D&D Spell List: Cantrips and Effects
D&D Spell List: Cantrips and Effects
You cast sorcerous energy at one creature or object You launch a mote of light at one creature or object
within range. Make a ranged attack roll against the within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 damage of a type target. On a hit, the target takes 1d8 Radiant damage,
you choose: Acid, Cold, Fire, Lightning, Poison, and until the end of your next turn, it emits Dim
Psychic or Thunder. Light in a 10-foot radius and can’t benefit from the
If you roll an 8 on a d8 for this spell, you can roll Invisible condition.
another d8, and add it to the damage. When you cast At Higher Levels: The damage increases by 1d8
this spell, the maximum these d8s you can add to the when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
spell’s damage equals your spellcasting ability
modifier.
At Higher Levels: The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
You brandish the weapon used in the spell’s casting You brandish the weapon used in the spell’s casting
and make a melee attack with it against one creature and make a melee attack with it against one creature
within 5 feet of you. On a hit, the target suffers the within 5 feet of you. On a hit, the target suffers the
weapon attack’s normal effects, and you can cause weapon attack’s normal effects and then becomes
green fire to leap from the target to a different sheathed in booming energy until the start of your
creature of your choice that you can see within 5 feet next turn. If the target willingly moves 5 feet or more
of it. The second creature takes fire damage equal to before then, the target takes 1d8 thunder damage,
your spellcasting ability modifier. and the spell ends.
At H igher Levels. At 5th level, the melee attack At H igher Levels. At 5th level, the melee attack
deals an extra 1d8 fire damage to the target on a hit, deals an extra 1d8 thunder damage to the target on a
and the fire damage to the second creature increases hit, and the damage the target takes for moving
to 1d8 + your spellcasting ability modifier. Both increases to 2d8. Both damage rolls increase by 1d8
damage rolls increase by 1d8 at 11th level (2d8 and at 11th level (2d8 and 3d8) and again at 17th level
2d8) and 17th level (3d8 and 3d8). (3d8 and 4d8).
You create an acidic bubble at a point within range, Lightning springs from you to a creature that you try
where it explodes in a 5-foot-radius Sphere. Each to touch. Make a melee spell attack against the target.
creature in that Sphere must succeed on a Dexterity On a hit, the target takes 1d8 Lightning damage, and
saving throw or take 1d6 Acid damage. it can’t make Opportunity Attacks until the start of
At H igher Levels. The damage increases by 1d6 its next turn.
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6). At H igher Levels. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
ARTIFICER, DRUID, SORCERER, WARLOCK, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD
You touch a willing creature and choose a skill. Until You create a long, vine-like whip covered in thorns
the spell ends, the creature adds 1d4 to any ability that lashes out at your command toward a creature in
check using the chosen skill. 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.
At H igher Levels. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6).
ARTIFICER, BARD, DRUID, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD
You touch one Large or smaller object that isn’t A spectral, floating hand appears at a point you
being worn or carried by someone else. Until the choose within range. The hand lasts for the duration.
spell ends, the object sheds Bright Light in a 20-foot The hand vanishes if it is ever more than 30 feet
radius and Dim Light for an additional 20 feet. The away from you or if you cast this spell again.
light can be colored as you like. When you cast the spell, you can use the hand to
Covering the object with something opaque manipulate an object, open an unlocked door or
blocks the light. The spell ends if you cast it again. container, stow or retrieve an item from an open
container, or pour the contents out of a vial.
Components . A firefly or phosphorescent moss. As a Magic action on your later turns, you can
control the hand thus again. As part of that action,
you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or
carry more than 10 pounds.
ARTIFICER, BARD, CLERIC, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD
MENDING SHAPE WATER
1 MIN. TOUCH INSTANT V, S, M ACTION 30 FT INSTANT / 1 HR S
TRANSMUTATION CANTRIP TRANSMUTATION CANTRIP
You choose an area of water that you can see within This spell repairs a single break or tear in an object
range and that fits within a 5-foot cube. You you touch, such as a broken chain link, two halves of
manipulate it in one of the following ways: a broken key, a torn cloak, or a leaking wineskin. As
• You instantaneously move or otherwise change long as the break or tear is no larger than 1 foot in
the flow of the water as you direct, up to 5 feet in any dimension, you mend it, leaving no trace of the
any direction. This movement doesn’t have former damage.
enough force to cause damage. This spell can physically repair a magic item, but it
• You cause the water to form into simple shapes can’t restore magic to such an object.
and animate at your direction. This change lasts
for 1 hour. Components . Two lodestones.
• 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.
You hurl a beam of crackling energy. Make a ranged Whispering to the spirits of nature, you create one of
spell attack against one creature or object in range. the following effects within range.
On a hit, the target takes 1d10 Force damage.
At Higher Levels. The spell creates two beams at Weather Sensor. You create a Tiny, harmless sensory
level 5, three beams at level 11, and four beams at effect that predicts what the weather will be at your
level 17. You can direct the beams at the same target location for the next 24 hours. The effect might
or at different ones. Make a separate attack roll for manifest as a golden orb for clear skies, a cloud for
each beam. rain, falling snowflakes for snow, and so on. This
effect persists for 1 round.
WARLOCK DRUID
SWORD BURST MINOR ILLUSION
ACTION SELF / 5 FT INSTANT V ACTION 30 FT 1 MIN. S, M
CONJURATION CANTRIP ILLUSION CANTRIP
FRIENDS FROSTBITE
ACTION 10 FT C. 1 MIN. V, M ACTION 60 FT INSTANT V, S
ENCHANTMENT CANTRIP EVOCATION CANTRIP
BLADE WARD WORD OF RADIANCE
ABJURATION CANTRIP EVOCATION CANTRIP
Whenever a creature makes an attack roll against you Burning radiance erupts from you in a 5-foot
before the spell ends, the attacker subtracts 1d4 from Emanation. Each creature of your choice that you
the attack roll. can see in it must succeed on a Constitution saving
throw or take 1d6 Radiant damage.
At Higher Levels. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17
(4d6).
FROSTBITE FRIENDS
EVOCATION CANTRIP ENCHANTMENT CANTRIP
You cause a cloud of mites, fleas, and other parasites You touch one to three pebbles and imbue them
to appear momentarily on one creature you can see with magic. You or someone else can make a ranged
within range. The target must succeed on a spell attack with one of the pebbles by throwing it or
Constitution saving throw, or it takes 1d6 poison hurling it with a sling. If thrown, it has a range of 60
damage and moves 5 feet in a random direction if it feet. If someone else attacks with the pebble, that
can move and its speed is at least 5 feet. Roll a d4 for attacker adds your spellcasting ability modifier, not
the direction: 1, north; 2, south; 3, east; or 4, west. the attacker’s, to the attack roll. On a hit, the target
This movement doesn’t provoke opportunity attacks, takes bludgeoning damage equal to 1d6 + your
and if the direction rolled is blocked, the target spellcasting ability modifier. Hit or miss, the spell
doesn't move. then ends on the stone.
At H igher Levels. The spell’s damage increases by If you cast this spell again, the spell ends early on any
1d6 when you reach 5th level (2d6), 11th level (3d6), pebbles still affected by it.
and 17th level (4d6).
