Halime TH
Halime TH
1 minute or Ritual
Casting Time: Range: 30 feet Casting Time: Action or Range:Self
Components: V, S, M (a bell and silver wire) Duration: 8 hours
Ritual Concentration, up to 10
Duration:
Components: V, S, M (a yew minutes
You set an alarm against intrusion. Choose a door, a window, or an
leaf)
area within range that is no larger than a 20-foot Cube. Until the
spell ends, an alarm alerts you whenever a creature touches or For the duration, you sense the location of poisons, poisonous or
enters the warded area. When you cast the spell, you can designate venomous creatures, and magical contagions within 30 feet of
creatures that won't set off the alarm. You also choose whether the yourself. You sense the kind of poison, creature, or contagion in
alarm is audible or mental: each case.
Mental Alarm. You are alerted by a mental ping if you are within 1 Classes: Cleric, Druid, Paladin, Ranger
mile of the warded area. This ping awakens you if you're asleep.
Classes: Artificer, Ranger, Wizard
Ensnaring Strike PHB'24 p268
Level 1 Conjuration
Animal Friendship PHB'24 p239
Casting Time:Bonus action, which you take Range: Self
Level 1 Enchantment immediately after hitting a creature with a Duration:
weapon Concentration, up
Action
Casting Time: Range: 30 feet
Components: V to 1 minute
Components: V, S, M (a morsel of food) Duration: 24 hours
As you hit the target, grasping vines appear on it, and it makes a
Target a Beast that you can see within range. The target must
Strength saving throw. A Large or larger creature has Advantage on
succeed on a Wisdom saving throw or have the Charmed condition
this save. On a failed save, the target has the Restrained condition
for the duration. If you or one of your allies deals damage to the
until the spell ends. On a successful save, the vines shrivel away,
target, the spells ends.
and the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast
While Restrained, the target takes 1d6 Piercing damage at the start
for each spell slot level above 1.
of each of its turns. The target or a creature within reach of it can
Classes: Bard, Druid, Ranger take an action to make a Strength (Athletics) check against your
spell save DC. On a success, the spell ends.
Cure Wounds PHB'24 p259
Using a Higher-Level Spell Slot. The damage increases by 1d6 for
Level 1 Abjuration each spell slot level above 1.
Action
Casting Time: Range: Touch Classes: Ranger
Components: V, S Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 Entangle PHB'24 p268
Level 1 Divination
Hail of Thorns PHB'24 p283
Action or Ritual
Casting Time: Range: Self
Level 1 Conjuration Components: V, S Duration: 10 minutes
Casting Time:Bonus action, which you take Range: Self
For the duration, you can comprehend and verbally communicate
immediately after hitting a creature with a Ranged Duration: with Beasts, and you can use any of the Influence action's skill
weapon Instantaneous options with them.
Components: V
Most Beasts have little to say about topics that don't pertain to
As you hit the creature, this spell creates a rain of thorns that survival or companionship, but at minimum, a Beast can give you
sprouts from your Ranged weapon or ammunition. The target of the information about nearby locations and monsters, including
attack and each creature within 5 feet of it make a Dexterity saving whatever it has perceived within the past day.
throw, taking 1d10 Piercing damage on a failed save or half as
Classes: Bard, Druid, Ranger, Warlock
much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for Aid PHB'24 p239
each spell slot level above 1.
Level 2 Abjuration
Classes: Ranger
Casting Time: Action Range: 30 feet
Hunter's Mark PHB'24 p287
Components: V, S, M (a strip of white cloth) Duration: 8 hours
Choose up to three creatures within range. Each target's Hit Point
Level 1 Divination
maximum and current Hit Points increase by 5 for the duration.
Casting Time: Bonus action Range: 90 feet
Using a Higher-Level Spell Slot. Each target's Hit Points increase by
Components: V Duration: Concentration, up to 1 hour
5 for each spell slot level above 2.
You magically mark one creature you can see within range as your
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
quarry. Until the spell ends, you deal an extra 1d6 Force damage to
the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make
to find it.
If the target drops to 0 Hit Points before this spell ends, you can
take a Bonus Action to move the mark to a new creature you can
see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer
with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).
Classes: Ranger
Animal Messenger PHB'24 p240 Cordon of Arrows PHB'24 p258
Level 2 Transmutation
Barkskin PHB'24 p245
Casting Time: Action Range: Touch
Level 2 Transmutation Components: V, S, M (a dried carrot) Duration: 8 hours
Bonus action
Casting Time: Range: Touch For the duration, a willing creature you touch has Darkvision with a
Components: V, S, M (a handful of oak bark) Duration: 1 hour
range of 150 feet.
