Ranger
Ranger
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Ranger
Level | Proficiency Bonus | Features | Hunter's Mark Die | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Canny, Favored Enemy, Favored Terrain | — | — | — | — | — | — |
2nd | +2 | Hunter's Mark, Fighting Style, Spellcasting | d4 | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave, Primal Awareness | d4 | 3 | — | — | — | — |
4th | +2 | Adaptable, Ability Score Improvement | d4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | d6 | 4 | 2 | — | — | — |
6th | +3 | Ranger Conclave feature | d6 | 4 | 2 | — | — | — |
7th | +3 | Roving, Tracker's Mark | d6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | d6 | 4 | 3 | — | — | — |
9th | +4 | — | d6 | 4 | 3 | 2 | — | — |
10th | +4 | Ranger Conclave feature | d6 | 4 | 3 | 2 | — | — |
11th | +4 | Tireless | d8 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | d8 | 4 | 3 | 3 | — | — |
13th | +5 | — | d8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ranger Conclave feature | d8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Nature's Assurance | d8 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | d8 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | d10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Feral Senses | d10 | 4 | 3 | 3 | 2 | 1 |
19th | +6 | Greater Ability Score Improvement | d10 | 4 | 3 | 3 | 2 | 2 |
20th | +6 | Foe Slayer | d10 | 4 | 3 | 3 | 2 | 2 |
Class Features
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 20
Hit Points Gained at Each Ranger Level After 1st: 10
Hit Points at 1st Level: 20
Hit Points Gained at Each Ranger Level After 1st: 10
Proficiencies
Armor: Light and medium armor, light and medium shields
Weapons: Simple and martial weapons
Tools: None
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Choose two from Strength, Dexterity, and Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Multiclassing
Ability Score Minimum: Dexterity 1 and Wisdom 1
Proficiencies Gained: Light and medium armor, light and medium shields, simple and martial weapons, one skill from the ranger skill list
Proficiencies Gained: Light and medium armor, light and medium shields, simple and martial weapons, one skill from the ranger skill list
Equipment
You start with the following equipment:
- (a) a scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.
Canny
1st-level Ranger feature
Choose one of your skill proficiencies. You gain expertise in the chosen skill.
You also gain proficiency in two languages of your choice.
Favored Enemy
1st-level Ranger feature
You have a significant amount of experience studying, tracking, hunting, and talking to a wide range of creatures. Choose a creature type other than Humanoid as your favored enemy. You have advantage on Intelligence and Wisdom ability checks that involve your favored enemy.
Favored Terrain
1st-level Ranger feature
You are particularly attuned to nature and can adapt to new environments with ease. Choose one type of favored terrain: arctic, coast/water, desert, forest, grassland, jungle, mountain, swamp, or underground.
When you make a Survival check in your favored terrain, you can treat a d20 roll of 9 or lower as a 10. Additionally, you ignore natural difficult terrain within your favored terrain.
Hunter's Mark
2nd-level Ranger feature
As a minor action, you can choose a creature you can see within 90 feet of you and forge a preternatural bond with it, marking it as your quarry. The mark lasts until you finish a long rest, become incapacitated, or die; you use this action again; or you choose to end it (no action required).
Your quarry counts as one of your favored enemies. Additionally, whenever you deal damage to your quarry with a weapon attack or ranger spell, you can add your Hunter's Mark die to the damage roll. You can't deal this extra damage more than once per attack or casting of a spell. This damage die starts as a d4 and increases as you gain levels as a ranger, as shown in the Hunter's Mark Die column of the Ranger table.
Fighting Style
2nd-level Ranger feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight (10 ft.). You can't have disadvantage on attack rolls against a target you can sense with blindsight.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. When ever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting
When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When make an offhand attack with a light weapon, its damage isn't halved.
Spellcasting
2nd-level Ranger feature
You have learned to use the magical essence of nature to cast spells, much as a druid does.
Preparing and Casting Spells. The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom score + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have ranger spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom score when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom score
Spell attack modifier = your proficiency bonus + your Wisdom score
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Ranger Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Animal Friendship | Enchantment | |||
1st | Beast Bond | concentration | Divination | ||
1st | Cure Wounds | Evocation | |||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Ensnaring Strike | concentration | Conjuration | smite | |
1st | Entangle | concentration | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Goodberry | Transmutation | |||
1st | Hail of Thorns | Conjuration | smite | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Searing Smite | Evocation | smite | ||
1st | Seismic Sense | Transmutation | |||
1st | Speak with Animals | ritual | Divination | ||
1st | Zephyr Strike | concentration | Transmutation | ||
2nd | Aid | Abjuration | |||
2nd | Animal Messenger | ritual | Enchantment | ||
2nd | Barkskin | concentration | Transmutation | ||
2nd | Beast Sense | ritual | concentration | Divination | |
2nd | Conjure Barrage | Conjuration | |||
2nd | Cordon of Arrows | Transmutation | |||
2nd | Darkvision | Transmutation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Far Sense | Divination | |||
2nd | Find Traps | Divination | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Healing Spirit | concentration | Conjuration | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Pass without Trace | concentration | Abjuration | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Silence | ritual | concentration | Illusion | |
2nd | Spike Growth | concentration | Transmutation | ||
2nd | Summon Beast | concentration | Conjuration | ||
3rd | Daylight | Evocation | |||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Lightning Arrow | Transmutation | smite | ||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Nondetection | Abjuration | |||
3rd | Plant Growth | Transmutation | |||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Revivify | Necromancy | |||
3rd | Speak with Plants | Transmutation | |||
3rd | Summon Fey | concentration | Conjuration | ||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
3rd | Wind Wall | concentration | Evocation | ||
4th | Dominate Beast | concentration | Enchantment | ||
4th | Freedom of Movement | Abjuration | |||
4th | Grasping Vine | concentration | Conjuration | ||
4th | Guardian of Nature | concentration | Transmutation | ||
4th | Locate | concentration | Divination | ||
4th | Stoneskin | concentration | Abjuration | ||
4th | Summon Elemental | concentration | Conjuration | ||
5th | Commune with Nature | ritual | Divination | ||
5th | Conjure Volley | Conjuration | |||
5th | Greater Restoration | Abjuration | |||
5th | Steel Wind Strike | Conjuration | |||
5th | Swift Quiver | concentration | Transmutation | ||
5th | Tree Stride | concentration | Conjuration | ||
5th | Wrath of Nature | concentration | Evocation |
Primal Awareness
3rd-level Ranger feature
You can focus your awareness through the interconnections of nature: you learn an additional spell when you reach certain levels in this class, as shown in the Primal Awareness Spells table. The spell is always prepared and doesn't count against the number of spells you can prepare each day.