BARD CLERIC
You channel primal magic to cause your teeth or Channeling the chill of the grave, make a melee spell
fingernails to sharpen, ready to deliver a corrosive attack against a target within reach. On a hit, the
attack. Make a melee spell attack against one creature target takes 1d10 Necrotic damage, and it can’t regain
within 5 feet of you. On a hit, the target takes 1d10 Hit Points until the end of your next turn.
acid damage. After you make the attack, your teeth At Higher Levels: The damage increases by 1d10
or fingernails return to normal. when you reach levels 5 (2d10), 11 (3d10) and 17
At H igher Levels. The spell’s damage increases (4d10).
by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
MOLD EARTH
ACTION 30 FT INSTANT / 1 HR S
TRANSMUTATION CANTRIP
PRODUCE FLAME SHILLELAGH
CONJURATION CANTRIP TRANSMUTATION CANTRIP
A flickering flame appears in your hand and remains A Club or Quarterstaff you are holding is imbued
there for the duration. While there, the flame emits with nature’s power. For the duration, you can use
no heat and ignites nothing, and it sheds Bright light your spellcasting ability instead of Strength for the
in a 20-foot radius and Dim Light for an additional attack and damage rolls of melee attacks using that
20 feet. The spell ends if you cast it again. weapon, and the weapon’s damage die becomes a d8.
Until the spell ends you can take a Magic action to If the attack deals damage, it can be Force damage
hurl fire at a creature or an object within 60 feet of or the weapon’s normal damage type (your choice).
you. Make a ranged spell attack. On a hit, the target The spell ends early if you cast it again or if you let
takes 1d8 Fire damage. go of the weapon.
At Higher Levels: The damage increases by 1d8 At Higher Levels: The damage die changes when
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8). you reach levels 5 (d10), 11 (d12) and 17 (2d8).
DRUID DRUID
MOLD EARTH
TRANSMUTATION CANTRIP
DURATION
CAST TIME
Action Instantaneous,
or 1 hour
COMPONENTS RANGE
Somatic 30 Feet
For the duration, you sense the presence of You make yourself—including your clothing, armor,
magical effects within 30 feet of yourself. If you weapons, and other belongings on your person—
sense such effects, you can take the Magic action look different until the spell ends. You can seem 1
to see a faint aura around any visible creature or foot shorter or taller and can appear heavier or
object in the area that bears the magic, and if an lighter. You must adopt a form that has the same
effect was created by a spell, you learn the spell’s basic arrangement of limbs as you have. Otherwise,
school of magic. the extent of the illusion is up to you.
The spell is blocked by 1 foot of stone, dirt, or The changes wrought by this spell fail to hold up
wood; 1 inch of metal; or a thin sheet of lead. 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.
To discern that you are disguised, a creature must
take the Study action to inspect your appearance and
succeed on an Intelligence (Investigation) check
against your spell save DC.
You take the Dash action, and until the spell ends, Objects in a 20-foot Cube within range are outlined
you can take that action again as a Bonus Action. in blue, green, or violet light (your choice). Each
creature in the Cube is also outlined if it fails a
Dexterity saving throw. For the duration, objects and
affected creatures shed Dim Light in a 10-foot radius
and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object
have Advantage if the attacker can see it.
Components . A drop of alcohol. * A reaction which you take when you or a creature
you can see within 60 feet of you falls.
LONGSTRIDER JUMP
ACTION TOUCH 1 HOUR V, S, M BONUS ACT. TOUCH 1 MIN. V, S, M
TRANSMUTATION LEVEL 1 TRANSMUTATION LEVEL 1
GREASE IDENTIFY
CONJURATION LEVEL 1 DIVINATION LEVEL 1
Nonflammable grease covers the ground in a 10-foot You touch an object throughout the spell’s casting. If
square centered on a point within range and turns it the object is a magic item or some other magical
into Difficult Terrain for the duration. object, you learn its properties and how to use them,
When the grease appears, each creature standing in whether it requires Attunement, and how many
its area must succeed on a Dexterity saving throw or charges it has, if any. You learn whether any ongoing
have the Prone condition. A creature that enters the spells are affecting the item and what they are. If the
area or ends its turn there must also succeed on that item was created by a spell, you learn that spell’s
save or fall Prone. name.
If you instead touch a creature throughout the
Components . A bit of pork rind or butter. casting, you learn which ongoing spells, if any, are
currently affecting it.
JUMP LONGSTRIDER
TRANSMUTATION LEVEL 1 TRANSMUTATION LEVEL 1
You touch a willing creature. Once on each of its You touch a creature. The target’s Speed increases by
turns until the spell ends, that creature can jump up 10 feet until the spell ends.
to 30 feet by spending 10 feet of movement. At Higher Levels. You can target one additional
At Higher Levels. You can target one additional creature for each spell slot level above 1.
creature for each spell slot level above 1.
Components . A pinch of dirt.
Components . A grasshopper’s hind leg.
ARTIFICER, DRUID, RANGER, SORCERER, WIZARD ARTIFICER, BARD, DRUID, RANGER, WIZARD
SANCTUARY PURIFY FOOD AND DRINK
BONUS ACT. 30 FT 1 MIN. V, S, M ACTION 10 FT INSTANT V, S
ABJURATION LEVEL 1 TRANSMUTATION LEVEL 1
You remove poison and rot from nonmagical food You ward a creature within range. Until the spell
and drink in a 5-foot-radius Sphere centered on a ends, any creature who targets the warded creature
point within range. with an attack roll or a damaging spell must succeed
on a Wisdom saving throw or either choose a new
target or lose the attack or spell. This spell doesn’t
protect the warded creature from areas of effect.
The spell ends if the warded creature makes an
attack roll, casts a spell, or deals damage.
You shoot a greenish ray at a creature within range. A creature of your choice that you can see within
Make a ranged spell attack against the target. On a range regains Hit Points equal to 2d4 plus your
hit, the target takes 2d8 Poison damage and has the spellcasting ability modifier.
Poisoned condition until the end of your next turn. At H igher Levels. The healing increases by 2d4
Using a H igher-Level Spell Slot. The damage for each spell slot level above 1.
increases by 1d8 for each spell slot level above 1.
An imperceptible barrier of magical force protects You unleash a wave of thunderous energy. Each
you. Until the start of your next turn, you have a +5 creature in a 15-foot Cube originating from you
bonus to AC, including against the triggering attack, makes a Constitution saving throw. On a failed save,
and you take no damage from Magic Missile. a creature takes 2d8 Thunder damage and is pushed
10 feet away from you. On a successful save, a
* Take when you are hit by an attack roll or targeted creature takes half as much damage only.
by the Magic Missile spell. In addition, unsecured objects that are entirely
within the Cube are pushed 10 feet away from you,
and a thunderous boom is audible within 300 feet.
At Higher Levels. The damage increases by 1d8
for each spell slot level above 1.
A willing creature you touch is imbued with bravery. You create three glowing darts of magical force.
Until the spell ends, the creature is immune to the Each dart strikes a creature of your choice that you
Frightened condition and gains Temporary Hit can see within range. A dart deals 1d4 + 1 Force
Points equal to your spellcasting ability modifier at damage to its target. The darts all strike
the start of each of its turns. simultaneously, and you can direct them to hit one
At Higher Levels. You can target one additional creature or several.
creature for each spell slot level above 1. At Higher Levels. The spell creates one more
dart for each spell slot level above 1.