You touch a willing creature. Until the spell ends, the target's skin Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
assumes a bark-like appearance, and the target has an Armor Class
of 17 if its AC is lower than that. Enhance Ability PHB'24 p268
Level 2 Divination
Casting Time: Action Range: 120 feet
Components: V, S Duration: Instantaneous
You sense any trap within range that is within line of sight. A trap,
for the purpose of this spell, includes any object or mechanism that
was created to cause damage or other danger. Thus, the spell would
sense the Alarm or Glyph of Warding spell or a mechanical pit trap,
but it wouldn't reveal a natural weakness in the floor, an unstable
ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do
learn the general nature of the danger posed by a trap you sense.
Classes: Cleric, Druid, Ranger
Gust of Wind PHB'24 p282 Magic Weapon PHB'24 p295
bloodhound) Instantaneous
Level 2 Illusion
Describe or name a specific kind of Beast, Plant creature, or
Casting Time: Action or Range:120 feet
nonmagical plant. You learn the direction and distance to the
Ritual Concentration, up to 10
Duration:
closest creature or plant of that kind within 5 miles, if any are
Components: V, S minutes
present.
For the duration, no sound can be created within or pass through a
Classes: Bard, Druid, Ranger
20-foot-radius Sphere centered on a point you choose within range.
Any creature or object entirely inside the Sphere has Immunity to
Locate Object PHB'24 p293
Thunder damage, and creatures have the Deafened condition while
Level 2 Divination entirely inside it. Casting a spell that includes a Verbal component is
Casting Time: Action Range:Self impossible there.
Components: V, S, M (a forked Concentration, up to 10
Duration: Classes: Bard, Cleric, Ranger
twig) minutes
Describe or name an object that is familiar to you. You sense the
direction to the object's location if 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 if 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 blocks a
direct path between you and the object.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Spike Growth PHB'24 p319 Conjure Animals PHB'24 p254
Level 2 Conjuration Using a Higher-Level Spell Slot. The damage increases by 1d10 for
each spell slot level above 3.
Casting Time: Action Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and Duration: Classes: Druid, Ranger
fish tail inside a gilded acorn worth 200+ GP) Concentration, up
to 1 hour Conjure Barrage PHB'24 p254
You call forth a bestial spirit. It manifests in an unoccupied space Level 3 Conjuration
that you can see within range and uses the Bestial Spirit stat block. Casting Time: Action Range: Self
When you cast the spell, choose an environment: Air, Land, or Water. Components: V, S, M (a Melee or Ranged weapon Duration:
The creature resembles an animal of your choice that is native to worth at least 1 CP) Instantaneous
the chosen environment, which determines certain details in its stat
You brandish the weapon used to cast the spell and conjure similar
block. The creature disappears when it drops to 0 Hit Points or
spectral weapons (or ammunition appropriate to the weapon) that
when the spell ends.
launch forward and then disappear. Each creature of your choice
The creature is an ally to you and your allies. In combat, the creature that you can see in a 60-foot Cone makes a Dexterity saving throw,
shares your Initiative count, but it takes its turn immediately after taking 5d8 Force damage on a failed save or half as much damage
yours. It obeys your verbal commands (no action required by you). If on a successful one.
you don't issue any, it takes the Dodge action and uses its
Using a Higher-Level Spell Slot. The damage increases by 1d8 for
movement to avoid danger.
each spell slot level above 3.
Using a Higher-Level Spell Slot. Use the spell slot's level for the
Classes: Ranger
spell's level in the stat block.
Classes: Druid, Ranger Daylight PHB'24 p260
Level 3 Evocation
Casting Time: Action Range: 60 feet
Components: V, S Duration: 1 hour
For the duration, sunlight spreads from a point within range and fills
a 60-foot-radius Sphere. The sunlight's area is Bright Light and
sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or
carried, causing the sunlight to fill a 60-foot Emanation originating
from that object. Covering that object with something opaque, such
as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created
by a spell of level 3 or lower, that other spell is dispelled.
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Dispel Magic PHB'24 p264 Meld into Stone PHB'24 p296
creature within 10 feet of the target then makes a Dexterity saving Components: V, S Instantaneous
throw, taking 2d8 Lightning damage on a failed save or half as This spell channels vitality into plants. The casting time you use
much damage on a successful one. determines whether the spell has the Overgrowth or the Enrichment
The weapon or ammunition then returns to its normal form. effect below.
Using a Higher-Level Spell Slot. Thedamage for both effects of the Overgrowth. Choose a point within range. All normal plants in a 100-
spell increases by 1d8 for each spell slot level above 3. foot-radius Sphere centered on that point become thick and
overgrown. A creature moving through that area must spend 4 feet
Classes: Ranger
of movement for every 1 foot it moves. You can exclude one or
more areas of any size within the spell's area from being affected.
Enrichment. All plants in a half-mile radius centered on a point
within range become enriched for 365 days. The plants yield twice
the normal amount of food when harvested. They can benefit from
only one Plant Growth per year.
