TEXT: Scoundrel's Spellbook
  
  
  T
  wenty-five spells built for scoundrels, rascals
  and rakes! with thievery and trickery, both on
  land and at sea. Balanced with an eye toward
  existing spells, these will slot easily into the
  spellbook of any bard or arcane trickster
  looking for a bit more blast, or any GM looking
  for something nasty up the pirate queen’s
  sleeve.
  This spellbook includes spells of every level, skewed toward
  scalable damage at lower levels and utility. Thank you for
  purchasing, and please feel free to ask for clarification in a
  comment or by tweeting me at @ashtonnduncan.
  
  Evocation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, M (a weapon)
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  As part of the action used to cast this spell, you must make a
  melee attack with a weapon against one creature within the
  spell's range, otherwise the spell fails. For this attack, your
  critical range is increased by one. Your critical range cannot
  be increased beyond 19 with this spell.  
  
  3rd-level enchantment
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V, S, M (a hat)
  Duration: Concentration, Up to 10 minutes
  Classes: Bard, Paladin, Sorcerer, Warlock
  Listen up fives, a ten is speaking. Every creature within a 15-
  foot radius centered on the caster must make a Wisdom
  saving throw. Any creature in the area that fails cannot create
  sound unless spoken to (or casted at, using a spell including a
  verbal component).
  At the end of each minute an affected creature can make
  another Wisdom saving throw. If an affected creature takes
  damage, the spell's effect ends for that creature.  
  
  5th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (one gram of lead)
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  You shape and hurl six lead projectiles with unerring accuracy.
  Each projectile hits a creature of your choice that you can see
  within range. A projectile deals 1d6 + 1 piercing damage to its
  target. The projectiles all strike simultaneously, and you can
  direct them to hit one creature or several.  
  
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Wizard
  As an action, you touch an item and know its contents (if any),
  including the material an item is made of and its approximate
  size.
  The spell can penetrate most barriers, but it is blocked by 1
  foot of stone, 1 inch of co mmon metal, a thin sheet of lead, or
  3 feet of wood or dirt.  
  
  2nd-level illusion
  Casting Time: 1 minute (ritual)
  Range: 5 feet
  Components: S, M (10gp lead ink, which the spell consumes)
  Duration: 10 days
  Classes: Bard, Warlock, Wizard
  You conjure a contract from thin air, stipulating the details of
  an arrangement with another creature.
  To you and any creatures who can read it, the contract's text
  appears normal, written in your hand, and conveys whatever
  meaning you intended when you conjured the text. At the end
  of the contract you may inlay an addendum, invisible for the
  duration or until the contract is signed.
  If the spell is dispelled, the invisible script appears.
  A creature with truesight can read the hidden message.  
  
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Paladin, Sorcerer, Warlock
  You distract an enemy into dropping something they are
  holding. The target may make a Strength or Dexterity saving
  throw (their choice). On a fail, the target drops its weapon
  within its melee range. The attacker has advantage on its
  chosen saving throw if the target is holding the item with two
  or more hands.  
  
  6th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Cleric, Sorcerer, Warlock, Wizard
  You remind a creature you can see within range of the humor
  in their impending demise. The creature must make a
  Wisdom save, taking half damage on a success. If it's missing
  any hit points, the damage is 6d12+30 necrotic damage;
  otherwise, it's 6d8+30.
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  If there are any corpses within 30 feet of the target, they
  cackle for the next 1d6 rounds before falling silent once again.
  This effect persists if the dead are affected by spells such as
  animate dead or revivify and for the duration are unable to
  speak or perform verbal components.
  
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  Classes: Bard, Sorcerer, Wizard
  You touch a creature and grant it a swift escape from looming
  death.
  The first time the target would drop to 0 hit points as a
  result of taking damage, the target can instead choose to
  teleport within 30 feet to a place it can see.
  If the spell is still in effect when the target is subjected to an
  effect that would kill it instantaneously without dealing
  damage, that effect is instead negated against the target, and
  the spell ends.  
  
  8th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a wooden plank)
  Duration: Concentration, Up to 10 minutes
  Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  You banish a creature that you can see within range into an
  island demiplane. The target remains there for the duration or
  until it escapes the island.
  The target can use its action to attempt to escape. When it
  does so, it makes a DC 20 Wisdom check. If it succeeds, it
  escapes, and the spell ends.
  When the spell ends, the target reappears in the space it left
  or, if that space is occupied, in the nearest unoccupied space.
  
