable, but it is a beneficial and thematic spell.
4 Shadow Clone
- Level: 3rd
- School: Illusion
- Casting Time: 1 Action
- Range: 30 ft
- Components: V, M (Blood of Caster)
- Duration: 1 Hour
- Classes: Sorcerer, Wizard
Illusion magic holds the potential to alter one's mind or perceptions of the world around them. While this school of sorcery typically tricks or deceives individuals, it may also inflict significant mental and physical anguish. Spells capable of such an effect are many, however, none possess the unique power of Shadow Clone.
This spell uses the blood of its caster to create a near-perfect yet fragile clone. This copy bears a remarkable resemblance to the spellcaster and even holds the ability to cast their spells. Even though the overall fortitude of the Shadow Clone is unimpressive, it inspires opportunities for effective and creative approaches to any situation.
3 Achroma
- Level: 9th
- School: Necromancy
- Casting Time: 1 Action
- Range: 60 ft
- Components: V
- Duration: 1 Round
- Classes: Sorcerer, Wizard, College of Whispers, The Great Old One
Necromancy is among the most powerful and sinister schools of magic in all of D&D. While spells of this field typically involve the undead, many are capable of inflicting devastating harm to the living. These spells are exceedingly lethal, and they often have long-lasting effects, although, none can compare to Achroma.
This spell inflicts an overwhelming amount of necrotic damage and turns its victims into unliving achromatic husks. Anything that interacts with these lifeless vessels will endure pain and risk undergoing the same transformation. Even if it fails to create an achromatic husk, the outstanding effects that Achroma imposes are well worth it.
2 Analyze Blood
- Level: 1st
- School: Necromancy
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (A drop of fresh blood or dried blood no more than a month old)
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Warlock, Wizard
While players often prioritize spells for combat or social encounters, it is beneficial to have magic for utility purposes. These types of spells prove advantageous in many scenarios, providing solutions to various problems players may encounter. The homebrew spell Analyze Blood is one such spell with countless uses.
Using a fresh sample of blood, this spell can reveal various details regarding the source of the blood. Players can glean details such as a creature's type, approximate location, and even its name using Analyze Blood. This spell proves beneficial when players must hunt, track or learn pertinent details of a creature. Thus, making Analyze Blood an effective tool for a wide variety of situations.
1 Origami
- Level: Cantrip
- School: Transmutation
- Casting Time: 1 Action
- Range: 5 ft
- Components: V, S
- Duration: 1 Hour
- Classes: Bard, Cleric, Druid, Wizard
While many spells are capable of incredible feats, others are simpler yet extremely versatile. Magic of this nature offers a great deal of utility that can be helpful in a wide variety of situations. Even though many spells offer an expansive range of usefulness, they fail to offer the same degree of creativity as Origami.
This spell shapes material such as paper or leaves into any of these intricate pieces: a boat, a crane, a dog, a flower, or a samurai. Each figure serves a specific function and up to five can be active at once. At first glance, Origami seems to be simple and lackluster, however, one will soon realize the numerous creative applications it has.