New Homebrew D&D 5E Spells

gnome wizard vs purple worm

Gnome wizard versus purple worm

Here are some new spells I’m going to be testing out in my D&D 5E games.


  • Conjure Aberration (Cleric 5, Great Old One Pact Warlock 5, Wizard 5)
  • Conjure Fiend (Cleric 5, Fiend Pact Warlock 5, Wizard 5)
  • Conjure Minor Fiends (Cleric 4, Fiend Pact Warlock 4, Wizard 4)
  • Spell Turning (Sorcerer 7, Warlock 7, Wizard 7)

Conjure Aberration

Level: 5
School: Conjuration
Casting time: 1 minute
Range: 90 feet
Components: V, S, M (aberration ward, broken upon casting)
Duration: Concentration, up to 1 hour

You call forth an aberration or ooze servant.   An aberration or ooze of challenge rating 5 or lower appears in an unoccupied space.  The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the duration.  Roll initiative for the creature, which has its own turns.  It obeys any verbal commands that you issue to it (no action required by you).  If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the creature doesn’t disappear.  Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack.  An uncontrolled creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the aberration or ooze statistics.

​At Higher Levels.  When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.  Note that mind flayers may not be conjured by this spell.


Conjure Fiend

Level: 5
School: Conjuration
Casting time: 1 minute
Range: 90 feet
Components: V, S, M (fire and brimstone)
Duration: Concentration, up to 1 hour

You call forth a fiendish servant.   A fiend of challenge rating 5 or lower appears in an unoccupied space.  The fiend disappears when it drops to 0 hit points or when the spell ends.

The fiend is friendly to you and your companions for the duration.  Roll initiative for the fiend, which has its own turns.  It obeys any verbal commands that you issue to it (no action required by you).  If you don’t issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fiend doesn’t disappear.  Instead, you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack.  An uncontrolled fiend can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fiend’s statistics.

​At Higher Levels.  When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.


Conjure Minor Fiends

Level: 4
School: Conjuration
Casting time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fiends that appear in unoccupied spaces that you can see within range.  You choose one of the following options for what appears:

  • One fiend of challenge rating 2 or lower
  • Two fiends of challenge rating 1 or lower
  • Four fiends of challenge rating 1/2 or lower
  • Eight fiends of challenge rating 1/4 or lower

A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions.  Roll initiative for the summoned creatures as a group, which has its own turns.  They obey any verbal commands that you issue to them (no action required by you).  If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels.  When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear; twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Spell Turning

Level: 7
School: Abjuration
Casting time: reaction, which you take when you see a creature within 120 feet of you casting a spell
Range: 120 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell and reflect that spell back on its caster.  If the creature is casting a spell of 7th level or lower, the spell has no effect on you and instead targets its caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.  If it is casting a spell of 8th level or higher, make an ability check using your spellcasting ability.  The DC equals 10 + the spell’s level.  On a success, the creature’s spell is reflected back on its caster.

At Higher Levels.  When you cast this spell using a spell slot of 8th level or higher, the interrupted spell is reflected if its level is less than or equal to the level of the spell slot you used.