Primal Awareness Spells
Ranger Level | Spell |
---|---|
3rd | speak with animals |
5th | far sense |
9th | speak with plants |
13th | locate |
17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Ranger Conclave
3rd-level Ranger feature
Choose a conclave that reflects your ideals as a ranger. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Wild Hunter
Source: 2D
As a Wild Hunter, you specialize in tracking down prey and preventing it from escaping.
Wild Hunter Magic
3rd-level Wild Hunter feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wild Hunter Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Wild Hunter Spells
Ranger Level | Spell |
---|---|
3rd | ensnaring strike |
5th | pass without trace |
9th | haste |
13th | phantom hound |
17th | hold monster |
Master Tracker
3rd-level Wild Hunter feature
Instead of marking a creature within range you can see with your Hunter's Mark, you can mark a creature that has left behind traces of its presence that you can see within range, such as tracks. Additionally, immediately after you and the quarry of your Hunter's Mark roll initiative at the same time and you aren't incapacitated, you can choose to swap initiatives with it.
Hunter's Pursuit
3rd-level Wild Hunter feature
When you see a creature move away from you, you gain advantage on the next weapon attack you make against it before the end of your next turn. If the attack hits, add your Hunter's Mark die to the damage roll.
Hindering Strikes
6th-level Wild Hunter feature
Once per turn when you roll your Hunter's Mark die as damage, you can reduce the target's speed by the amount you roll on the die. This reduction is cumulative and lasts until the creature regains hit points or finishes a short rest, but it can't reduce a creature's speed to less than 5 feet.
Relentless Tactics
10th-level Wild Hunter feature
Once on each of your turns when you hit a creature with a weapon attack, you can add your Hunter's Mark die to the damage roll if the creature's speed is less than yours.
Hunter's Senses
14th-level Wild Hunter feature
When the quarry of your Hunter's Mark is within 90 feet of you, you know its exact location. If the creature isn't behind total cover, this allows you to effectively see it.
Apex Predator
14th-level Wild Hunter feature
Your prey can't gain the upper hand against you. Your favored enemies can't gain advantage on attacks against you, and any critical hits they score against you become normal hits.
Monster Slayer
Source: 2D
A Monster Slayer has many tricks to take down dangerous foes.
Monster Slayer Magic
3rd-level Monster Slayer feature
You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Monster Slayer Spells
Ranger Level | Spell |
---|---|
3rd | protection from evil and good |
5th | see invisibility |
9th | magic circle |
13th | banishment |
17th | hold monster |
Against the Mighty
3rd-level Monster Slayer feature
When you hit a Large or larger creature with a weapon attack, you can add your Hunter's Mark die to the damage roll. You can't do so again until the start of your next turn.
Slayer's Lore
3rd-level Monster Slayer feature
You can take the Study action as a minor action on your turn, and you gain proficiency in two of the following skills of your choice: Arcana, History, Nature, or Religion.
Baneful Mark
6th-level Monster Slayer feature
When you deal extra damage with your Hunter's Mark, you can choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, poison, psychic, or thunder. The extra damage you deal with Hunter's Mark is of that type instead of its usual type.
Additionally, while the quarry of your Hunter's Mark is within 90 feet of you, it loses any resistance to bludgeoning, piercing, or slashing damage.
Slayer's Insight
6th-level Monster Slayer feature
When you take the Study action, you can attempt to glean insight into a creature's weaknesses. Choose one creature you can see within 90 feet of you, and choose a skill: Arcana, History, Nature, or Religion. If the creature's type falls under the chosen skill in the Areas of Knowledge table of the Study action and you succeed on a DC 10 check using that skill, you can learn one of the following sets of information:
- Each damage type the creature is resistant to, immune to, or that causes a beneficial effect to that creature.
- Each damage type the creature is vulnerable to or that causes a harmful effect to that creature.
- Each condition the creature is immune to or has advantage on saving throws against.
Supernatural Defense
10th-level Monster Slayer feature
When one of your favored enemies forces you to make a saving throw, you can add your Hunter's Mark die to the roll.
Legendary Counterattack
14th-level Monster Slayer feature
Immediately after you see one of your favored enemies use a reaction or legendary action, you can use a reaction to move up to your speed and make a weapon attack against it. If your attack hits, it deals extra damage equal to the damage you took from the triggering reaction or legendary action, if any.
Horizon Walker
Source: 2D, Xanathar's Guide to Everything
A Horizon Walker is uniquely attuned to the currents of the multiverse, phasing in and out of reality on a whim.
Horizon Walker Magic
3rd-level Horizon Walker feature
You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Horizon Walker Spells
Ranger Level | Spell |
---|---|
3rd | protection from evil and good |
5th | misty step |
9th | blink |
13th | banishment |
17th | teleportation circle |
Detect Portal
3rd-level Horizon Walker feature
You gain the ability to magically sense the presence of a planar portal. As a standard action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ephemeral Strikes
3rd-level Horizon Walker feature
When hit the quarry of your Hunter's Mark with a weapon attack, you can change the attack's damage to be force damage. If you do so, you can cause planar ripples to harm a second creature that you can see within 5 feet of the original target. The second creature takes force damage equal to a roll of your Hunter's Mark die.
