Wizard
Wizard
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Wizard
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Spellbook, Autorecognition | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Arcane Recovery, Arcane Tradition | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Academic Expertise | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement, Quick Swap | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Wizard Parry | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Advanced Formulae | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Greater Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archwizard | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 16
Hit Points Gained at Each Wizard Level After 1st: 6
Hit Points at 1st Level: 16
Hit Points Gained at Each Wizard Level After 1st: 6
Proficiencies
Armor: None
Weapons: Dagger, quarterstaff, light crossbow
Tools: None
Weapons: Dagger, quarterstaff, light crossbow
Tools: None
Saving Throws: Choose two from Intelligence, Wisdom, and Charisma
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Multiclassing
Ability Score Minimum: Intelligence 1
Proficiencies Gained: None
Proficiencies Gained: None
Equipment
You start with the following equipment:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
Alternatively, you can ignore the equipment here and buy 4d4 × 10 gp worth of equipment.
Spellcasting
1st-level Wizard feature
Your arcane powers come from meticulous study, research, and practice. You may not wield as much raw magical strength as a sorcerer, but your knowledge of the subtleties of magic allows you to cast more advanced and technical spells. You record this arcane knowledge in your spellbook.
Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spells of 1st Level and Higher. At 1st level, your spellbook contains six 1st-level wizard spells of your choice. It doesn't contain cantrips.
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have wizard spell slots, as shown on the Wizard table.
Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence score + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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, provided you have access to your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence score when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence score
Spell attack modifier = your proficiency bonus + your intelligence score
Ritual Casting. You can cast a wizard spell in your spellbook as a ritual if that spell has the ritual tag. If you don't have the spell prepared, you can still cast it as a ritual, but you must read from your spellbook during the casting.
Spellcasting Focus. You can use an arcane focus or your spellbook as a spellcasting focus for your wizard spells.
Wizard Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Acid Splash | Conjuration | |||
Cantrip | Blade Ward | Abjuration | |||
Cantrip | Chill Touch | Necromancy | |||
Cantrip | Control Flames | Transmutation | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Dancing Lights | Evocation | |||
Cantrip | Fire Bolt | Evocation | |||
Cantrip | Friends | concentration | Enchantment | ||
Cantrip | Frostbite | Evocation | |||
Cantrip | Gust | Transmutation | |||
Cantrip | Infestation | Conjuration | |||
Cantrip | Light | Evocation | |||
Cantrip | Lightning Lure | Evocation | |||
Cantrip | Mage Hand | Conjuration | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Message | Transmutation | |||
Cantrip | Mind Sliver | Enchantment | |||
Cantrip | Minor Illusion | Illusion | |||
Cantrip | Mold Earth | Transmutation | |||
Cantrip | Poison Spray | Conjuration | |||
Cantrip | Prestidigitation | Transmutation | |||
Cantrip | Ray of Frost | Evocation | |||
Cantrip | Shape Water | Transmutation | |||
Cantrip | Shocking Grasp | Evocation | |||
Cantrip | Stone Slam | Transmutation | |||
Cantrip | Sword Burst | Conjuration | |||
Cantrip | Thunderclap | Evocation | |||
Cantrip | Toll the Dead | Necromancy | |||
Cantrip | True Strike | concentration | Divination | ||
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Burning Hands | Evocation | |||
1st | Catapult | Transmutation | |||
1st | Cause Fear | concentration | Necromancy | ||
1st | Caustic Spray | concentration | Evocation | ||
1st | Charm Person | Enchantment | |||
1st | Chromatic Orb | Evocation | |||
1st | Color Spray | Illusion | |||
1st | Comprehend Languages | ritual | Divination | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Disguise Self | Illusion | |||
