All Player Characters

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Dymphna Dos📃 - Human : Lvl 3 Paladin(Oath of Devotion) HP: 22
Languages: Choose a Language, Common, Giant, Goblin Profs: Animal Handling, Insight, Persuasion, Religion
Spells: Ⓒ Bless , Ⓒ Shield of Faith , Ⓒ Heroism , Cure Wounds

StrDexConIntWisCha
+2 (14)+0 (9)+0 (11)+1 (13)+4 (15)+5 (16)

Dorn Dundragon📃 - Scourge Aasimar : Lvl 4 Barbarian(Path of the Zealot) HP: 33
Languages: Celestial, Common Profs: Animal Handling, Athletics, Intimidation, Survival
Spells: Light

StrDexConIntWisCha
+4 (14)+2 (14)+4 (14)+0 (10)+1 (12)+1 (12)

Phillip Wythanef📃 - Goblin : Lvl 4 Fighter(Eldritch Knight) HP: 28
Languages: Common, Goblin Profs: Athletics, Intimidation, Perception, Survival
Spells: Booming Blade , Prestidigitation , Disguise Self , Earth Tremor , Magic Missile , Shield

StrDexConIntWisCha
+4 (15)+2 (15)+4 (15)+0 (10)+1 (12)-1 (8)

Mairu II📃 - Fire Genasi : Lvl 4 Monk(Way of the Four Elements) HP: 23
Languages: Common, Primordial Profs: Acrobatics, Deception, Stealth, Survival
Spells: Produce Flame , Burning Hands , Burning Hands (* Scorching Ray *)

StrDexConIntWisCha
+2 (10)+4 (15)+3 (16)+1 (13)+1 (13)-1 (8)

Drusilla Bonebraids📃 - Lightfoot Halfling : Lvl 4 Wizard(School of Conjuration) HP: 18
Languages: Common, Daelkyr, Halfling, Kraul Profs: Arcana, History, Insight, Investigation
Spells: Mage Hand , Mage Armor , Light , Feather Fall , Charm Person , Burning Hands , Magic Missile , Ray of Frost , Sleep , Chromatic Orb , Shield , ⓇⒸ Detect Magic , Earth Tremor , Fire Bolt , Blindness/Deafness , Ⓒ Darkness

StrDexConIntWisCha
-1 (8)+2 (15)+2 (14)+4 (15)+2 (10)+1 (13)

MoonHerb 2📃 - Dragonborn : Lvl 1 Rogue, Lvl 3 Druid(Circle of the Moon) HP: 23
Languages: Common, Draconic, Druidic, Thieves’ Cant Profs: Animal Handling, Deception, Medicine, Sleight of Hand, Stealth
Spells: Ⓒ Fog Cloud , Healing Word , Frostbite , Poison Spray , ⓇⒸ Detect Magic , Ⓒ Hold Person , Ⓒ Beast Bond (* Animal Friendship , Charm Person , Create or Destroy Water , Cure Wounds , ⓇⒸ Detect Magic , ⓇⒸ Detect Poison and Disease , Ⓒ Entangle , Ⓒ Faerie Fire , Ⓒ Fog Cloud , Goodberry , Healing Word , Jump , Longstrider , Ⓡ Purify Food and Drink , Ⓡ Speak with Animals , Thunderwave , Absorb Elements , Ⓒ Beast Bond , Earth Tremor , Ice Knife , Ⓡ Animal Messenger , Ⓒ Barkskin , Darkvision , Ⓒ Enhance Ability , Find Traps , Ⓒ Flame Blade , Ⓒ Flaming Sphere , Ⓒ Gust of Wind , Ⓒ Heat Metal , Ⓒ Hold Person , Lesser Restoration , Ⓡ Locate Animals or Plants , Ⓒ Locate Object , Ⓒ Moonbeam , Ⓒ Pass without Trace , Protection from Poison , Ⓒ Spike Growth , ⓇⒸ Beast Sense , Ⓒ Dust Devil , Ⓒ Earthbind , ⓇⒸ Skywrite , Ⓒ Warding Wind *)

StrDexConIntWisCha
+0 (10)+4 (14)+1 (12)+4 (10)+4 (15)+2 (14)

Baikal II📃 - Water Genasi : Lvl 5 Warlock(The Archfey) HP: 28
Languages: Common, Primordial Profs: Arcana, Deception, Intimidation, Sleight of Hand
Spells: Shape Water , Create or Destroy Water , Ⓡ Find Familiar , ⓇⒸ Detect Magic , Ⓒ Hex , Frostbite , Eldritch Blast , Ⓒ Witch Bolt , Hellish Rebuke , Mage Hand , Ⓒ Cloud of Daggers , Ⓒ Hold Person

StrDexConIntWisCha
-1 (8)+1 (13)+1 (12)+1 (12)+6 (16)+5 (14)

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.

Animal Friendship #

🔎 Animal friendship ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
24 HourEnchantmentWISControl

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

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

Components: a morsel of food

Animal Messenger #

🔎 Animal messenger ➡️
LevelCasting TimeRange/AreaComponents
21 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
24 HourEnchantmentNoneCommunication

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Components: a morsel of food

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

Barkskin #

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

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Components: a handful of oak bark

Beast Bond #

🔎 Beast bond ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneCommunication

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Components: a bit of fur wrapped in a cloth

Beast Sense #

🔎 Beast sense ➡️
LevelCasting TimeRange/AreaComponents
21 ActionTouchS
DurationSchoolAttack/SavesDamage/Effect
1 HourDivinationNoneDetection

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Bless #

🔎 Bless ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneBuff

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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 sprinkling of holy water

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.