  Transmutation cantrip
  Casting Time: 1 action
  Range: Self (15-foot cube)
  Components: S
  Duration: Instantaneous
  Classes: Bard, Cleric, Druid
  You instantly know wind speed, wind direction, and the tidal
  times of the area in range.  
  
  3rd-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, Up to 1 minute
  Classes: Bard, Sorcerer, Wizard
  The notes and lyrics of this song linger in the mind of the
  target. A creature of your choice that can hear you must make
  a Wisdom saving throw or be affected by your song. Creatures
  that can’t be charmed and creatures that cannot hear are
  immune to this spell.
  An affected target can't take reactions and must roll a d4 at
  the start of each of its turns to determine its behavior for that
  turn.
  d4
  Behavior
  1
  The creature must use all its movement to dance
  without leaving its space and has disadvantage on
  Dexterity saving throws and attack rolls.
  2 The creature hums along to your song, and is unable to
  cast verbally, speak, or maintain concentration.
  3
  The creature uses its action to tip you for your song,
  throwing 1d10 copper to your feet. If the creature does
  not carry money it instead claps, snaps, or otherwise
  shows its appreciation to the best of its ability.
  4
  The creature can act and move normally, though the
  song lingers.
  At the end of each of its turns, an affected target can make a
  Wisdom saving throw. If it succeeds, this effect ends for that
  target.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the radius of the sphere increases
  by 5 feet for each slot level above 4th.
  
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Wizard
  You create the sensory effect of a weight no heavier than one
  pound and no larger than six square inches.
  If a creature attempts to interact with or comes into
  physical contact with the weight it discerns the phantom
  weight for what it is and the sensory effect ends for them.  
  
  4th-level abjuration
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Concentration, Up to 1 hour
  Classes: Bard, Cleric, Paladin, Wizard
  You choose a creature within range as an emissary. They are
  warded against a ttack. Until the spell ends, any creature who
  targets the warded creature with an attack or a harmful spell,
  including an area of effect spell that would affect the creature
  or its location, must first make a Charisma check contested by
  the target creature. On a fail, the creature does nothing.
  If the target creature makes an attack or casts a spell that
  affects an enemy creature, this spell ends.  
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, Up to 10 minutes
  Classes: Bard, Sorcerer, Warlock, Wizard
  You hone your insults to a sharp point. The formed weapon is
  similar in size and shape to a rapier, and it lasts for the
  duration. If you let go of the blade, it disappears, but you can
  evoke the blade again as a bonus action.
  You can use your action to make a melee spell attack with
  the rapier. On a hit, the target takes 3d6 piercing damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  every two slot levels above 2nd.
  
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Wizard
  You sling insults at your opponent. If the target can hear you
  (though it need not understand you), it must succeed on a
  Wisdom saving throw or take 1d6 psychic damage. Your
  opponent may use their reaction to return the insult, in which
  case you must also make a Wisdom saving throw or also take
  1d6 psychic damage.  
  
  6th-level illusion
  Casting Time: 8 hours
  Range: Touch
  Components: V, S, M (a miniature house made of glass worth
  at least 500 gp, which the spell consumes)
  Duration: Until dispelled
  Classes: Bard, Wizard
  You make a freestanding structure in an area up 2,500 square
  feet functionally invisible—passersby will ignore the structure
  and explain its absence away without interacting with it. The
  spell doesn’t disguise or conceal creatures who interact with
  the structure.
  Creatures with Truesight can see through the Illusion to the
  structure’s true form.  
  
  3rd-level evocation
  Casting Time: Reaction
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Paladin, Ranger, Warlock
  You point your finger, and the creature that damaged an ally is
  hit by streak of crackling energy. Make a ranged spell attack
  against the target. On a hit, the target takes 3d10 force
  damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d10 for
  each slot level above 3th.  
  
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  Classes: Bard, Paladin, Sorcerer, Warlock
  Touch a non-magical weapon. It becomes silvered until the
  spell ends.  
  
  6th-level evocation
  Casting Time: Reaction
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  Your song creates an illusory deep body of water, visible only
  to that creature. The target must make a Wisdom saving
  throw. On a failed save, the target begins to be crushed by the
  depths. At the end of each of the target's turns before the spell
  ends, the target must succeed on a Wisdom saving throw.
  If the target of this spell has not succeeded on their
  Wisdom save by a number of minutes equal to 1 + its
  Constitution modifier once that time passes, they drown. See
  Suffocation rules in the Player's Handbook for more
  information.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d10 for
  each slot level above 3th.  
  