One creature of your choice that you can see within Your strike rings with thunder that is audible within
range hears a discordant melody in its mind. The 300 feet of you, and the target takes an extra 2d6
target makes a Wisdom saving throw. On a failed Thunder damage from the attack. Additionally, if the
save, it takes 3d6 Psychic damage and must target is a creature, it must succeed on a Strength
immediately use its Reaction, if available, to move as saving throw or be pushed 10 feet away from you
far away from you as it can, using the safest route. and have the Prone condition.
On a successful save, the target takes half as much Using a H igher-Level Spell Slot. The damage
damage only. increases by 1d6 for each spell slot level above 1.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 1. * Take immediately after hitting a creature with a
Melee weapon or an Unarmed Strike.
BARD PALADIN
ARMOR OF AGATHYS WITCH BOLT
BONUS ACT. SELF 1 HR. V, S, M ACTION 60 FT C. 1 MIN. V, S, M
ABJURATION LEVEL 1 EVOCATION LEVEL 1
A beam of crackling energy lances toward a creature Protective magical frost surrounds you. You gain 5
within range, forming a sustained arc of lightning Temporary Hit Points. If a creature hits you with a
between you and the target. Make a ranged spell melee attack roll before the spell ends, the creature
attack against it. On a hit, the target takes 2d12 takes 5 Cold damage. The spell ends early if you have
Lightning damage. no Temporary Hit Points.
On each of your subsequent turns, you can take a Using a H igher-Level Spell Slot. The
Bonus Action to deal 1d12 Lightning damage to the Temporary Hit Points and the Cold damage both
target automatically, even if the first attack missed. increase by 5 for each spell slot level above 1.
The spell ends if the target is ever outside the
spell’s range or if it has Total Cover from you. Components. A shard of blue glass.
Using a Higher-Level Spell Slot. The initial
damage increases by 1d12 for each spell slot level
above 1.
Invoking Hadar, you cause tendrils to erupt from Each creature of your choice in a 5-foot-radius
yourself. Each creature in a 10-foot Emanation Sphere centered on a point within range must
originating from you makes a Strength saving throw. succeed on a Wisdom saving throw or have the
On a failed save, a target takes 2d6 Necrotic damage Incapacitated condition until the end of its next turn,
and can’t take Reactions until the start of its next at which point it must repeat the save. If the target
turn. On a successful save, a target takes half as much fails the second save, the target has the Unconscious
damage only. condition for the duration. The spell ends on a target
Using a Higher-Level Spell Slot. The damage if it takes damage or someone within 5 feet of it takes
increases by 1d6 for each spell slot level above 1. an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that
have Immunity to the Exhaustion condition
automatically succeed on saves against this spell.
GOODBERRY COMMAND
ACTION SELF 24 HR. V, S, M ACTION 60 FT INSTANT V
CONJURATION LEVEL 1 ENCHANTMENT LEVEL 1
WRATHFUL SMITE COLOR SPRAY
NECROMANCY LEVEL 1 ILLUSION LEVEL 1
COMMAND GOODBERRY
ENCHANTMENT LEVEL 1 CONJURATION LEVEL 1
You try to compel a creature into a duel. One You hurl an orb of energy at a target within range.
creature that you can see within range makes a Choose Acid, Cold, Fire, Lightning, Poison, or
Wisdom saving throw. On a failed save, the target Thunder for the type of orb you create, and then
has Disadvantage on attack rolls against creatures make a ranged spell attack against the target. On a
other than you, and it can’t willingly move to a space hit, the target takes 3d8 damage of the chosen type.
that is more than 30 feet away from you. If you roll the same number on two or more of
the d8s, the orb leaps to a different target of your
The spell ends if you make an attack roll against a choice within 30 feet of the target. Make an attack
creature other than the target, if you cast a spell on roll against the new target, and make a new damage
an enemy other than the target, if an ally of yours roll. The orb can’t leap again unless you cast the spell
damages the target, or if you end your turn more with a level 2+ spell slot.
than 30 feet away from the target. Using a Higher-Level Spell Slot. The damage
increases by 1d8 for each spell slot level above 1. The
orb can leap a maximum number of times equal to
the level of the slot expended, and a creature can be
targeted only once by each casting of this spell.
4 Force 8 Thunder
If you roll the same number on both d8s, the chaotic energy
leaps from the target to a different creature of your choice
within 30 feet of it. Make a new attack roll against the new
target, and make a new damage roll, which could cause the
chaotic energy to leap again. A creature can be targeted only
once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, each target takes 1d6 extra damage of the
type rolled for each slot level above 1st.
While you cast this spell, you use the cord or rope to
As you hit the target, grasping vines appear on it, and
create a circle with a 5-foot radius on a flat surface within
your reach. When you finish casting, the cord or rope
it makes a Strength saving throw. A Large or larger
disappears to become a magical trap. creature has Advantage on this save. On a failed save,
The trap is nearly invisible and requires a successful the target has the Restrained condition until the spell
Intelligence (Investigation) check against your spell save ends. On a successful save, the vines shrivel away,
DC to be found. and the spell ends.
The trap triggers when a Small creature or larger moves While Restrained, the target takes 1d6 Piercing
into the area protected by the spell. The triggering damage at the start of each of its turns. The target or
creature must succeed on a Dexterity saving throw or fall
a creature within reach of it can take an action to
prone and be hoisted into the air until it hangs upside
down 3 feet above the protected surface, where it is
make a Strength (Athletics) check against your spell
restrained. save DC. On a success, the spell ends.
The restrained creature can make a Dexterity saving At H igher Levels. If you cast this spell using a
throw with disadvantage at the end of each of its turns spell slot of 2nd level or higher, the damage increases
and ends the restrained effect on a success. Alternatively, by 1d6 for each slot level above 1st.
another creature that can reach the restrained creature can
use an action to make an Intelligence (Arcana) check * Take immediately after hitting a creature with a
against your spell save DC. On a success, the restrained
weapon.
effect also ends.
Components . 30 feet of cord or rope, which is
consumed by the spell.
You move like the wind. For the duration, your A stream of acid emanates from you in a line 30 feet
movement doesn’t provoke opportunity attacks. long and 5 feet wide in a direction you choose. Each
Once before the spell ends, you can give yourself creature in the line must succeed on a Dexterity
advantage on one weapon attack roll on your turn. saving throw or be covered in acid for the spell’s
That attack deals an extra 1d8 force damage on a hit. duration or until a creature uses its action to scrape
Whether you hit or miss, your walking speed or wash the acid off itself or another creature. A
increases by 30 feet until the end of that turn. creature covered in the acid takes 2d4 acid damage at
start of each of its turns.
Up to three creatures of your choice that you can Target a Beast that you can see within range. The
see within range must each make a Charisma saving target must succeed on a Wisdom saving throw or
throw. Whenever a target that fails this save makes have the Charmed condition for the duration. If you
an attack roll or a saving throw before the spell or one of your allies deals damage to the target, the
ends, the target must subtract 1d4 from the attack spells ends.
roll or save. At Higher Levels. You can target one additional
At Higher Levels. You can target one additional Beast for each spell slot level above 1.
creature for each spell slot level above 1.
Components. A morsel of food.
Components . A Drop of blood.