Far Traveler
6th-level Horizon Walker feature
You feel at home anywhere in the multiverse. With the exception of the Material Plane, each plane of existence that you know of is an option for your favored terrain.
Planar Ripples
6th-level Horizon Walker feature
You can detect the faint echoes caused by teleportation. When a creature within 90 feet of you teleports or changes plane, you sense it. You learn its starting location, if you didn't already know it. You also learn the distance and direction to its destination if it teleported, or its destination plane if it changed planes.
Dimensional Sentinel
6th-level Horizon Walker feature
Immedately after you sense a creature within 10 feet of you teleport or change planes, you can use a reaction to teleport or change planes along with the creature. You arrive in an unoccupied space of your choice within 10 feet of the creature, or the nearest unoccupied space if none are available. If the creature was one of your favored enemies, you can make a weapon attack against it after you teleport as part of the same reaction.
Ephemeral Stride
10th-level Horizon Walker feature
You can cast misty step once without expending a spell slot, regaining the ability to do so when you finish a short rest.
Whenever you cast misty step, you can take a willing creature within 5 feet of you with you, teleporting it to a space within 5 feet of your destination.
Spectral Defense
14th-level Horizon Walker feature
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use a reaction to give yourself resistance to all of that attack's damage on this turn.
Primeval Guardian
Source: 2D
A Primeval Guardian defends nature against those who would harm it, and nature itself seems to help.
Primeval Guardian Magic
3rd-level Primeval Guardian feature
You learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Primeval Guardian Spells
Ranger Level | Spell |
---|---|
3rd | earth tremor |
5th | barkskin |
9th | aura of vitality |
13th | guardian of nature |
17th | wrath of nature |
Nature's Aid
3rd-level Primeval Guardian feature
Nature itself attacks your enemies. Once per turn when you deal damage to a creature standing in natural difficult terrain in your favored terrain, or in difficult terrain created by a ranger spellEntangle and earth tremor are examples of such spells. or feature, you can cause the terrain to lash out at the creature. It takes extra damage equal to a roll of your Hunter's Mark die.
The type of this extra damage is determined by the DM and is appropriate to the nature of the difficult terrain. For example, rocky debris would deal bludgeoning damage, while deep snow would deal cold damage.
Defensive Terrain
6th-level Primeval Guardian feature
You and your allies within 10 feet of you ignore naturally-occurring difficult terrain in your favored terrain, as well as difficult terrain created by a ranger spell or feature. Furthermore, you and your allies within 10 feet of you gain half cover against all sources while within such difficult terrain.
Natural Cure
10th-level Primeval Guardian feature
As a standard action, you can cast either lesser restoration or false life on yourself at 2nd level without expending a spell slot and requiring no components. If you are in your favored terrain, you can use this feature automatically at the end of your turn, no action required; you don't even need to be conscious.
You can use this feature a number of times equal to your Wisdom score, regaining expended uses at the end of a long rest.
Nature's Mark
14th-level Primeval Guardian feature
When you mark a creature with your Hunter's Mark, you can cause the environment around it to restrain it. The target must succeed on a Strength saving throw as plants, earth, snow, or air hinder it. On a failed saving throw, the target is restrained until the end of your next turn.
Whether or not it succeeds on the saving throw, the area within 5 feet of the target becomes difficult terrain for your enemies for the duration of the mark. This effect is supressed while the target is more than 90 feet away from you.
Adaptable
4th-level Ranger feature
Well-traveled and experienced, you can adapt to new situations easily. When you take a long rest or over the course of 8 hours, you can choose one of the following benefits:
- You can change your favored enemy to a different option. The first time you choose an option, you must study a source of information about the creature type, such as a book or physical traces of a creature of that type.
- You can change your favored terrain to a different option. The first time you choose an option, you must be in the new terrain.
Ability Score Improvement
4th-level Ranger feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Extra Attack
5th-level Ranger feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.
Roving
7th-level Ranger feature
Your walk speed increases by 5 feet, and you gain a climb speed and a swim speed equal to your walk speed.
Tracker's Mark
7th-level Ranger feature
You can augment your marks with tracking magic. When you use an action to mark a creature with your Hunter's Mark, you can expend a spell slot to cast locate targeting the quarry as part of the same action, requiring no material components. You cast the spell at a level equal to 4 + the level of the expended spell slot (maximum 9th level). The spell can last for the duration of the mark instead of its usual duration, but it still requires concentration.
Tireless
11th-level Ranger feature
You can get by with hardly any rest. Whenever you finish a short rest, you gain the following benefits:
- You regain a ranger hit die, which you can also spend as part of the same short rest.
- You regain a ranger spell slot of your choice.
- Your exhaustion level, if any, is decreased by 1.
Nature's Assurance
15th-level Ranger feature
Your connection to nature sustains your magic. You can add your Wisdom score to Constitution saving throws you make to maintain concentration. If you are in your favored terrain, you also have advantage on these saving throws.
Feral Senses
18th-level Ranger feature
Your senses are impossibly sharp. As long as you can see, hear, or smell, you have blindsight (30 ft.).
Greater Ability Score Improvement
19th-level Ranger feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Foe Slayer
20th-level Ranger feature
You become an unparalleled hunter of your enemies. You have advantage on attack rolls against the quarry of your Hunter's Mark. When you are in your favored terrain, you also have advantage on attack rolls against all your favored enemies. If you have advantage from this feature and at least one other source, and don't have disadvantage, you can take the highest roll of three d20s intead of two.
Scale Mail
Scale Mail
Medium armor
Cost: 50 gp
Armor Class (AC): 14 + Dex (max 2)
Weight: 45 lb.
Properties: unstealthy
Armor Class (AC): 14 + Dex (max 2)
Weight: 45 lb.
