Morningstar D&D 5e Spells


Battle Karma

5th Level Abjuration

Cleric, Idol

Casting Time: 1 Reaction, which you take when you or a Target within 60 feet takes damage

Range: 60 Feet

Components: S

Duration: Concentration, up to 1 minute

Choose yourself, or one target within 60 feet to benefit from this spell. Also choose one foe that you or the target are fighting. Whenever this foe deals physical (but not psychic) damage to the target of this spell with a melee or ranged attack in combat, a coincidental effect occurs causing them to take damage as well.

Each time this happens, the target must make a Wisdom Save, or reroll his damage dice and take that amount of damage on a failed save, or half as much damage on a successful save. This damage is usually of the same type as the initial attack, but the GM may choose another type if the environment or situation warrants it. Examples of this effect include a creature over-swinging a weapon and striking themselves, a cave-in that hits the enemy in the back, or a pool of acid that spills down an incline and hits their foot.

At Higher Levels. When you cast this spell using a slot of 6th level or higher, each slot above 5th adds a beneficiary or foe to the spell's effect.

Call Numinus

1st level conjuration (ritual)

Cleric, Druid, Ranger, Warlock, Wizard

Casting Time: 1 hour

Range: 15 feet

Components: V,S,M (15 gp's worth of materials appropriate to the Numinus's Signature, which are consumed by the spell)

Duration: Instantaneous

You call forth and spiritually attune to a numinus, a proto-spirit born of a Nexus itself. This numinus may be of the following types: Aquan, Auran, Cacophonous, Caustic, Charged, Creative, Deceptive, Deranged, Divinatory, Enchanted, Fierce, Frigid, Ignan, Primal, Psionic, Shielded, Solar, or Terran.
The numinus you summon is a Novice (Unless you cast this spell with a higher-level slot). Once you call it, you must attune to it within one day, taking up one of your magical item attunement slots, or it will leave. Once per month after being attuned, the numinus may improve one Maturity Level, depending on your Proficiency Bonus, as follows:

The numinus has maximum hit points for its hit dice, modified by any bonuses or penalties.
As long as it serves you, the numinus will evolve to the next maturity level every time your Proficiency bonus improves, gaining the abilities that that level has.

Your numinus acts on its own in combat, on its own initiative, but obeys you. A numinus cannot normally attack, but can take other actions that it is capable of.

If a numinus is reduced to 0 hp, it flashes out of existence, and a new one must be called.

While you are within 100 feet of your numinus, you can both communicate telepathically. If it has an intelligence under 3, the numinus communicates via emotion in line with its signature, and still, fragmented images or sounds from what it perceives or knows about. With an intelligence over 3, a numinus can add telepathic words (along with still images and sounds) that its master understands.

A numinus uses your proficiency bonus on any checks it must make.

Unlike a familiar, you cannot directly sense what a numinus senses directly (except for Psionic numina). However, they are insubstantial, and can pass through obstacles to describe what they sense to you. Most are not very intelligent, however, so they may make mistakes.

You may dismiss a numinus at any time, it retains the benefits of having linked to you, and goes off to continue its evolution at its own movement rate. A dismissed numinus may or may not feel betrayed. You may call the same numinus again with this spell if it still exists. You may also instantly call back a dismissed numinus if you haven't taken another.

Any spell that is signature to the numinus, which you cast, can be cast into the numinus if it is within 5 feet of you. An artificer may also charge the numinus with one of his spells as if the numinus was an implement. Once the numinus is charged, you can command it to activate the spell as a bonus action, any time before your next long rest. The spell uses your attack bonus and save DCs.

At Higher Levels. With higher level spell slots you may call a numinus of a higher initial Maturity Level. When you cast this spell using a 3rd level Slot or higher, the numinus is a minion. With higher level slots, the numinus improves 1 maturity level per two levels of the slot beyond 3rd. If the numinus's maturity is higher than your proficiency Bonus allows (because of a Signature's effects), it serves you as if it was attuned to you, but breaks the attunement if you leave the Signature.