Booming Blade #

🔎 Booming blade ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action5 ftS,M *
DurationSchoolAttack/SavesDamage/Effect
1 RoundEvocationRanged1

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Components: a melee weapon worth at least 1 sp

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

Cloud of Daggers #

🔎 Cloud of daggers ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 5 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationNoneDamage

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Components: a sliver of glass

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).

Create or Destroy Water #

🔎 Create or destroy water ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ft / 30 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneCreation

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Components: a drop of water if creating water or a few grains of sand if destroying it

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.

Darkness #

🔎 Darkness ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 15 ft SphereV,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteEvocationNoneControl

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Components: bat fur and a drop of pitch or piece of coal

Darkvision #

🔎 Darkvision ➡️
LevelCasting TimeRange/AreaComponents
21 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
8 HourTransmutationNoneBuff

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Components: either a pinch of dried carrot or an agate

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.

Detect Poison and Disease #

🔎 Detect poison and disease ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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.

Components: a yew leaf

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.

Dust Devil #

🔎 Dust devil ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 5 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationSTRDamage

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Components: a pinch of dust

Earth Tremor #

🔎 Earth tremor ➡️
LevelCasting TimeRange/AreaComponents
11 Action10 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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.

 

Earthbind #

🔎 Earthbind ➡️
LevelCasting TimeRange/AreaComponents
21 Action300 ftV
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationSTRControl

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Eldritch Blast #

🔎 Eldritch blast ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

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

Entangle #

🔎 Entangle ➡️
LevelCasting TimeRange/AreaComponents
11 Action90 ft / 20 ft SquareV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationSTRControl

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

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.

Faerie Fire #

🔎 Faerie fire ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 20 ft CubeV
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationDEXDebuff

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

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

Find Traps #

🔎 Find traps ➡️
LevelCasting TimeRange/AreaComponents
21 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousDivinationNoneDetection

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

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).

Flame Blade #

🔎 Flame blade ➡️
LevelCasting TimeRange/AreaComponents
21 Bonus ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteEvocationRanged1

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, 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 fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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.

Components: leaf of sumac

Flaming Sphere #

🔎 Flaming sphere ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 5 ft SphereV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationDEXDamage

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Components: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

Fog Cloud #

🔎 Fog cloud ➡️
LevelCasting TimeRange/AreaComponents
11 Action120 ft / 20 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationNoneControl

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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.

Gust of Wind #

🔎 Gust of wind ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationSTRControl

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Components: a legume seed

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.

Heat Metal #

🔎 Heat metal ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneDamage

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Components: a piece of iron and a flame

Hellish Rebuke #

🔎 Hellish rebuke ➡️
LevelCasting TimeRange/AreaComponents
11 Reaction60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Heroism #

🔎 Heroism ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneHealing

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

Hex #

🔎 Hex ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus Action90 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourEnchantmentNoneDamage

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

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 curse a new creature.

A remove curse cast on the target ends this spell early.

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.

Components: the petrified eye of a newt

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

Hold Person #

🔎 Hold person ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentWISControl

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Components: a small, straight piece of iron

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.

Ice Knife #

🔎 Ice knife ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 5 ft SphereS,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationRanged2

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

Components: a drop of water or a piece of ice

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

Lesser Restoration #

🔎 Lesser restoration ➡️
LevelCasting TimeRange/AreaComponents
21 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousAbjurationNoneHealing

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Light #

🔎 Light ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionTouchV,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourEvocationDEXCreation

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Components: a firefly or phosphorescent moss

Locate Animals or Plants #

🔎 Locate animals or plants ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousDivinationNoneDetection

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Components: a bit of fur from a bloodhound

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

Mage Hand #

🔎 Mage hand ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationNoneUtility

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Magic Missile #

🔎 Magic missile ➡️
LevelCasting TimeRange/AreaComponents
11 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneDamage

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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.

Moonbeam #

🔎 Moonbeam ➡️
LevelCasting TimeRange/AreaComponents
21 Action120 ft / 5 ft CylinderV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationCONDamage

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Components: several seeds of any moonseed plant and a piece of opalescent feldspar

Pass without Trace #

🔎 Pass without trace ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourAbjurationNoneBuff

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Components: ashes from a burned leaf of mistletoe and a sprig of spruce

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).

Prestidigitation #

🔎 Prestidigitation ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action10 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneUtility

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.


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

Produce Flame #

🔎 Produce flame ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteConjurationRanged2

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

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

Protection from Poison #

🔎 Protection from poison ➡️
LevelCasting TimeRange/AreaComponents
21 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourAbjurationNoneBuff

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Purify Food and Drink #

🔎 Purify food and drink ➡️
LevelCasting TimeRange/AreaComponents
11 Action10 ft / 5 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneUtility

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Ray of Frost #

🔎 Ray of frost ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

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).

Scorching Ray #

🔎 Scorching ray ➡️
LevelCasting TimeRange/AreaComponents
21 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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

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.

Shield of Faith #

🔎 Shield of faith ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus Action60 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteAbjurationNoneBuff

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Components: a small parchment with a bit of holy text written on it

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

Skywrite #

🔎 Skywrite ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSightV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneControl

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

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.

Spike Growth #

🔎 Spike growth ➡️
LevelCasting TimeRange/AreaComponents
21 Action150 ft / 20 ft SphereV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteTransmutationNoneDamage

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Components: seven sharp thorns or seven small twigs, each sharpened to a point

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

Warding Wind #

🔎 Warding wind ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV
DurationSchoolAttack/SavesDamage/Effect
10 MinuteEvocationNoneControl

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

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.