Properties: unstealthy
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
Leather
Leather
Light armor
Cost: 10 gp
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Shortsword
Shortsword
Martial melee weapon
Cost: 10 gp
Damage: 1d6 piercing
Weight: 2 lb.
Properties: hydrodynamic, finesse, light
Damage: 1d6 piercing
Weight: 2 lb.
Properties: hydrodynamic, finesse, light
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Longbow
Longbow
Martial ranged weapon
Cost: 50 gp
Damage: 1d8 piercing
Weight: 2 lb.
Properties: ammunition (arrows; 150/600 ft.), heavy, two-handed
Damage: 1d8 piercing
Weight: 2 lb.
Properties: ammunition (arrows; 150/600 ft.), heavy, two-handed
Ammunition
Ammunition
When you make an attack with a weapon that has the "ammunition" property, you use it to fire a piece of ammunition at the target. The type of ammunition appears in parentheses after this property's listing. Drawing the ammunition from an appropriate container such as a quiver is part of the attack. You can recover half your expended ammunition after a battle by searching the battlefield.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range, in that order.
Arrows (20)
Arrows (20)
Cost: 1 gp
Weight: 1 lb.
Weight: 1 lb.
Heavy
Heavy
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.
Two-Handed
Two-Handed
Two hands are required to make an attack with a two-handed weapon.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Absorb Elements
Absorb Elements
1st-level abjuration
Components
S
S
Duration
1 round
1 round
Casting Time
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range
Self
Self
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.
Aid
Aid
2nd-level abjuration
Components
V, S, M (a tiny strip of white cloth)
V, S, M (a tiny strip of white cloth)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Your spell bolsters creatures, filling them with resolve. Choose up to six creatures within range. Each target gains 5 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of temporary hit points increases by 5 for each slot level above 2nd.
Alarm
Alarm
1st-level abjuration
Components
V, S, M (a tiny bell and a piece of fine silver wire)
V, S, M (a tiny bell and a piece of fine silver wire)
Duration
8 hours
8 hours
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Animal Friendship
Animal Friendship
1st-level enchantment
Components
V, S, M (a morsel of food)
V, S, M (a morsel of food)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
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 score is 0 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 spells 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.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Animal Messenger
Animal Messenger
2nd-level enchantment
Components
V, S, M (a morsel of food)
V, S, M (a morsel of food)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
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.
Barkskin
Barkskin
2nd-level transmutation
Components
V, S, M (a handful of bark)
V, S, M (a handful of bark)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature to protect it with regenerating bark. Until the spell ends, the target's skin assumes a bark-like appearance, and at the end of each of the target's turns, the target gains a number of temporary hit points equal to your spellcasting ability score plus your proficiency bonus.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Beast Bond
Beast Bond
1st-level divination
Components
V, S, M (a bit of fur wrapped in a cloth)
V, S, M (a bit of fur wrapped in a cloth)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
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 score is 0 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.
Beast Sense
Beast Sense
2nd-level divination
Components
S
S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing Beast. For the duration of the spell, you can use a repeatable standard action to gain the beast's senses of sight and hearing, replacing your own, or vice versa.
Commune with Nature
Commune with Nature
5th-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Self
Self
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.
Conjure Barrage
Conjure Barrage
2nd-level conjuration
Components
V, S, M (one piece of ammunition or a thrown weapon)
V, S, M (one piece of ammunition or a thrown weapon)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
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.
Conjure Volley
Conjure Volley
5th-level conjuration
Components
V, S, M (one piece of ammunition or one thrown weapon)
V, S, M (one piece of ammunition or one thrown weapon)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Cordon of Arrows
Cordon of Arrows
2nd-level transmutation
Components
V, S, M (four or more arrows or bolts)
V, S, M (four or more arrows or bolts)
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
5 feet
5 feet
You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Cure Wounds
Cure Wounds
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability score. 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.
Darkvision
Darkvision
2nd-level transmutation
Components
V, S, M (either a pinch of dried carrot or an agate)
V, S, M (either a pinch of dried carrot or an agate)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature to grant it darkvision (60 ft.) for the duration.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Daylight
Daylight
3rd-level evocation
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Detect Magic
Detect Magic
1st-level divination
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use a standard 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
1st-level divination
Components
V, S, M (a yew leaf)
V, S, M (a yew leaf)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
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.
Dominate Beast
Dominate Beast
4th-level enchantment
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You attempt to beguile a Beast that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use a standard action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use a reaction of your own as well.
Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Elemental Weapon
Elemental Weapon
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a nonmagical weapon and imbue it with elemental power, causing it to be magical for the spell's duration. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d8 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d8. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d8.
Enhance Ability
Enhance Ability
2nd-level transmutation
Components
V, S, M (fur or a feather from a beast)
V, S, M (fur or a feather from a beast)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
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.
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.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
Eagle's Splendor. The target has advantage on Charisma 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.
Ensnaring Strike
Ensnaring Strike
1st-level conjuration
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 free action, which you take when you hit with a weapon attack
1 free action, which you take when you hit with a weapon attack
Range
Self
Self
A writhing mass of thorny vines appears at the triggering attack's point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use a standard action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Restrained
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Entangle
Entangle
1st-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Grasping weeds and vines sprout from the ground in a 20-foot square starting form 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 a standard 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.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Far Sense
Far Sense
2nd-level divination
Components
V, S, M (a bit of fur from a bloodhound)
V, S, M (a bit of fur from a bloodhound)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 miles
5 miles
Describe or name a specific kind of creature or object. Concentrating on the magical currents in your surroundings, you learn the direction to the closest creature or object of that kind within 5 miles, if any are present.
Find Traps
Find Traps
2nd-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
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.
Flame Arrows
Flame Arrows
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Flaming Stride
Flaming Stride
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Fog Cloud
Fog Cloud
1st-level conjuration
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
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.