One Humanoid you can see within range makes a For the duration, you understand the literal meaning
Wisdom saving throw. It does so with Advantage if of any language that you hear or see signed. You also
you or your allies are fighting it. On a failed save, understand any written language that you see, but
the target has the Charmed condition until the spell you must be touching the surface on which the
ends or until you or your allies damage it. The words are written. It takes about 1 minute to read
Charmed creature is Friendly to you. When the spell one page of text. This spell doesn’t decode symbols
ends, the target knows it was Charmed by you. or secret messages.
At H igher Levels. You can target one additional
creature for each spell slot level above 1. Components . A pinch of soot and salt.
For the duration, you sense the location of any You do one of the following:
Aberration, Celestial, Elemental, Fey, Fiend, or • Create Water. You create up to 10 gallons of
Undead within 30 feet of yourself. You also sense clean water within range in an open container.
whether the Hallow spell is active there and, if so, Alternatively, the water falls as rain in a 30-foot
where. Cube within range, extinguishing exposed flames
there.
The spell is blocked by 1 foot of stone, dirt, or wood; • Destroy Water. You destroy up to 10 gallons of
1 inch of metal; or a thin sheet of lead. water in an open container within range.
Alternatively, you destroy fog in a 30-foot Cube
within range.
You gain the service of a familiar, a spirit that takes Grasping plants sprout from the ground in a 20-foot
an animal form you choose: Bat, Cat, Frog, Hawk, square within range. For the duration, these plants
Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or turn the ground in the area into Difficult Terrain.
another Beast that has a Challenge Rating of 0. They disappear when the spell ends.
Appearing in an unoccupied space within range, the Each creature (other than you) in the area when
familiar has the statistics of the chosen form (see you cast the spell must succeed on a Strength saving
appendix B), though it is a Celestial, Fey, or Fiend throw or have the Restrained condition until the spell
(your choice) instead of a Beast. Your familiar acts ends. A Restrained creature can take an action to
independently of you, but it obeys your commands. make a Strength (Athletics) check against your spell
One Familiar Only. You can’t have more than save DC. On a success, it frees itself from the
one familiar at a time. If you cast this spell while you grasping plants and is no longer Restrained by them.
have a familiar, you instead cause it to adopt a new
eligible form.
Combat. The familiar is an ally to you and your
allies. It rolls its own Initiative and acts on its own
turn. A familiar can’t attack, but it can take other
actions as normal.
The creature that damaged you is momentarily As you hit the creature, this spell creates a rain of
surrounded by green flames. It makes a Dexterity thorns that sprouts from your Ranged weapon or
saving throw, taking 2d10 Fire damage on a failed ammunition. The target of the attack and each
save or half as much damage on a successful one. creature within 5 feet of it make a Dexterity saving
At Higher Levels. The damage increases by 1d10 throw, taking 1d10 Piercing damage on a failed save
for each spell slot level above 1. or half as much damage on a successful one.
At Higher Levels. The damage increases by 1d10
* Reaction, which you take in response to taking for each spell slot level above 1.
damage from a creature that you can see within 60
feet of yourself. * Bonus action which you take immediately after
hitting a creature with a Ranged weapon.
WARLOCK RANGER
CAST TIME
DURATION CAST TIME DURATION
1 Minute or Concentration,
10 Days Bonus action
ritual up to 1 hour
COMPONENTS RANGE COMPONENTS RANGE
Somatic, Material Touch Verbal 90 Feet
A shimmering field surrounds a creature of your Until the spell ends, one willing creature you touch is
choice within range, granting it a +2 bonus to AC protected against creatures that are Aberrations,
for the duration. Celestials, Elementals, Fey, Fiends, or Undead. The
protection grants several benefits. Creatures of those
types have Disadvantage on attack rolls against the
target. The target also can’t be possessed by or gain
the Charmed or Frightened conditions from them. If
the target is already possessed, Charmed, or
Frightened by such a creature, the target has
Advantage on any new saving throw against the
relevant effect.
For the duration, you can comprehend and verbally You create the image of an object, a creature, or some
communicate with Beasts, and you can use any of the other visible phenomenon that is no larger than a 15-
Influence action’s skill options with them. foot Cube. The image appears at a spot within range
Most Beasts have little to say about topics that and lasts for the duration. The image is purely visual; it
don’t pertain to survival or companionship, but at isn’t accompanied by sound, smell, or other sensory
minimum, a Beast can give you information about effects.
nearby locations and monsters, including whatever it As a Magic action, you can cause the image to move
has perceived within the past day. 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, since things can pass through it. A creature that
takes a Study 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.
This spell creates a circular, horizontal plane of force, One creature of your choice that you can see within
3 feet in diameter and 1 inch thick, that floats 3 feet range makes a Wisdom saving throw. On a failed
above the ground in an unoccupied space of your save, it has the Prone and Incapacitated conditions
choice that you can see within range. The disk
for the duration. During that time, it laughs
remains for the duration and can hold up to 500
uncontrollably if it’s capable of laughter, and it can’t
pounds. If more weight is placed on it, the spell ends,
end the Prone condition on itself.
and everything on the disk falls to the ground.
At the end of each of its turns and each time it
The disk is immobile while you are within 20 feet
takes damage, it makes another Wisdom saving
of it. If you move more than 20 feet away from it, the
disk follows you so that it remains within 20 feet of throw. The target has Advantage on the save if the
you. It can move across uneven terrain, up or down save is triggered by damage. On a successful save, the
stairs, slopes and the like, but it can’t cross an spell ends.
elevation change of 10 feet or more. For example, the At Higher Levels. You can target one additional
disk can’t move across a 10-foot-deep pit, nor could creature for each spell slot level above 1.
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.
COMPONENTS RANGE
Verbal, Somatic 120 Feet
CLERIC
MAGIC WEAPON LESSER RESTORATION
BONUS ACT. TOUCH 1 HOUR V, S BONUS ACT. TOUCH INSTANT V, S
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2
You touch a creature and end one condition on it: You touch a nonmagical weapon. Until the spell
Blinded, Deafened, Paralyzed, or Poisoned. ends, that weapon becomes a magic weapon with a
+1 bonus to attack rolls and damage rolls. The spell
ends early if you cast it again.
At Higher Levels: The bonus increases to +2
with a level 3–5 spell slot. The bonus increases to +3
with a level 6+ spell slot.
ARTIFICER, BARD, CLERIC, DRUID, PALADIN, RANGER ARTIFICER, PALADIN, RANGER, SORCERER, WIZARD
You touch one willing creature, and choose Acid, For the duration, all willing creatures you touch at
Cold, Fire, Lightning, or Poison. Until the spell ends, the time of casting have Darkvision with a range of
the target can take a Magic action to exhale a 15-foot 150 feet.
Cone. Each creature in that area makes a Dexterity
saving throw, taking 3d6 damage of the chosen type Components. A dried carrot.
on a failed save or half as much damage on a
successful one.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 2.
PYROTECHNICS AID
ACTION 60 FT INSTANT V, S ACTION 30 FT 8 HOURS V, S, M
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2
ARCANE LOCK HEAT METAL
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2
You touch a closed door, window, gate, container, or Choose a manufactured metal object, such as a metal
hatch and magically lock it for the duration. This lock weapon or a suit of Heavy or Medium metal armor,
can’t be unlocked by any nonmagical means. You that you can see within range. You cause the object
and any creatures you designate when you cast the to glow red-hot. Any creature in physical contact
spell can open and close the object despite the lock. with the object takes 2d8 Fire damage when you cast
You can also set a password that, when spoken the spell. Until the spell ends, you can take a Bonus
within 5 feet of the object, unlocks it for 1 minute. Action on each of your later turns to deal this
damage again if the object is within range.