  9th-level necromancy
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (A drop of blood, a piece of flesh, and a
  ship's flag)
  Duration: Instantaneous
  Classes: Bard, Cleric, Wizard
  This spell creates a number of undead servants equal to the
  number of bodies aboard the waterborne vehicle or the equal
  to the number needed to adequately crew said waterborne
  vehicle, whichever is lower. Your spell imbues the crew with a
  foul mimicry of life, raising them as Undead creatures. The
  targets become Skeletons with 1 hit point.
  On each of your turns, you can use a Bonus Action to
  mentally comma nd any creature you made with this spell if
  the creature is within 60 feet of you (if you control multiple
  creatures, you can comm and any or all of them at the same
  time, issuing the same comm and to each one). You decide
  what action the creature will take and where it will move
  during its next turn, or you can issue a general com mand,
  such as to guard a particular chamber or corridor. The
  creature only defends itself against hostile creatures. Once
  given an order, the creature continues to follow it until its task
  is complete.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The creature is under your control for 24 hours, after which it
  stops obeying any com mand you’ve given it. To maintain
  control of the creature for another 24 hours, you must cast
  this spell on the creature again before the current 24-hour
  period ends. This use of the spell reasserts your control over
  the creatures you have animated with this spell, rather than
  animating a new ones.
  
  1st-level evocation
  Casting Time: 1 action
  Range: 5 feet
  Components: V, M (a weapon)
  Duration: Instantaneous
  Classes: Bard, Paladin, Warlock, Wizard
  As part of the action used to cast this spell, you must make a
  melee attack with a weapon against one creature within the
  spell's range, otherwise the spell fails. On a hit, the target
  suffers the attack's normal effects, and takes 2d6 additional
  psychic damage. On a miss, you are invigorated to strike
  harder and faster next time, and gain advantage on your next
  melee attack.
  
  7th-level conjuration
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S, M (A waterborne vehicle)
  Duration: 8 hours
  Classes: Bard, Warlock, Wizard
  This spell creates a number of invisible, mindless, shapeless
  servants equal to the number needed to adequately crew a
  waterborne vehicle, minus the caster. The crew responds to
  simple commands such as directions and speed changes until
  the spell ends. The crew each have AC 10, 1 hit point, and
  can’t attack. If any unseen crewmember drops to 0 hit points,
  the spell ends.
  Once on each of your turns as a bonus action, you can
  mentally command the servants to move up to 15 feet and
  interact with the waterborne vehicle. If you command the
  servants to perform a task that would move them off the ship,
  the spell ends.  
  
  3rd-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: S, M (fleece)
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  This spell allows you to swap the appearance of a creature
  you touch with yourself. An unwilling target can make a
  Charisma saving throw, and if it succeeds, it is unaffected by
  this spell. A target that fails by more than 5 doesn't notice their
  changed appearance.  
  
  2nd-level evocation (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S
  Duration: 8 hours
  Classes: Bard, Druid, Ranger, Wizard
  An immobile dome of force springs into existence around and
  above you and remains stationary for the duration. One
  additional Tiny creature can fit inside the dome with you. The
  spell ends if you leave its area.
  The spell fails if its area includes an area larger than the
  space needed for you to lie prone. Creatures and objects 
  within the dome when you cast this spell can move through it
  freely. All other creatures and objects are barred from passing
  through it. Spells and other magical effects can't extend
  through the dome or be cast through it. The atmosphere
  inside the space is comfortable and dry, regardless of the
  weather outside.
  Until the spell ends, you can command the interior to
  become dimly lit or dark. The dome is opaque from the
  outside, of any color you choose, but it is transparent from the
  inside.  
  
  2nd-level divination
  Casting Time: 1 minute (ritual)
  Range: Touch
  Components: V, S
  Duration: 8 hours
  Classes: Bard, Druid, Sorcerer, Ranger, Warlock, Wizard
  While casting this spell, mark an X in or on the ground. For
  the duration of the spell you know the marked location's
  direction in relation to you and the direct distance back to it
  even if the mark is destroyed.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Scoundrel's Spellbook.pdf