Freedom of Movement
Freedom of Movement
4th-level abjuration
Components
V, S, M (a leather strap, bound around the arm or a similar appendage)
V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Goodberry
Goodberry
1st-level transmutation
Components
V, S, M (a sprig of mistletoe)
V, S, M (a sprig of mistletoe)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use a standard action to eat one berry. Eating a berry restores 1 hit point.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Grasping Vine
Grasping Vine
4th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a minor action on each of your turns.
Greater Restoration
Greater Restoration
5th-level abjuration
Components
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Guardian of Nature
Guardian of Nature
4th-level transmutation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walk speed increases by 10 feet.
- You gain darkvision (120 ft.).
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Gust of Wind
Gust of Wind
2nd-level evocation
Components
V, S, M (a legume seed)
V, S, M (a legume seed)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
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 minor action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Hail of Thorns
Hail of Thorns
1st-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 free action, which you take when you hit with a ranged weapon attack
1 free action, which you take when you hit with a ranged weapon attack
Range
Self
Self
A rain of thorns sprouts from your ranged weapon or ammunition. In addition to the normal effects of the triggering attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Healing Spirit
Healing Spirit
2nd-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
60 feet
60 feet
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent Beast or Fey of your choice.
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal Constructs or Undead. The spirit can heal a number of times equal to 1 + your spellcasting ability score (minimum of twice). After healing that number of times, the spirit disappears.
As a minor action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Jump
Lesser Restoration
Lightning Arrow
Lightning Arrow
3rd-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 free action, which you take when you hit with a ranged weapon attack
1 free action, which you take when you hit with a ranged weapon attack
Range
Self
Self
Your projectile is charged with the power of a lightning bolt as it strikes. In addition to the normal effects of the triggering attack, the target takes 4d8 lightning damage, and lightning arcs to up to three other creatures of your choice within 10 feet of the original target. Each of these creatures must succeed on a Dexterity saving throw or take the same lightning damage you rolled for the first creature, or half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increaess by 1d8 for each slot level above 3rd.
Locate
Locate
4th-level divination
Components
V, S, M (a forked twig)
V, S, M (a forked twig)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
10 miles
10 miles
Describe or name a creature or object that is familiar to you. You sense the direction to the target's location, as long as that target is within range. If the target is moving, you know the direction of its movement.
The spell can locate a specific creature or object known to you, or the nearest creature or object of a specific kind (such as a human or a piece of furniture), so long as you have seen such a target up close—within 30 feet—at least once. If the target you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate it.
This spell can't locate an creature or object if any thickness of lead, even a thin sheet, blocks a direct path between you and the target.
At Higher Levels. When you cast this spell using a spell slot of 6th, 7th, or 8th level, it has a range of 1000 miles. When you cast this spell using a spell slot of 9th level, its range is unlimited, and you can sense what plane the target is on in additional to the spell's normal effects.
Longstrider
Longstrider
1st-level transmutation
Components
V, S, M (a pinch of dirt)
V, S, M (a pinch of dirt)
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
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, the speed bonus increases by 5 feet for each slot level above 1st.
Magic Weapon
Magic Weapon
1st-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
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 3th level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +3.
Meld into Stone
Meld into Stone
3rd-level transmutation
Components
V, S
V, S
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Nondetection
Nondetection
3rd-level abjuration
Components
V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Pass without Trace
Pass without Trace
2nd-level abjuration
Components
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
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.
Plant Growth
Plant Growth
3rd-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
This spell channels vitality into plants within a specific area. All normal plants in a 100-foot radius centered on a point within range become thick and overgrown, constituting difficult terrain. You can exclude one or more areas of any size within the spell's area from being affected. A creature moving through this difficult terrain must spend an additional 3 feet of movement for every 1 foot it travels instead of the usual 1 extra foot.
Protection from Energy
Protection from Energy
3rd-level abjuration
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Protection from Poison
Protection from Poison
2nd-level abjuration
Components
V, S
V, S
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
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.
Revivify
Revivify
3rd-level necromancy
Components
V, S, M (diamonds worth 300 gp, which the spell consumes)
V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Searing Smite
Searing Smite
1st-level evocation
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 free action, which you take when you hit with a melee weapon attack
1 free action, which you take when you hit with a melee weapon attack
Range
Self
Self
Your weapon flares with white-hot intensity, and the triggering attack deals an extra 1d6 fire damage to the target and causes the target to be ignited (1d6) for the duration (Constitution save or standard action ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Seismic Sense
Seismic Sense
1st-level transmutation
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain a supernatural ability to sense vibrations in the ground. You have tremorsense (30 ft.) for the duration.
Tremorsense
Tremorsense
Base sense: touch
A creature with tremorsense can pinpoint the location of moving creatures and moving objects within a specific range, provided that the creature with tremorsense and anything it's detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight.
Silence
Silence
2nd-level illusion
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.
Speak with Animals
Speak with Animals
1st-level divination
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
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 a 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 DM's discretion.
Speak with Plants
Speak with Plants
3rd-level transmutation
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a Plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spike Growth
Spike Growth
2nd-level transmutation
Components
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
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.
Steel Wind Strike
Steel Wind Strike
5th-level conjuration
Components
S, M (a melee weapon worth at least 1 sp)
S, M (a melee weapon worth at least 1 sp)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
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 an attack against each target using the weapon. On a hit, a target takes an additional 4d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Unless otherwise specified, you must see your destination when you teleport.
Stoneskin
Stoneskin
4th-level abjuration
Components
V, S, M (a perfectly cut stone worth 100 gp)
V, S, M (a perfectly cut stone worth 100 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.
Summon Beast
Summon Beast
2nd-level conjuration
Components
V, S, M (rare honeys and preserved meat worth at least 200 gp)
V, S, M (rare honeys and preserved meat worth at least 200 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon a beast of your choice: a panther, shark, or raptor. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The beast disappears when it drops to 0 hit points or when the spell ends. If you concentrate on the spell for the full duration and feed the beast the material components used to cast this spell, the beast loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
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Panther
Medium Beast, unaligned
Armor Class
11 + the spell's level
11 + the spell's level
Speeds
Walk 50 ft., climb 40 ft.