Components . Gold dust worth 25+ GP, which the If a creature is holding or wearing the object and
spell consumes. 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: The damage increases by 1d8
for each spell slot level above 2.
AID PYROTECHNICS
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2
Choose up to three creatures within range. Each Choose an area of flame that you can see and that
target’s Hit Point maximum and current Hit Points can fit within a 5-foot cube within range. You can
increase by 5 for the duration. extinguish the fire in that area, and you create either
Using a H igher-Level Spell Slot. Each target’s fireworks or smoke.
Hit Points increase by 5 for each spell slot level • Fireworks. The target explodes with a dazzling
above 2. display of colors. Each creature within 10 feet of
the target must succeed on a Constitution saving
Components. A strip of white cloth. throw or become blinded until the end of your
next turn.
• Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around
corners. The area of the smoke is heavily
obscured. The smoke persists for 1 minute or
until a strong wind disperses it.
ARTIFICER, BARD, CLERIC, DRUID, PALADIN, RANGER ARTIFICER, BARD, SORCERER, WIZARD
BLUR ALTER SELF
ACTION SELF C. 1 MIN. V ACTION SELF C. 1 HOUR V, S
ILLUSION LEVEL 2 TRANSMUTATION LEVEL 2
You alter your physical form. Choose one of the Your body becomes blurred. For the duration, any
following options. Its effects last for the duration, creature has Disadvantage on attack rolls against you.
during which you can take a Magic action to replace An attacker is immune to this effect if it perceives
the option you chose with a different one. you with Blindsight or Truesight.
Change Appearance. You alter your appearance. You touch a creature and choose Strength, Dexterity,
You decide what you look like, including your height, Intelligence, Wisdom, or Charisma. For the duration,
weight, facial features, sound of your voice, hair the target has Advantage on ability checks using the
length, coloration, and other distinguishing chosen ability.
characteristics. You can make yourself appear as a
member of another species, though none of your At Higher Levels. You can target one additional
statistics change. You can’t appear as a creature of a creature for each spell slot level above 2. You can
different size, and your basic shape stays the same; if choose a different ability for each target.
you’re bipedal, you can’t use this spell to become
quadrupedal, for instance. For the duration, you can Components . Fur or a feather
take a Magic action to change your appearance in this
way again.
For the duration, the spell enlarges or reduces a creature or an A creature you touch has the Invisible condition until
object you can see within range (see the chosen effect below). A the spell ends. The spell ends early immediately after
targeted object must be neither worn nor carried. If the target is
the target makes an attack roll, deals damage, or casts
an unwilling creature, it can make a Constitution saving throw.
On a successful save, the spell has no effect. a spell.
Everything that a targeted creature is wearing and carrying
changes size with it. Any item it drops returns to normal size at At Higher Levels: You can target one additional
once. A thrown weapon or piece of ammunition returns to creature for each spell slot level above 2.
normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from
Medium to Large, for example. The target also has Advantage Components . An eyelash in gum arabic.
on Strength checks and Strength saving throws. The target’s
attacks with its enlarged weapons or Unarmed Strikes deal an
extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from
Medium to Small, for example. The target also has
Disadvantage on Strength checks and Strength saving throws.
The target’s attacks with its reduced weapons or Unarmed
Strikes deal 1d4 less damage on a hit (this can’t reduce the
damage below 1).
ARTIFICER, BARD, DRUID, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD
One creature or loose object of your choice that you You implant a message within an object in range—a message
that is uttered when a trigger condition is met. Choose an
can see within range rises vertically up to 20 feet and
object that you can see and that isn’t being worn or carried
remains suspended there for the duration. The spell by another creature. Then speak the message, which must be
can levitate an object that weighs up to 500 pounds. 25 words or fewer, though it can be delivered over as long as
An unwilling creature that succeeds on a Constitution 10 minutes. Finally, determine the circumstance that will
saving throw is unaffected. trigger the spell to deliver your message.
The target can move only by pushing or pulling When that trigger occurs, a magical mouth appears on the
against a fixed object or surface within reach (such as object and recites the message in your voice and at the same
a wall or a ceiling), which allows it to move as if it volume you spoke. If the object you chose has a mouth or
something that looks like a mouth (for example, the mouth
were climbing. You can change the target’s altitude by
of a statue), the magical mouth appears there, so the words
up to 20 feet in either direction on your turn. If you appear to come from the object’s mouth. When you cast this
are the target, you can move up or down as part of spell, you can have the spell end after it delivers its message,
your move. Otherwise, you can take a Magic action to or it can remain and repeat its message whenever the trigger
move the target, which must remain within the spell’s occurs.
range. The trigger can be as general or as detailed as you like,
When the spell ends, the target floats gently to the though it must be based on visual or audible conditions that
occur within 30 feet of the object. For example, you could
ground if it is still aloft.
instruct the mouth to speak when any creature moves within
30 feet of the object or when a silver bell rings within 30 feet.
Components . A metal spring. Components . Jade dust worth 10+ GP, consumed.
For the duration, you see creatures and objects that Until the spell ends, one willing creature you touch
have the Invisible condition as if they were visible, gains the ability to move up, down, and across
and you can see into the Ethereal Plane. Creatures vertical surfaces and along ceilings, while leaving its
and objects there appear ghostly. hands free. The target also gains a Climb Speed equal
to its Speed.
Components . A pinch of talc.
At Higher Levels: You can target one additional
creature for each spell slot level above 2.
A flame springs from an object that you touch. The You drive a spike of psionic energy into the mind of
effect casts Bright Light in a 20-foot radius and Dim one creature you can see within range. The target
Light for an additional 20 feet. It looks like a regular makes a Wisdom saving throw, taking 3d8 Psychic
flame, but it creates no heat and consumes no fuel. damage on a failed save or half as much damage on a
The flame can be covered or hidden but not successful one. On a failed save, you also always
smothered or quenched. know the target’s location until the spell ends, but
only while the two of you are on the same plane of
Components . A ruby dust worth 50+ GP, which existence. While you have this knowledge, the target
the spell consumes. can’t become hidden from you, and if it has the
Invisible condition, it gains no benefit from that
condition against you.
The target hit by the strike takes an extra 2d6 Radiant You hurl three fiery rays. You can hurl them at one
damage from the attack. Until the spell ends, the target within range or at several. Make a ranged spell
target sheds Bright Light in a 5-foot radius, attack attack for each ray. On a hit, the target takes 2d6 Fire
rolls against it have Advantage, and it can’t benefit damage.
from the Invisible condition.
At Higher Levels: You create one additional ray for
At Higher Levels: The damage increases by 1d6 for each spell slot level above 2.
each spell slot level above 2.
