All Player Characters

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Efrix Ellafrand Lyrris📃 - Forest Gnome : Lvl 2 Rogue HP: 13
Languages: Common, Gnomish, Thieves’ Cant Profs: Acrobatics, Deception, Investigation, Perception, Sleight of Hand, Stealth
Spells: Minor Illusion

StrDexConIntWisCha
+1 (12)+5 (16)+1 (13)+2 (10)+2 (14)+0 (10)

Notes: Due to an unusual twist of Triumvirate law, Efrix shares the same name with 5 other Zil, and you’re all legally considered to be the same person.

  • Uses the quote five words can defeat a thousand swords.

Organizations #

The Trust

EberronCmpgnChar📃 - Changeling : Lvl 3 Sorcerer(Wild Magic), Lvl 1 Wizard HP: 18
Languages: Common, Daelkyr, Elvish, Giant, Infernal Profs: Arcana, Deception, History, Medicine, Persuasion, Religion
Spells: Shape Water , Ⓒ Friends , Mold Earth , Gust , Chromatic Orb , Feather Fall , Mage Armor , Chill Touch , Fire Bolt , Shocking Grasp , Ⓡ Unseen Servant , Ⓒ Witch Bolt , Ⓡ Tenser’s Floating Disk , Shield , Ⓡ Find Familiar , Ⓒ Expeditious Retreat , ⓇⒸ Detect Magic , Disguise Self , Charm Person , Color Spray , Ⓒ Silent Image , Burning Hands (* Dimension Door *)

StrDexConIntWisCha
-1 (8)+0 (10)+3 (12)+4 (14)+3 (13)+5 (17)

Vak-isul Rungoda📃 - Orc of Eberron : Lvl 12 Druid(Circle of the Land (Swamp)) HP: 63
Languages: Common, Druidic, Goblin, Orc Profs: Animal Handling, Arcana, Medicine, Nature, Religion, Survival
Spells: Thorn Whip , Ⓒ Create Bonfire , Frostbite , Magic Stone , Poison Spray , Ⓒ Wall of Thorns , Heal , Awaken , Ⓒ Tree Stride , Mass Cure Wounds , Ⓒ Wall of Fire , Ⓡ Commune with Nature , Dispel Magic , Ⓒ Locate Object , Ⓡ Speak with Animals , Thunderwave , Healing Word , Goodberry , Ⓒ Enhance Ability

StrDexConIntWisCha
+2 (15)+1 (12)+2 (15)+4 (10)+6 (15)-1 (8)

Roberto Thunderclap📃 - Human : Lvl 3 Artificer(Alchemist) HP: 18
Languages: Common, Elvish Profs: Medicine, Nature
Spells: Thunderclap , Cure Wounds , Mending , Disguise Self , Jump

StrDexConIntWisCha
+0 (9)+2 (14)+3 (13)+5 (16)+0 (11)+2 (15)

Ember📃 - Swiftstride : Lvl 3 Rogue(Assassin) HP: 18
Languages: Common, Thieves’ Cant Profs: Acrobatics, Deception, Intimidation, Perception, Performance, Sleight of Hand, Stealth

StrDexConIntWisCha
+1 (13)+5 (17)-1 (8)+4 (14)+0 (10)+1 (13)

Robbie📃 - Mark of Making Human : Lvl 3 Bard(College of Whispers) HP: 18
Languages: Choose a Language, Common Profs: Deception, Perception, Performance, Persuasion, Sleight of Hand
Spells: Mending , Ⓒ Magic Weapon , Disguise Self , Ⓒ Hideous Laughter , Sleep , Charm Person , Dissonant Whispers , Ⓒ Calm Emotions , Vicious Mockery , Ⓒ Friends

StrDexConIntWisCha
+0 (11)+4 (14)+1 (12)+0 (11)+0 (11)+4 (15)