Walk 50 ft., climb 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
Darkvision 60 ft., supersmell 10 ft.
Darkvision 60 ft., supersmell 10 ft.
Skills
Acrobatics, Perception, Stealth ×2
Acrobatics, Perception, Stealth ×2
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | 0 | -4 | +2 | -1 |
Traits
Safe Landing. Any falling damage the panther takes is reduced by 10.
Pouncer. When the panther takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects after. Additionally, if the panther makes the attack as part of a running jump and hits, the target is grappled and the panther can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Supersmell
Supersmell
Base sense: smell
A creature with supersmell automatically detects the presence—but not the location—of creatures within a specified range. Supersmell goes around cover but can't penetrate barriers, including going from air to water or vice versa. Additionally, having supersmell of any range grants a creature advantage on Perception checks that rely on smell.
Acrobatics
Acrobatics
Ability: Dexterity
Appears in: jumping, falling
Appears in: jumping, falling
Acrobatics is for balancing and flexibility of the body.
Perception
Perception
Ability: Wisdom
Appears in: Search, hidden
Appears in: Search, hidden
Perception is for noticing things using your senses.
Search
Search
Cost: 2 AP (repeatable)
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Stealth
Stealth
Ability: Dexterity
Appears in: Hide, unstealthy
Appears in: Hide, unstealthy
Stealth is for sneaking around.
Charge
Charge
Cost: 3 AP
You move in a straight line up to your speed and can then make a melee weapon attack. If you make this attack, you become vulnerable as you recover from the burst of strength: your speed is halved until the end of your next turn, and the first attack made against you before then has advantage.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
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Shark
Large Beast, unaligned
Armor Class
9 + the spell's level
9 + the spell's level
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Blindsight 10 ft., supersmell 20 ft.
Blindsight 10 ft., supersmell 20 ft.
Skills
Athletics, Stealth, Perception ×2
Athletics, Stealth, Perception ×2
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -1 | +1 | -6 | +2 | -5 |
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against bloodied creatures.
Rough Skin. A creature that hits the shark with an unarmed attack takes 1 slashing damage.
Water Breathing. The shark can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 + your spellcasting ability score piercing damage, and if the target is smaller than the shark, it is grappled. If the shark is grappling a creature in this way, it can't Bite any other target.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Athletics
Athletics
Ability: Strength
Appears in: climbing, jumping, grappling, push, pull, trip
Appears in: climbing, jumping, grappling, push, pull, trip
Athletics is for feats of sport and strength.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Pull
Pull
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to pull an opponent with an empty hand or other suitable appendage. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pulled up to 5 feet closer to you.
Trip
Trip
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to knock an opponent to the ground. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or fall prone.
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×
Raptor
Small Beast, unaligned
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 10 ft., fly 50 ft.
Walk 10 ft., fly 50 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
3 × the spell's level
3 × the spell's level
Senses
—
—
Skills
Acrobatics, Perception ×2
Acrobatics, Perception ×2
Hit Dice
A number of d6s equal to the spell's level
A number of d6s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | -5 | +3 | -2 |
Traits
Evasive Flight. If the raptor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It must be flying to use this trait.
Flyby. The raptor doesn't provoke opportunity attacks when it flies.
Keen Sight. The raptor has advantage on Perception checks that rely on sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + your spellcasting ability score slashing damage.
Fly
Fly
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a fly speed to fly, you fall if your fly speed is 0.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
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Companion
A creature with the Companion trait follows the commands of its leader, which is another creature. The companion is friendly to its leader and its leader's allies.
In combat, the companion shares a turn with its leader. The companion has its own action points and movement, although it doesn't roll initiative and can interleave its actions with its leader's actions. A companion can use reactions on its own, but it doesn't take any action that targets a creature other than itself unless its leader uses the Command action to instruct it to do so. If the leader is incapacitated or unable to contact the companion, the companion can take any actions of its choice.
Command
Command
Cost: 1 AP (repeatable)
You command one of your companions that has the Companion trait.
Summon Elemental
Summon Elemental
4th-level conjuration
Components
V, S, M (a bottle containing elemental air, earth, fire, or water, which can be prepared in a 1-hour ritual by expending at least 400 gp worth of special materials)
V, S, M (a bottle containing elemental air, earth, fire, or water, which can be prepared in a 1-hour ritual by expending at least 400 gp worth of special materials)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon an elemental based on the material component used to cast this spell: a fire elemental for fire, a water elemental for water, an earth elemental for earth, or an air elemental for air. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The elemental disappears when it drops to 0 hit points or when the spell ends.
You can cast this spell on an existing Medium or Large mass of nonmagical fire, water, earth, or air within range instead of summoning an elemental from nothing. This casting of the spell animates the mass to form an elemental of the corresponding element and size, assuming you also have the matching material component. If you pour the spell's material component into the animated elemental, consuming it, and concentrate on the spell for the full duration, the elemental loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
○
×
Fire Elemental
Large Elemental, neutral
Armor Class
13 + the spell's level
13 + the spell's level
Speed
Hover 30 ft.
Hover 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +3 | +2 | 0 | -1 | +3 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: fire, poison
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: fire, poison
Damage Resistances: bludgeoning, piercing, slashing
Traits
Fire Body. The elemental's body is a raging fire, shedding light (30/60 ft.). Any creature that starts its turn in the elemental's space or that enters it for the first time on a turn takes 1d4 fire damage.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score fire damage.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
○
×
Water Elemental
Large Elemental, neutral
Armor Class
8 + the spell's level
8 + the spell's level
Speeds
Walk 30 ft., swim 30 ft.