A Tiny Beast of your choice that you can see within You touch another creature that is willing and create
range must succeed on a Charisma saving throw, or it a mystic connection between you and the target until
attempts to deliver a message for you (if the target’s the spell ends. While the target is within 60 feet of
Challenge Rating isn’t 0, it automatically succeeds). You you, it gains a +1 bonus to AC and saving throws,
specify a location you have visited and a recipient who and it has Resistance to all damage. Also, each time it
matches a general description, such as “a person dressed takes damage, you take the same amount of damage.
in the uniform of the town guard” or “a red-haired
dwarf wearing a pointed hat.” You also communicate a
The spell ends if you drop to 0 Hit Points or if you
message of up to twenty-five words. The Beast travels
for the duration toward the specified location, covering
and the target become separated by more than 60
about 25 miles per 24 hours or 50 miles if the Beast can feet. It also ends if the spell is cast again on either of
fly. the connected creatures.
When the Beast arrives, it delivers your message to
the creature that you described, mimicking your Components . A pair of platinum rings worth 50+
communication. If the Beast doesn’t reach its GP each, which you and the target must wear for the
destination before the spell ends, the message is lost, duration.
and the Beast returns to where you cast the spell.
At Higher Levels: The spell’s duration increases by
48 hours for each spell slot level above 2.
Components . A morsel of food.
You suggest a course of activity—described in no A flurry of magic snowballs erupts from a point you
more than 25 words—to one creature you can see choose within range. Each creature in a 5-foot-radius
within range that can hear and understand you. The sphere centered on that point must make a Dexterity
suggestion must sound achievable and not involve saving throw. A creature takes 3d6 cold damage on a
anything that would obviously deal damage to the failed save, or half as much damage on a successful
target or its allies. For example, you could say, “Fetch one.
the key to the cult’s treasure vault, and give the key At H igher Levels. When you cast this spell using
to me.” Or you could say, “Stop fighting, leave this a spell slot of 3rd level or higher, the damage
library peacefully, and don’t return.” increases by 1d6 for each slot level above 2nd.
The target must succeed on a Wisdom saving
throw or have the Charmed condition for the Components. A piece of ice or a small white rock
duration or until you or your allies deal damage to chip.
the target. The Charmed target pursues the
suggestion to the best of its ability. The suggested
activity can continue for the entire duration, but if
the suggested activity can be completed in a shorter
time, the spell ends for the target upon completing it.
You activate one of the effects below. Until the spell ends, you
One creature that you can see within range must
can activate either effect as a Magic action on your later turns. succeed on a Wisdom saving throw or have the
Sense Thoughts. You sense the presence of thoughts within Charmed condition for the duration. The creature
30 feet of yourself that belong to creatures that know languages succeeds automatically if it isn’t Humanoid.
or are telepathic. You don't read the thoughts, but you know
A spectral crown appears on the Charmed target's
that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of head, and it must use its action before moving on
metal; or a thin sheet of lead. each of its turns to make a melee attack against a
Read Thoughts. Target one creature you can see within 30 creature other than itself that you mentally choose.
feet of yourself or one creature within 30 feet of yourself that The target can act normally on its turn if you choose
you detected with the Sense Thoughts option. You learn what is
most on the target's mind right now. If the target doesn't know no creature or if no creature is within its reach. The
any languages and isn't telepathic, you learn nothing. target repeats the save at the end of each of its turns,
As a Magic action on your next turn, you can try to probe ending the spell on itself on a success.
deeper into the target's mind. If you probe deeper, the target On your later turns, you must take the Magic
makes a Wisdom saving throw. On a failed save, you discern the
target's reasoning, emotions, and something that looms large in
action to maintain control of the target, or the spell
its mind (such as a worry, love, or hate). On a successful save, ends.
the spell ends. Either way, the target knows that you are probing
into its mind, and until you shift your attention away from the
target's mind, the target can take an action on its turn to make
an Intelligence (Arcana) check against your spell save DC,
ending the spell on a success.
Up to five creatures of your choice who remain With a touch, you place an illusion on a willing
within range for the spell’s entire casting gain the creature or an object that isn’t being worn or carried.
benefits of a Short Rest and also regain 2d8 Hit A creature gains the Mask effect below, and an object
Points. A creature can’t be affected by this spell again gains the False Aura effect below. The effect lasts for
until that creature finishes a Long Rest. the duration. If you cast the spell on the same target
At Higher Levels: The healing increases by 1d8 every day for 30 days, the illusion lasts until dispelled.
for each spell slot level above 2. Mask (Creature). Choose a creature type other
than the target’s actual type. Spells and other magical
effects treat the target as if it were a creature of the
chosen type.
False Aura (Object). You change the way the
target appears to spells and magical effects that detect
magical auras, such as Detect Magic. You can make a
nonmagical object appear magical, make a magic item
appear nonmagical, or change the object’s aura so
that it appears to belong to a school of magic you
choose.
You sense any trap within range that is within line of You touch a willing Beast. For the duration, you can
sight. A trap, for the purpose of this spell, includes perceive through the Beast’s senses as well as your
any object or mechanism that was created to cause own. When perceiving through the Beast’s senses,
damage or other danger. Thus, the spell would sense you benefit from any special senses it has.
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.
RANGER CLERIC
ENTHRALL GENTLE REPOSE
ACTION 60 FT 1 MIN. V, S ACTION TOUCH 10 DAYS V, S, M
ENCHANTMENT LEVEL 2 NECROMANCY LEVEL 2
For the duration, no sound can be created within or The ground in a 20-foot-radius Sphere centered on a
pass through a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
point you choose within range. Any creature or The area becomes Difficult Terrain for the duration.
object entirely inside the Sphere has Immunity to When a creature moves into or within the area, it
Thunder damage, and creatures have the Deafened takes 2d4 Piercing damage for every 5 feet it travels.
condition while entirely inside it. Casting a spell that
includes a Verbal component is impossible there. The transformation of the ground is camouflaged to
look natural. Any creature that can’t see the area
when the spell is cast must take a Search action and
succeed on a Wisdom (Perception or Survival) check
against your spell save DC to recognize the terrain as
hazardous before entering it.
You radiate a concealing aura in a 30-foot Emanation A beam of enervating energy shoots from you
for the duration. While in the aura, you and each toward a creature within range. The target must make
creature you choose have a +10 bonus to Dexterity a Constitution saving throw. On a successful save,
(Stealth) checks and leave no tracks. the target has Disadvantage on the next attack roll it
makes until the start of your next turn.
Components . Ashes from burned mistletoe.
On a failed save, the target has Disadvantage on
Strength-based D20 Tests for the duration. During
that time, it also subtracts 1d8 from all its damage
rolls. The target repeats the save at the end of each
of its turns, ending the spell on a success.
Briefly surrounded by silvery mist, you teleport up to A silvery beam of pale light shines down in a 5-foot-
30 feet to an unoccupied space you can see. radius, 40-foot-high Cylinder centered on a point within
range. Until the spell ends, Dim Light fills the Cylinder,
and you can take a Magic action on later turns to move
the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a
Constitution saving throw. On a failed save, a creature
takes 2d10 Radiant damage, and if the creature is shape-
shifted (as a result of the Polymorph spell, for example),
it reverts to its true form and can’t shape-shift until it
leaves the Cylinder. On a successful save, a creature
takes half as much damage only. A creature also makes
this save when the spell’s area moves into its space and
when it enters the spell’s area or ends its turn there. A
creature makes this save only once per turn.