Kito📃 - Longtooth : Lvl 3 Cleric(Life Domain) HP: 18
Languages: Common Profs: Animal Handling, Insight, Intimidation, Medicine, Survival
Spells: Sacred Flame , Thaumaturgy , Mending , ⓇⒸ Detect Magic , Zone of Truth , Blindness/Deafness

StrDexConIntWisCha
+3 (17)+2 (14)+2 (14)+0 (10)+2 (10)+2 (10)

Notes: Can’t read :/

Quiver📃 - Warforged : Lvl 3 Ranger(Hunter) HP: 22
Languages: Choose a Language, Choose a Language, Common, Dwarvish, Elvish Profs: Athletics, Intimidation, Nature, Perception, Stealth, Survival
Spells: Ⓡ Speak with Animals , Absorb Elements , Ⓒ Hunter's Mark , Longstrider

StrDexConIntWisCha
+3 (12)+4 (14)+3 (16)-1 (8)+2 (15)-1 (8)

Spells #

Absorb Elements #

🔎 Absorb elements ➡️
LevelCasting TimeRange/AreaComponents
11 ReactionSelfS
DurationSchoolAttack/SavesDamage/Effect
1 RoundAbjurationNoneDamage

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Awaken #

🔎 Awaken ➡️
LevelCasting TimeRange/AreaComponents
58 7TouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneCreation

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Components: an agate worth at least 1,000 gp, which the spell consumes

Blindness/Deafness #

🔎 Blindness/ deafness ➡️
LevelCasting TimeRange/AreaComponents
21 Action30 ftV
DurationSchoolAttack/SavesDamage/Effect
1 MinuteNecromancyCONDebuff

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Burning Hands #

🔎 Burning hands ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Calm Emotions #

🔎 Calm emotions ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 20 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentCHASocial

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Charm Person #

🔎 Charm person ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourEnchantmentWISControl

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chill Touch #

🔎 Chill touch ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 RoundNecromancyRanged2

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chromatic Orb #

🔎 Chromatic orb ➡️
LevelCasting TimeRange/AreaComponents
11 Action90 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Components: a diamond worth at least 50 gp

Color Spray #

🔎 Color spray ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 RoundIllusionNoneControl

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Components: a pinch of powder or sand that is colored red, yellow, and blue

Commune with Nature #

🔎 Commune with nature ➡️
LevelCasting TimeRange/AreaComponents
51 MinuteSelfV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousDivinationNoneUtility

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings


For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Create Bonfire #

🔎 Create bonfire ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ft / 5 ft CubeV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationDEXDamage

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cure Wounds #

🔎 Cure wounds ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneHealing

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Magic #

🔎 Detect magic ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dimension Door #

🔎 Dimension door ➡️
LevelCasting TimeRange/AreaComponents
41 Action500 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationNoneTeleportation

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Disguise Self #

🔎 Disguise self ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourIllusionNoneShapechanging

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Dispel Magic #

🔎 Dispel magic ➡️
LevelCasting TimeRange/AreaComponents
31 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousAbjurationNoneControl

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Dissonant Whispers #

🔎 Dissonant whispers ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEnchantmentWISDamage

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Enhance Ability #

🔎 Enhance ability ➡️
LevelCasting TimeRange/AreaComponents
21 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneBuff

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Components: fur or a feather from a beast

Expeditious Retreat #

🔎 Expeditious retreat ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteTransmutationNoneMovement

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Feather Fall #

🔎 Feather fall ➡️
LevelCasting TimeRange/AreaComponents
11 Reaction60 ftV,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneUtility

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Components: a small feather or piece of down

Find Familiar #

🔎 Find familiar ➡️
LevelCasting TimeRange/AreaComponents
11 710 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationNoneSummoning

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Components: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

Fire Bolt #

🔎 Fire bolt ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Friends #

🔎 Friends ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionSelfS,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneBuff

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Components: a small amount of makeup applied to the face as this spell is cast