Walk 30 ft., swim 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
15 × the spell's level
15 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | 0 | +3 | -1 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: acid, poison
Damage Resistances: bludgeoning, piercing, slashing, cold, fire
Damage Immunities: acid, poison
Damage Resistances: bludgeoning, piercing, slashing, cold, fire
Traits
Water Body. The elemental's body is pure water. Its space counts as underwater, and if it takes cold damage, it is slowed until the end of its next turn.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score bludgeoning damage.
Special Actions
(3 AP) Whelm. The elemental surges forward up to half its speed, sweeping up creatures and debris in its path. Each creature and loose object that the elemental passes through must make a Strength saving throw against your spell save DC. On a failed save, a target takes 2d6 bludgeoning damage and is grappled by the elemental. While grappled in this way, a creature does not get to use a reaction to attempt to escape when the elemental moves it. The elemental grapples creatures by keeping them fully within its space, and can't grapple more creatures than its space can accomodate.
Underwater
Underwater
The following rules apply underwater:
- Melee weapon attack rolls have disadvantage.
- Ranged weapon attack rolls have disadvantage, and a ranged weapon attack against a target beyond the weapon's normal range automatically misses.
- Fire damage and acid damage are halved.
Slowed
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
○
×
Earth Elemental
Large Elemental, neutral
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 30 ft., burrow 30 ft.
Walk 30 ft., burrow 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Tremorsense 30 ft.
Tremorsense 30 ft.
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | 0 | +3 | 0 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: lightning, poison
Damage Resistances: piercing, slashing
Damage Vulnerabilities: thunder
Damage Immunities: lightning, poison
Damage Resistances: piercing, slashing
Damage Vulnerabilities: thunder
Traits
Earth Body. The elemental's body is solid earth and stone. It can burrow through solid earth and stone without leaving a trace of its passage.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d12 + your spellcasting ability score bludgeoning damage.
Burrow
Burrow
Natural Movement Modes: Burrowing
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
When you use a burrow speed to crawl, you ignore difficult terrain due to loose substrate.
Burrowing
Burrowing
Burrowing lets you dig through dirt, mud, sand, snow, or other loose substrate and ignore difficult terrain created by them. While burrowing, such substrates don't reduce your space. You can't burrow through solid material such as rock or ice unless you have a special trait that lets you do so, nor do you leave behind a tunnel.
○
×
Air Elemental
Large Elemental, neutral
Armor Class
14 + the spell's level
14 + the spell's level
Speed
Hover 40 ft.
Hover 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +4 | +1 | 0 | +1 | -2 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: poison, thunder
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: poison, thunder
Damage Resistances: bludgeoning, piercing, slashing
Traits
Air Body. The elemental's space is clean, breathable air. Underwater counts as difficult terrain for the elemental.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score bludgeoning damage.
Special Actions
(3 AP) Whirlwind. The elemental becomes a living whirlwind. Each creature and loose object within 5 feet of the elemental must make on a Strength saving throw against your spell save DC. On a failed save, a target takes 2d6 bludgeoning damage and is hurled up to 15 feet in a random direction and knocked prone. On a success, a target takes half damage and isn't hurled or knocked prone. Any gases in the area are dispersed.
Summon Fey
Summon Fey
3rd-level conjuration
Components
V, S, M (a gilded flower, flask of fine wine, or golden tooth, worth at least 300 gp)
V, S, M (a gilded flower, flask of fine wine, or golden tooth, worth at least 300 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon a fey creature based on the material component used to cast the spell: a reclusive pixie for the flower, a suave satyr for the wine, or a murderous redcap for the tooth. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The creature disappears when it drops to 0 hit points or when the spell ends. If you concentrate on the spell for the full duration and give the creature the material component used to cast the spell, the creature loses the Companion trait and does not disappear unless the item is taken from it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
○
×
Pixie
Tiny Fey, chaotic good
Armor Class
10 + the spell's level
10 + the spell's level
Speeds
Walk 10 ft., fly 20 ft.
Walk 10 ft., fly 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
Insight, Stealth
Insight, Stealth
Hit Dice
A number of d4s equal to the spell's level
A number of d4s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +3 | 0 | 0 | +1 | +2 |
Condition Immunities: charmed
Special Actions
(2 AP) Sleep Dust. The pixie showers a creature within 5 feet of it with somnolent dust. The target must succeed on a Wisdom saving throw against your spell save DC or fall unconscious until the end of the pixie's next turn. The target wakes up early if it takes any damage, is forced to make a saving throw, or is shaken awake by another creature as a standard action.
(2 AP) Flight Dust. The pixie showers a creature within 5 feet of it with sparkling dust. The target gains a hover speed of 10 feet until the end of the pixie's next turn.
(1 AP) Invisibility Dust. The pixie covers itself in wispy dust. The pixie turns invisible until the end of this turn. The invisibility ends early if the pixie attacks or forces another creature to make a saving throw.
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
Unconscious
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
You are automatically unconscious while you have 0 hit points and while sleeping.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
○
×
Satyr
Medium Fey, chaotic neutral
Armor Class
11 + the spell's level
11 + the spell's level
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
—
—
Skills
Deception, Performance
Deception, Performance
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | 0 | +1 | 0 | +3 |
Condition Immunities: charmed
Attacks
Shortsword. Melee weapon attack; finesse. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score piercing damage.
Special Actions
(3 AP) Enchanting Pipes. The satyr plays an enchanting melody on its panflute. Each creature of the satyr's choice within 10 feet of it that can hear the melody must succeed on a Wisdom saving throw or be charmed by you and the satyr until the end of the satyr's next turn. The charm ends early on a target if it takes any damage or is forced to make a saving throw.
(1 AP) Fey Step. The satyr teleports up to 30 feet to an unoccupied space it can see. It can then choose one creature it can see within 5 feet of it and gain advantage on the next attack roll it makes against it before the end of this turn.