Classes: Bard, Druid, Ranger
Protection from Energy PHB'24 p309 Summon Fey PHB'24 p326
Action
Casting Time: Range: Self Level 4 Abjuration
Components: V, S Duration: Concentration, up to 10 minutes
Casting Time: Action Range: Touch
You conjure nature spirits that flit around you in a 10-foot Components: V, S, M (a leather strap) Duration: 1 hour
Emanation for the duration. Whenever the Emanation enters the You touch a willing creature. For the duration, the target's movement
space of a creature you can see and whenever a creature you can is unaffected by Difficult Terrain, and spells and other magical
see enters the Emanation or ends its turn there, you can force that effects can neither reduce the target's Speed nor cause the target to
creature to make a Wisdom saving throw. The creature takes 5d8 have the Paralyzed or Restrained conditions. The target also has a
Force damage on a failed save or half as much damage on a Swim Speed equal to its Speed.
successful one. A creature makes this save only once per turn.
In addition, the target can spend 5 feet of movement to
In addition, you can take the Disengage action as a Bonus Action for automatically escape from nonmagical restraints, such as
the spell's duration. manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for Using a Higher-Level Spell Slot. You can target one additional
each spell slot level above 4. creature for each spell slot level above 4.
Classes: Druid, Ranger Classes: Artificer, Bard, Cleric, Druid, Ranger
Grasping Vine PHB'24 p280 Summon Elemental PHB'24 p325
You conjure a vine that sprouts from a surface in an unoccupied water inside a gold-inlaid vial worth 400+ GP) Concentration, up
space that you can see within range. The vine lasts for the duration. to 1 hour
Make a melee spell attack against a creature within 30 feet of the You call forth an Elemental spirit. It manifests in an unoccupied
vine. On a hit, the target takes 4d8 Bludgeoning damage and is space that you can see within range and uses the Elemental Spirit
pulled up to 30 feet toward the vine; if the target is Huge or smaller, stat block. When you cast the spell, choose an element: Air, Earth,
it has the Grappled condition (escape DC equal to your spell save Fire, or Water. The creature resembles a bipedal form wreathed in
DC). The vine can grapple only one creature at a time, and you can the chosen element, which determines certain details in its stat
cause the vine to release a Grappled creature (no action required). block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
As a Bonus Action on your later turns, you can repeat the attack
against a creature within 30 feet of the vine. The creature is an ally to you and your allies. In combat, the creature
shares your Initiative count, but it takes its turn immediately after
Using a Higher-Level Spell Slot. The
number of creatures the vine
yours. It obeys your verbal commands (no action required by you). If
can grapple increases by one for each spell slot level above 4.
you don't issue any, it takes the Dodge action and uses its
Classes: Druid, Ranger movement to avoid danger.
Use the spell slot's level for the
Locate Creature PHB'24 p292
Using a Higher-Level Spell Slot.
spell's level in the stat block.
Level 4 Divination Classes: Druid, Ranger, Wizard
Casting Time: Action Range: Self
Components: V, S, M (fur from a Duration: Concentration, up to Commune with Nature PHB'24 p252
bloodhound) 1 hour
Level 5 Divination
Describe or name a creature that is familiar to you. You sense the
1 minute or Ritual
Casting Time: Range: Self
direction to the creature's location if that creature is within 1,000
Components: V, S Duration: 1 minute
feet of you. If the creature is moving, you know the direction of its
movement. You commune with nature spirits and gain knowledge of the
surrounding area. In the outdoors, the spell gives you knowledge of
The spell can locate a specific creature known to you or the nearest
the area within 3 miles of you. In caves and other natural
creature of a specific kind (such as a human or a unicorn) if you
underground settings, the radius is limited to 300 feet. The spell
have seen such a creature up close—within 30 feet—at least once. If
doesn't function where nature has been replaced by construction,
the creature you described or named is in a different form, such as
such as in castles and settlements.
under the effects of a Flesh to Stone or Polymorph spell, this spell
doesn't locate the creature. Choose three of the following facts; you learn those facts as they
pertain to the spell's area:
This spell can't locate a creature if any thickness of lead blocks a
direct path between you and the creature. Locations of settlements
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM's choice)
Stoneskin PHB'24 p321 that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Level 4 Transmutation The most prevalent kind of plant, mineral, or Beast (you choose
which to learn)
Casting Time:Action Range: Touch
Components: V, S, M (diamond dust worth Duration: Locations of bodies of water
100+ GP, which the spell consumes) Concentration, up to For example, you could determine the location of a powerful
1 hour monster in the area, the locations of bodies of water, and the
Until the spell ends, one willing creature you touch has Resistance locations of any towns.
to Bludgeoning, Piercing, and Slashing damage. Classes: Druid, Ranger
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Conjure Volley PHB'24 p255 Swift Quiver PHB'24 p329
Level 5 Conjuration
Casting Time: Action Range: 30 feet
Components: S, M (a Melee weapon worth Duration:
1+ SP) Instantaneous
You flourish the weapon used in the casting and then vanish to
strike like the wind. Choose up to five creatures you can see within
range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet
of one of the targets.
Classes: Ranger, Wizard