HOLD PERSON
ACTION 60 FT C. 1 MIN. V, S, M
ENCHANTMENT LEVEL 1
KNOCK LOCATE ANIMALS OR PLANTS
TRANSMUTATION LEVEL 2 DIVINATION LEVEL 2
Choose an object that you can see within range. The Describe or name a specific kind of beast or plant.
object can be a door, a box, a chest, a set of Concentrating on the voice of nature in your
manacles, a padlock, or another object that contains surroundings, you learn the direction and distance to
a mundane or magical means that prevents access. the closest creature or plant of that kind within 5
miles, if any are present.
A target that is held shut by a mundane lock or that
is stuck or barred becomes unlocked, unstuck, or Components . A bit of fur from a bloodhound.
unbarred. If the object has multiple locks, only one
of them is unlocked.
HOLD PERSON
ENCHANTMENT LEVEL 2
A nonmagical weapon you touch becomes a magic At the end of each of your turns, roll 1d6; on a 4–6
weapon. Choose one of the following damage types: you vanish to the Ethereal Plane. While there you
Acid, Cold, Fire, Lightning, or Thunder. For the can see and hear the plane you left to 60 feet. You
duration, the weapon has a +1 bonus to attack rolls return to an unoccupied space within 10 feet of
and deals an extra 1d4 damage of the chosen type where you left at the start of your next turn.
when it hits.
Using a Higher-Level Spell Slot. If you use a
level 5–6 spell slot, the bonus to attack rolls increases
to +2, and the extra damage increases to 2d4. If you
use a level 7+ spell slot, the bonus increases to +3,
and the extra damage increases to 3d4.
You create 45 pounds of food and 30 gallons of Choose one creature, object, or magical effect within
fresh water on the ground or in containers within range. Any spell of 3rd level or lower on the target
range—both useful in fending off the hazards of ends. For a spell of 4th level or higher, make a
malnutrition and dehydration. The food is bland but spellcasting ability check (DC 10 + the spell’s level);
nourishing and looks like a food of your choice, and on a success, the spell ends. Using a higher-level slot:
the water is clean. The food spoils after 24 hours if You automatically end a spell if its level is ≤ the slot
uneaten. level.
Choose a willing creature. Its Speed doubles; it gains You inscribe a glyph on a surface or within a closable
+2 AC, Advantage on Dexterity saves, and one object and set a trigger. Choose Explosive Rune
additional action each turn (Attack [one attack only], (20-ft-radius sphere; Dex save; 5d8 acid, cold, fire,
Dash, Disengage, Hide, or Use an Object). When the lightning, or thunder, half on a success) or Spell
spell ends, the target can’t move or take actions until Glyph (store a prepared spell of 3rd level or lower to
after its next turn. trigger). Higher slots: +1d8 damage per slot or store
a higher-level spell.
Components. a shaving of licorice root
Components. powdered diamond worth at least 200 gp,
consumed
A willing creature you touch has Resistance to acid, A willing creature you touch gains a Fly Speed of 60
cold, fire, lightning, or thunder damage for the feet and can hover. Higher slots: target one
duration. additional creature per slot level above 3rd.
Components. a feather
Up to ten willing creatures you can see can move You create an Invisible sensor at a familiar place or
across any liquid as if it were solid ground. This spell obvious location. Choose seeing or hearing; you can
doesn’t protect against damage from hazardous use the chosen sense through the sensor and switch
liquids. As a Bonus Action, a creature can move as a Bonus Action. Creatures with See Invisibility or
down up to 10 feet into the liquid. Truesight can perceive the sensor.
Components. a piece of cork Components. a jeweled horn for hearing or a glass eye
worth at least 100 gp
CAST TIME
CAST TIME
DURATION 1 action or DURATION
1 action
Instantaneous ritual 24 hours
Components Components
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material Touch 30 Feet
Material
You touch a creature that has died within the last Up to ten willing creatures within range gain the
minute. The creature returns to life with 1 hit point. ability to breathe underwater for the duration and
This spell can’t revive a creature that died of old age retain their normal respiration.
and doesn’t restore missing body parts.
Components. a short reed
Components. a diamond worth at least 300 gp,
consumed
A willing creature becomes a gaseous cloud. It has a A 100-foot long, 5-foot wide line of lightning blasts
Fly Speed of 10 feet, resistance to nonmagical from you. Creatures in the line make a Dexterity
damage, can move through small openings, and can’t save, taking 8d6 lightning damage on a failure, or half
fall; it can’t pass through solid surfaces. on a success. Ignites flammable objects not worn or
carried.
Components . a bit of gauze and a whiff of smoke
Components . a bit of fur and a rod of amber,
crystal, or glass
CAST TIME
CAST TIME DURATION
1 bonus DURATION
1 action concentration,
action Instantaneous
up to 1 minute
Components RANGE Components RANGE
Verbal 60 Feet Somatic, Material 120 Feet
Up to six creatures of your choice you can see regain A twisting pattern of colors appears in a 30-foot
hit points equal to 1d4 + your spellcasting ability cube. Each creature who sees it must make a
modifier. Higher slots: +1d4 per slot above 3rd. No Wisdom save or become Charmed, Incapacitated,
effect on undead or constructs. and Speed 0 until the spell ends. The effect ends for
a creature if it takes damage or an ally shakes it from
its stupor.
You create a cone of identical weapons that shower A wall of strong wind 50 feet long, 15 feet high, and
down. Each creature in a 60-foot cone makes a 1 foot thick appears. Each creature in its area makes
Dexterity save, taking 3d8 damage of the weapon’s a Strength save, taking 3d8 bludgeoning damage on a
type on a failure, or half as much on a success. failure, or half on a success. The wall deflects arrows,
bolts, and keeps out gases and fog.
Components. one piece of ammunition or a thrown
weapon Components. a tiny fan and a feather of exotic origin
Components Components
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 10 Feet 150 Feet
Material
You animate a skeleton from bones or a zombie A bright streak flashes to a point you choose within
from a corpse, which obeys your commands for 24 range and blossoms into a 20-foot-radius sphere of
hours. Higher slots: animate or reassert control over flame. Creatures in the area make a Dexterity save,
additional undead. taking 8d6 fire damage on a fail, or half as much on a
success. The fire spreads around corners and ignites
Components. a drop of blood, a piece of flesh, and a flammable objects not worn or carried.
pinch of bone dust
Components. a tiny ball of bat guano and sulfur
RANGER WARLOCK
COUNTERSPELL DAYLIGHT
REACTION 60 FT INSTANT S ACTION 60 FT 1 HR V, S
ABJURATION LEVEL 3 EVOCATION LEVEL 3
LIFE TRANSFERENCE FEIGN DEATH
NECROMANCY LEVEL 3 NECROMANCY LEVEL 3
DAYLIGHT COUNTERSPELL
EVOCATION LEVEL 3 ABJURATION LEVEL 3
For the duration, sunlight spreads from a point You attempt to interrupt a creature in the process of
within range and fills a 60-foot-radius Sphere. The casting a spell. The creature makes a Constitution
sunlight’s area is Bright Light and sheds Dim Light saving throw. On a failed save, the spell dissipates
for an additional 60 feet. with no effect, and the action, Bonus Action, or
Alternatively, you cast the spell on an object that Reaction used to cast it is wasted. If that spell was
isn’t being worn or carried, causing the sunlight to fill cast with a spell slot, the slot isn’t expended.
a 60-foot Emanation originating from that object.