Deception
Deception
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Deception is for keeping a straight face and convincing people of facts you know to be false.
Taunt
Taunt
Cost: 2 AP (repeatable)
You attempt to goad one creature within 60 feet of you into attacking you. Make a Deception, Performance, or Persuasion check, which becomes your Taunt DC. The target must succeed on a Wisdom saving throw against your Taunt DC or be taunted by you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Performance
Performance
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Performance is for acting a part or playing a musical instrument.
○
×
Redcap
Small Fey, chaotic evil
Armor Class
13 + the spell's level
13 + the spell's level
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics, Intimidation
Athletics, Intimidation
Hit Dice
A number of d6s equal to the spell's level
A number of d6s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | +2 | 0 | +1 |
Condition Immunities: charmed
Traits
Iron Boots. The redcap wears heavy iron boots, causing it to have disadvantage on Stealth checks and advantage on Strength saving throws made to resist forced movement.
Attacks
Sickle. Melee weapon attack. Your spell attack modifier to hit. Hit: 1d4 + your spellcasting ability score slashing damage.
Special Actions
(2 AP) Multiattack. The redcap makes two Sickle attacks.
(1 AP) Fey Step. The redcap teleports up to 30 feet to an unoccupied space it can see. Laughing maniacally, it can then choose one creature it can see within 5 feet of it. That creature must succeed on a Wisdom saving throw against your spell save DC or be taunted by the redcap until the end of the redcaps' next turn.
Intimidation
Intimidation
Ability: Charisma
Appears in: Frighten
Appears in: Frighten
Intimidation is for scaring others and making yourself appear more threatening.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Swift Quiver
Swift Quiver
5th-level transmutation
Components
V, S, M (a quiver containing at least one piece of ammunition)
V, S, M (a quiver containing at least one piece of ammunition)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a minor action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Tree Stride
Tree Stride
5th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
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.
Water Breathing
Water Breathing
3rd-level transmutation
Components
V, S, M (a short reed or piece of straw)
V, S, M (a short reed or piece of straw)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. When a target finishes a long rest, the spell only ends on that target.
Water Walk
Water Walk
3rd-level transmutation
Components
V, S, M
V, S, M
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Wind Wall
Wind Wall
3rd-level evocation
Components
V, S, M (a tiny fan and a feather of exotic origin)
V, S, M (a tiny fan and a feather of exotic origin)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Wrath of Nature
Wrath of Nature
5th-level evocation
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use a standard action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a minor action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Zephyr Strike
Zephyr Strike
1st-level transmutation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walk speed increases by 30 feet until the end of that turn.
Haste
Haste
3rd-level transmutation
Components
V, S, M (a shaving of licorice root)
V, S, M (a shaving of licorice root)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You accelerate your body's motion. For the duration of the spell, your speed is doubled, you have advantage on Dexterity saving throws, and you have 1 additional action point on each of your turns.
When the spell ends, you are incapacitated until the end of your next turn, as a wave of lethargy sweeps over you.
Phantom Hound
Phantom Hound
4th-level conjuration
Components
V, S, M (a tiny silver whistle, a piece of bone, and a thread)
V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as a standard action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting attack modifier. On a hit, it deals 4d8 piercing damage.
Hold Monster
Hold Monster
5th-level enchantment
Components
V, S, M (a small, straight piece of iron)
V, S, M (a small, straight piece of iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration (save ends). This spell has no effect on Undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Protection from Evil and Good
Protection from Evil and Good
1st-level abjuration
Components
V, S, M (holy water or powdered silver and iron, which the spell consumes)
V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
See Invisibility
See Invisibility
2nd-level divination
Components
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Magic Circle
Magic Circle
3rd-level abjuration
Components
V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration
1 hour
1 hour
Casting Time
1 minute
1 minute
Range
10 feet
10 feet
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Banishment
Banishment
4th-level abjuration
Components
V, S, M (an item distasteful to the target)
V, S, M (an item distasteful to the target)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Arcana
Arcana
Ability: Intelligence
Appears in: Study, Recognize Spell
Appears in: Study, Recognize Spell
Arcana is for knowledge of, and reasoning about, magic.
Recognize Spell
Recognize Spell
Trigger: you see or hear a creature within 60 feet of you casting a spell
You attempt to identify the triggering spell before it is cast. Make an Arcana check. The DC equals 15 + the spell's level, and you have advantage on the check if the spell is cast as a class spell and you're a member of that class. On a success, you learn which spell is about to be cast.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
Nature
Nature
Ability: Intelligence
Appears in: Study
Appears in: Study
Nature is for knowledge of plants, animals, and the environment.
Religion
Religion
Ability: Intelligence
Appears in: Study
Appears in: Study
Religion is for knowledge of religious rites, tenets, and scripture.
Misty Step
Misty Step
2nd-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
Self
Self
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Blink
Blink
3rd-level transmutation
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as a standard action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Teleportation Circle
Teleportation Circle
5th-level conjuration
Components
V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration
1 round
1 round
Casting Time
1 minute
1 minute
Range
10 feet
10 feet
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly teleports to the destination circle or to the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Earth Tremor
Earth Tremor
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
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.
Aura of Vitality
Aura of Vitality
3rd-level evocation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a minor action to cause one creature in the aura (including you) to regain 2d6 hit points.
False Life
False Life
1st-level necromancy
Components
V, S, M (a small amount of alcohol or distilled spirits)
V, S, M (a small amount of alcohol or distilled spirits)
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Animal Handling
Animal Handling
Ability: Wisdom
Animal handling is for interacting with animals, especially mounts.
Investigation
Investigation
Ability: Intelligence
Appears in: Search
Appears in: Search
Investigation is for finding information based on knowledge you already have and readily available resources.
Survival
Survival
Ability: Wisdom
Appears in: Search
Appears in: Search
Survival is for following tracks, navigating on foot, and obtaining resources in the wilderness.