Madcap Spells

In case you haven't heard, here's a special announcement in the form of some new homebrew spells; we're releasing a new class for 5e, the Madcap! Similar to when we released Fiendish Chains before releasing Enjoiner, another spellcasting class of ours, we feel like presenting these original spells before we release Madcap will give a better idea on what this class accomplishes in flavor and mechanics. The Madcap is a half spellcaster that fuels its martial prowess and evocative spellcasting with its eccentric and ostentatious sense of self; or their persona. They fill a space in half caster spell lists we feel hasn't been filled yet; this hotshot half caster has a list composed entirely of flashy, swingy, and high damage spells.

The spells we've crafted and selected for this class illustrate this philosophy, represented by the predominance of evocation spells being featured. For starters, Lightshow, a dramatic high damage 3rd level evocation spell that can be spread across multiple targets, encapsulates this caster's spell list quite well. Similarly, Flash, a 1st level evocation spell that blinds creatures in a sphere, may not damage opponents, but is very, well, flashy. Another non-damaging homebrew spell we gave them is the 5th level conjuration spell Redirection, the only spell on this list not from the evocation school, which allows the Madcap to trade places with another creature when targeted by an attack, spell, or ability, easily making up for its lack of direct damage with its tricky presentation and the swing potential it carries in combat. Finally, an older spell in Arctic Rush makes a return; no damage, only style here.

We hope these spells demonstrate what Madcap is all about; pain, dramatic flavor, and big fight swinging potential. Half casters haven't had many official spells like these, such as Fireball and Lightning Bolt, on their spell lists because they're generally too powerful for characters with plenty of features and martial prowess. Additionally, Artificer, Paladin, and Ranger don't quite fit the flavor criteria to be learning powerful arcane spells. However, Madcap has specifically been balanced around possessing these highly impactful spells, lending to a very high octane half caster we hope you'll all enjoy!

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Madcap Spells Collection

Surprise! Gelatinous Cubicles is releasing a new class.

Enter the madcap. Eccentricity, attention, and ego are the name of the game for this martial half-caster, and it has the spell list to back it up. Presented here are the new spells created just for madcaps, to give you a little taste of what to expect. We'll be giving out a free preview of levels 1-3 very shortly, so stay tuned and get hype! Be sure to follow us for upcoming news if you haven't yet done so.

Arctic Rush

2nd-level evocation

Casting Time: 1 bonus action

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous

Classes: Druid, Madcap, Ranger, Sorcerer, Warlock, Wizard

You freeze a path along the ground forming a line 30 feet long and 5 feet long from you in a direction you choose. The path can’t pass over difficult terrain and must be along a flat surface. Each other creature in the line when you cast this spell must make a Dexterity saving throw, falling prone on a failed save.

After you create the path, you slide across it to the other end of the line. When you slide in this way, your movement doesn’t provoke opportunity attacks and you can move through the space of other creatures. You can’t slide in this way if your speed is 0.

At the end of your turn, the frozen path evaporates, leaving no trace.

At Higher levels. When you cast this spell at 3rd level or higher, after you slide, you can create an additional line and slide across it, repeating the process for each slot level above 3rd.

Flash

1st-level evocation

Casting Time: 1 action

Range: Self (20-foot radius)

Components: V, S, M (A pinch of black powder)

Duration: Instantaneous

Classes: Artificer, Bard, Madcap, Ranger, Sorcerer, Wizard

You snap your fingers, releasing a sudden flash of bright light. Each creature within a 20-foot radius must make a Constitution saving throw. On a failure, a creature becomes blinded until the end of your next turn.

Lightshow

3rd-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Classes: Madcap, Sorcerer, Wizard

You reach towards the sky, releasing a barrage of five multicolored streaks of light towards targets within range. You can direct them towards one target or several.

A creature targeted by one or more streaks must make a Dexterity saving throw. On a failed save, the creature takes 1d10 radiant damage for each streak targeting them, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional streak for each slot level above 3rd.

Redirection

5th-level conjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack, spell, or ability, and there is another creature within 60 feet of you

Range: 60 feet

Components: S

Duration: Instantaneous

Classes: Madcap

You magically swap places with another creature within range. That creature becomes the target of the triggering attack, spell, or ability. If the target is unwilling, it makes a Charisma saving throw. On a success, you and the target are unmoved.

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