Frostbite #

🔎 Frostbite ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationCONDamage

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

Goodberry #

🔎 Goodberry ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneHealing

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Components: a sprig of mistletoe

Gust #

🔎 Gust ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationSTRControl

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Heal #

🔎 Heal ➡️
LevelCasting TimeRange/AreaComponents
61 Action60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneHealing

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Healing Word #

🔎 Healing word ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus Action60 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneHealing

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Hideous Laughter #

🔎 Hideous laughter ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentWISControl

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Components: tiny tarts and a feather that is waved in the air

Hunter’s Mark #

🔎 Hunter's mark ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus Action90 ftV
DurationSchoolAttack/SavesDamage/Effect
1 HourDivinationNoneDamage

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Jump #

🔎 Jump ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneMovement

You touch a creature. The creature's jump distance is tripled until the spell ends.

Components: a grasshopper's hind leg

Locate Object #

🔎 Locate object ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Components: a forked twig

Longstrider #

🔎 Longstrider ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneBuff

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Components: a pinch of dirt

Mage Armor #

🔎 Mage armor ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
8 HourAbjurationNoneBuff

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Components: a piece of cured leather

Magic Stone #

🔎 Magic stone ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Bonus ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationRanged2

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Magic Weapon #

🔎 Magic weapon ➡️
LevelCasting TimeRange/AreaComponents
21 Bonus ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneBuff

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Mass Cure Wounds #

🔎 Mass cure wounds ➡️
LevelCasting TimeRange/AreaComponents
51 Action60 ft / 30 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneHealing

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mending #

🔎 Mending ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 MinuteTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneUtility

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Components: two lodestones

Minor Illusion #

🔎 Minor illusion ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteIllusionNoneControl

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Components: a bit of fleece

Mold Earth #

🔎 Mold earth ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Poison Spray #

🔎 Poison spray ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action10 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationCONDamage

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Sacred Flame #

🔎 Sacred flame ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shape Water #

🔎 Shape water ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shield #

🔎 Shield ➡️
LevelCasting TimeRange/AreaComponents
11 ReactionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 RoundAbjurationNoneWarding

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shocking Grasp #

🔎 Shocking grasp ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged1

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silent Image #

🔎 Silent image ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 15 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteIllusionNoneControl

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Components: a bit of fleece

Sleep #

🔎 Sleep ➡️
LevelCasting TimeRange/AreaComponents
11 Action90 ft / 20 ft SphereV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneControl

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Components: a pinch of fine sand, rose petals, or a cricket

Speak with Animals #

🔎 Speak with animals ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneCommunication

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Tenser’s Floating Disk #

🔎 Tenser’s floating disk ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationNoneMovement

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Components: a drop of mercury

Thaumaturgy #

🔎 Thaumaturgy ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneControl

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thorn Whip #

🔎 Thorn whip ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationRanged1

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

Components: the stem of a plant with thorns

Thunderclap #

🔎 Thunderclap ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action5 ftS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationCONDamage

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

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

Thunderwave #

🔎 Thunderwave ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationCONDamage

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Tree Stride #

🔎 Tree stride ➡️
LevelCasting TimeRange/AreaComponents
51 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationNoneTeleportation

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Unseen Servant #

🔎 Unseen servant ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationNoneControl

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Components: a bit of string and of wood

Vicious Mockery #

🔎 Vicious mockery ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEnchantmentWISDamage

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wall of Fire #

🔎 Wall of fire ➡️
LevelCasting TimeRange/AreaComponents
41 Action120 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationDEXDamage

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Components: a small piece of phosphorus

Wall of Thorns #

🔎 Wall of thorns ➡️
LevelCasting TimeRange/AreaComponents
61 Action120 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteConjurationDEXDamage

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Components: a handful of thorns

Witch Bolt #

🔎 Witch bolt ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationRanged2

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Components: a twig from a tree that has been struck by lightning

Zone of Truth #

🔎 Zone of truth ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 15 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteEnchantmentCHAControl

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.