Covering that object with something opaque, such as *Take when you see a creature within 50 feet of
a bowl or helm, blocks the sunlight. yourself casting a spell with Verbal, Somatic or
If any of this spell’s area overlaps with an area of Material components.
Darkness created by a spell of level 3 or lower, that
other spell is dispelled.
Protective spirits flit around you in a 15-foot Until the spell ends, sleet falls in a 40-foot-tall, 20-
Emanation for the duration. If you are good or foot-radius Cylinder centered on a point you choose
neutral, their spectral form appears angelic or fey within range. The area is Heavily Obscured, and
(your choice). If you are evil, they appear fiendish. exposed flames in the area are doused.
When you cast this spell, you can designate Ground in the Cylinder is Difficult Terrain. When
creatures to be unaffected by it. Any other creature’s a creature enters the Cylinder for the first time on a
Speed is halved in the Emanation, and whenever the turn or starts its turn there, it must succeed on a
Emanation enters a creature’s space and whenever a Dexterity saving throw or have the Prone condition
creature enters the Emanation or ends its turn there, and lose Concentration.
the creature must make a Wisdom saving throw. On a
failed save, the creature takes 3d8 Radiant damage (if Components . A miniature umbrella.
you are good or neutral) or 3d8 Necrotic damage (if
you are evil). On a successful save, the creature takes
half as much damage. A creature makes this save only
once per turn.
At Higher Levels: The damage increases by 1d8
for each spell slot level above 3.
The target hit by the strike takes an extra 3d8 Radiant You radiate a magical aura in a 30-foot Emanation.
damage from the attack, and the target has the While in the aura, you and your allies each deal an
Blinded condition until the spell ends. At the end of extra 1d4 Radiant damage when hitting with a
each of its turns, the Blinded target makes a weapon or an Unarmed Strike.
Constitution saving throw, ending the spell on itself
on a success.
Using a H igher-Level Spell Slot. The extra
damage increases by 1d8 for each spell slot level
above 3.
PALADIN PALADIN
CONJURE ANIMALS AURA OF VITALITY
ACTION 60 FT C. 10 MIN V, S ACTION SELF C. 1 MIN V
CONJURATION LEVEL 3 ABJURATION LEVEL 3
An aura radiates from you in a 30-foot Emanation You conjure nature spirits that appear as a Large pack
of spectral, intangible animals in an unoccupied space
for the duration. When you create the aura and at the
you can see within range. The pack lasts for the
start of each of your turns while it persists, you can
duration, and you choose the spirits’ animal form, such
restore 2d6 Hit Points to one creature in it. as wolves, serpents, or birds.
You have Advantage on Strength saving throws while
you’re within 5 feet of the pack, and when you move on
your turn, you can also move the pack up to 30 feet to
an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature
you can see and whenever a creature you can see enters
a space within 10 feet of the pack or ends its turn there,
you can force that creature to make a Dexterity saving
throw. On a failed save, the creature takes 3d10 Slashing
damage. A creature makes this save only once per turn.
At Higher Levels: The damage increases by 1d10 for
each spell slot level above 3.
You touch a creature, which must succeed on a Wisdom Choose any number of creatures within range. For
saving throw or become cursed for the duration. Until the duration, each target has Advantage on Wisdom
the curse ends, the target suffers one of the following saving throws and Death Saving Throws and regains
effects of your choice: the maximum number of Hit Points possible from
• Choose one ability. The target has Disadvantage on any healing.
ability checks and saving throws made with that ability.
• The target has Disadvantage on attack rolls against
you.
• In combat, the target must succeed on a Wisdom
saving throw at the start of each of its turns or be forced
to take the Dodge action on that turn.
• If you deal damage to the target with an attack roll or a
spell, the target takes an extra 1d8 Necrotic damage.
You create a 10-foot-radius, 20-foot-tall cylinder of You project a phantasmal image of a creature’s worst
magical energy centered on a point on the ground fears. Each creature in a 30-foot cone must succeed
you can see within range. Choose celestials, on a Wisdom saving throw or drop what it is holding
elementals, fey, fiends, or undead; the circle affects and become Frightened for the duration. While
them with disadvantages and restrictions while within frightened, a creature must take the Dash action and
its area. move away from you by the safest available route on
each of its turns, unless there is nowhere to move.
Components. Powdered silver worth at least 100
gp. Components. A white feather or heart of a hen.
You step into a stone object or surface you can touch You create a realistic image and sounds no larger
that is large enough to fully contain your body, than a 20-foot cube within range. The image appears
melding yourself and your equipment into the stone at a spot you can see and lasts for the duration. You
for the duration. While merged, you can’t see or hear can move it and change its sounds on your turn.
outside and have limited interaction with the world; Physical interaction reveals it to be an illusion, as
leaving ends the spell. objects pass through it.
You summon a Large, quasi-real, horselike creature For the duration, you hide a target that you touch
that appears in an unoccupied space within range. from divination magic. The target can be a willing
The steed has a Speed of 100 feet, can travel over creature, a place, or an object no larger than 10 feet
difficult terrain without slowing, and fades when in any dimension. The target can’t be targeted by
reduced to 0 hit points or when the spell ends. divination magic or perceived through magical
scrying sensors.
At your touch, all curses affecting one creature or You channel vitality into plants. Choose a point
object end. If the object is a cursed magic item, its within range; all normal plants in a 100-foot radius
curse remains, but the spell breaks its attunement to centered on that point become thick and overgrown.
the creature so it can be removed or discarded. Alternatively, casting over 8 hours enriches the land,
increasing its yield for 1 year.
Up to six creatures of your choice in a 40-foot cube You send a short message of twenty-five words or
within range must succeed on a Wisdom saving fewer to a creature with which you are familiar. The
throw or be affected by the spell. An affected target hears the message in its mind and can reply in
creature’s Speed is halved, it takes a ?2 penalty to AC a like manner immediately. If the target is on another
and Dexterity saves, and it can’t use reactions; it can plane, there is a 5 percent chance the message
take either an action or a bonus action on its turn, doesn’t arrive.
not both.
Components. A short piece of fine copper wire.
Components. A drop of molasses.
You imbue plants within 30 feet of you with limited You grant the semblance of life and intelligence to a
sentience and animation, giving them the ability to corpse within range, allowing it to answer five
communicate with you and follow your simple questions you pose. The corpse must still have a
commands. You can turn difficult terrain caused by mouth and can’t be undead. The spirit’s knowledge is
plants into ordinary terrain and influence plant limited by its intelligence and memories.
growth and form.
Components. Burning incense.
VAMPIRIC TOUCH
ACTION SELF C. 1 MIN V, S
NECROMANCY LEVEL 3
TONGUES STINKING CLOUD
CAST TIME CAST TIME DURATION
Action DURATION Action Concentration,
1 hour
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material Touch Material 90 Feet
This spell grants a willing creature you touch the You create a 20-foot-radius sphere of yellow,
ability to understand any spoken language it hears. nauseating gas centered on a point within range. The
Moreover, when the target speaks, any creature that cloud spreads around corners and its area is heavily
knows at least one language can understand what it obscured. Each creature that starts its turn in the area
says. must succeed on a Constitution saving throw or
spend its action retching and reeling.
Components. A small clay model of a ziggurat.
Components. A rotten egg or several skunk cabbage
leaves.
VAMPIRIC TOUCH
WARLOCK, WIZARD