Upcasting Spells in Dungeons & Dragons 5e

Upcasting spells in Dungeons and Dragons

The 5th edition Dungeons & Dragons rules have few options for upcasting spells beyond increasing the damage or number of targets. This article is a sneak peek at our upcoming book, Upcasting: New options for casting spells at higher levels.

The book provides new options for spellcasters who want to add more flavor and powers to their favorite spells and cantrips.

At Higher Levels. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. The higher the spell slot expended, the more powerful the spell becomes. Most spells have several benefit options to choose from.

At Master Level. Even experienced adventurers don’t have many high level spell slots, so expending one on a lower level spell should be worthwhile. When you cast a lower level spell using a spell slot of 5th-7th level, you gain master level benefits in addition to the higher level benefit you chose.

At Epic Level. Only the mightiest spellcasters have 8th and 9th level spell slots, so using one is an epic move. When you cast a spell using a spell slot of 8th or 9th level, you gain epic level benefits in addition to the higher level benefit you chose.


Acid Arrow

2nd-level evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)

Duration: Instantaneous

You launch a missile of acid toward your target. A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of

its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose 1 option:

  • The damage (both initial and later) increases by 1d4 for each slot level above 2nd.
    or
  • The range increases by 30 feet for each slot level above 2nd.
    or
  • The acid’s duration increases by 1 round for each slot level above 2nd. The target takes 2d4 acid damage at the end of each additional round unless it uses an action to wash off the acid.
    or
  • Each creature within 10 feet of the target must make a Dexterity saving throw. It takes 2d4 acid damage on a failed save, or half as much damage on a successful one. It takes no damage on its next turn. The damage increases by 1d4 for each slot level above 2nd.

Classes: Wizard, Druid (Circle of the Land, Swamp)


Acid Splash

Conjuration cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, choose 1 option:

  • You can target one additional creature for each slot level. All targets must be within 10 feet of the prime target.
    or
  • The acid’s duration increases by 1 round for each slot level. A target takes 1d6 acid damage at the end of each additional round unless it uses an action to wash off the acid.
    or
  • A target takes an additional 1d4 acid damage for each slot level if it fails its Dexterity saving throw, taking half damage on a successful save. 

At Master Level. When you cast this spell using a spell slot of 5th-7th level, the range extends to 90 feet and you can cast it as a bonus action. Choose 1 additional option:

  • You can target one additional creature for each slot level. All targets must be within 15 feet of the prime target.
    or
  • The acid’s duration increases by 1 round for each slot level. A target takes 1d8 acid damage at the end of each additional round unless it uses an action to wash off the acid.
    or
  • A target takes an additional 1d6 acid damage for each slot level if it fails its Dexterity saving throw, taking half damage on a successful save.

At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the range extends to 120 feet and you can cast it as a bonus action. Choose 1 additional option:

  • You can target one additional creature for each slot level. All targets must be within 20 feet of the prime target.
    or
  • The acid’s duration increases by 1 round for each slot level. A target takes 1d10 acid damage at the end of each additional round unless it uses an action to wash off the acid.
    or
  • A target takes an additional 1d8 acid damage for each slot level if it fails its Dexterity saving throw, taking half damage on a successful save.

Classes: Sorcerer, Wizard 


Aid

2nd-level abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny strip of white cloth)

Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose 1 option:

  • A target’s hit points increase by an additional 5 for each slot level above 2nd.
    or
  • You can target one additional creature for each slot level above 2nd.
    or
  • The range increases by 10 feet for each slot level above 2nd.
    or
  • The duration increases by 2 hours for each slot level above 2nd.

Classes: Cleric, Paladin 


Alarm

1st–level abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd-4th level:

  • The area of effect expands to an additional 20-foot cube for each slot level above 1st.
  • The duration increases by 8 hours for each slot level above 1st.

At Master Level. When you cast this spell using a spell slot of 5th-7th level:

  • The range of the mental ping increases by 1 mile for each slot level above 1st.
  • The area of effect expands to an additional 25-foot cube for each slot level above 1st.
  • The duration increases by 10 hours for each slot level above 1st.
  • A creature that triggers the alarm must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage for each slot level above 1st and becomes deafened for 1 minute if the alarm is audible. A creature takes 1d6 psychic damage for each slot level above 1st and becomes stunned until the end of its next turn if the alarm is mental. On a successful save, a creature takes half damage and isn’t deafened or stunned.

At Epic Level. When you cast this spell using a spell slot of 8th or 9th level:

  • You can cast this spell as an action.
  • The range of the mental ping increases by 1 mile for each slot level above 1st.
  • You can designate a number of creatures equal to the spell slot level used. These creatures will also receive a mental ping when the alarm is triggered.
  • The area of effect expands to an additional 30-foot cube for each slot level above 1st.
  • The duration increases by 12 hours for each slot level above 1st.
  • A creature that triggers the alarm must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage for each slot level above 1st and becomes deafened for 1 minute if the alarm is audible. A creature takes 1d6 psychic damage for each slot level above 1st and becomes stunned until the end of its next turn if the alarm is mental. On a successful save, a creature takes half damage and isn’t deafened or stunned.

Classes: Ranger, Wizard 


Alter Self

2nd–level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases by 30 minutes for each slot level above 2nd.

At Master Level. When you cast this spell using a spell slot of 5th-7th level, the duration increases by 30 minutes for each slot level above 2nd. The options’ effects are upgraded.

  • Aquatic Adaptation. Your swimming speed is equal to your walking speed plus 20 feet for each slot level above 4th.
  • Change Appearance. You can appear as a creature up to one size larger or smaller than you.
  • Natural Weapons. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon. You have an additional +1 bonus for each slot level above 4th, to a maximum +4 bonus.

At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the duration increases by 30 minutes for each slot level above 2nd and the spell no longer requires concentration. The spell options’ effects remain at master level, you can switch options as a bonus action, and there are new options.

  • Avian Adaptation. You grow wings and gain a flying speed equal to your walking speed plus 20 feet for each slot level above 4th.
  • Burrowing Adaptation. You grow tough, mole-like claws for digging. You gain a burrow speed of 10 feet for each slot level above 4th. 
  • Natural Armor. Your base armor class, before Dexterity and armor bonuses, increases by 1 for each slot level above 4th, to a maximum 16 AC.

Classes: Sorcerer, Wizard


Upcasting Alter Self spell card 1
Upcasting Alter Self spell card 2

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