1st | Earth Tremor | Evocation | |||
1st | Expeditious Retreat | concentration | Transmutation | ||
1st | False Life | Necromancy | |||
1st | Feather Fall | Transmutation | |||
1st | Find Familiar | ritual | Conjuration | ||
1st | Floating Disk | ritual | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Grease | Conjuration | |||
1st | Ground Surf | Transmutation | |||
1st | Ice Knife | Conjuration | |||
1st | Identify | ritual | Divination | ||
1st | Illusory Script | ritual | Illusion | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Mage Armor | Abjuration | |||
1st | Magic Missile | Evocation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Noxious Fumes | Conjuration | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Ray of Sickness | Necromancy | |||
1st | Sand Blast | Conjuration | |||
1st | Seismic Sense | Transmutation | |||
1st | Shield | Abjuration | |||
1st | Silent Image | concentration | Illusion | ||
1st | Sleep | Enchantment | |||
1st | Stone Pillar | Transmutation | |||
1st | Thunderwave | Evocation | |||
1st | Unseen Servant | ritual | Conjuration | ||
1st | Wizard's Strike | Transmutation | |||
2nd | Acid Arrow | Evocation | |||
2nd | Alter Self | concentration | Transmutation | ||
2nd | Arcane Lock | Abjuration | |||
2nd | Augury | ritual | Divination | ||
2nd | Binding Ice | Evocation | |||
2nd | Blindness/Deafness | Necromancy | |||
2nd | Blur | concentration | Illusion | ||
2nd | Cloud of Daggers | concentration | Conjuration | ||
2nd | Continual Flame | Evocation | |||
2nd | Crown of Madness | concentration | Enchantment | ||
2nd | Darkness | concentration | Evocation | ||
2nd | Darkvision | Transmutation | |||
2nd | Detect Thoughts | concentration | Divination | ||
2nd | Distort Magic | Illusion | |||
2nd | Dragon's Breath | concentration | Transmutation | ||
2nd | Dust Devil | concentration | Conjuration | ||
2nd | Earthbind | concentration | Transmutation | ||
2nd | Earthen Grasp | concentration | Transmutation | ||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Fey Mischief | concentration | Illusion | ||
2nd | Flaming Sphere | concentration | Conjuration | ||
2nd | Gentle Repose | ritual | Necromancy | ||
2nd | Ground Shift | Transmutation | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Invisibility | concentration | Illusion | ||
2nd | Knock | Transmutation | |||
2nd | Levitate | concentration | Transmutation | ||
2nd | Magic Mouth | ritual | Illusion | ||
2nd | Mind Spike | concentration | Divination | ||
2nd | Mind Whip | Enchantment | |||
2nd | Mirror Image | Illusion | |||
2nd | Misty Step | Conjuration | |||
2nd | Phantasmal Force | concentration | Illusion | ||
2nd | Pyrotechnics | Transmutation | |||
2nd | Ray of Enfeeblement | concentration | Necromancy | ||
2nd | Scorching Blast | Evocation | |||
2nd | Scorching Ray | Evocation | |||
2nd | See Invisibility | Divination | |||
2nd | Shatter | Evocation | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Snow Flurry | Evocation | |||
2nd | Spider Climb | concentration | Transmutation | ||
2nd | Suggestion | concentration | Enchantment | ||
2nd | Wall of Dirt | concentration | Transmutation | ||
2nd | Warding Wind | concentration | Evocation | ||
2nd | Web | concentration | Conjuration | ||
3rd | Bestow Curse | concentration | Necromancy | curse | |
3rd | Blink | Transmutation | |||
3rd | Catnap | Enchantment | |||
3rd | Clairvoyance | concentration | Divination | ||
3rd | Counterspell | Abjuration | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Enemies Abound | concentration | Enchantment | ||
3rd | Erupting Earth | Transmutation | |||
3rd | Fear | concentration | Illusion | ||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Fly | concentration | Transmutation | ||
3rd | Gaseous Form | concentration | Transmutation | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Grim Apparitions | concentration | Necromancy | ||
3rd | Haste | concentration | Transmutation | ||
3rd | Hypnotic Pattern | concentration | Illusion | ||
3rd | Intellect Fortress | concentration | Abjuration | ||
3rd | Life Transference | Necromancy | |||
3rd | Lightning Bolt | Evocation | |||
3rd | Magic Circle | Abjuration | |||
3rd | Major Image | concentration | Illusion | ||
3rd | Mantle of Meteors | concentration | Transmutation | ||
3rd | Nondetection | Abjuration | |||
3rd | Phantom Steed | ritual | Illusion | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Quicksand | concentration | Transmutation | ||
3rd | Remove Curse | Abjuration | |||
3rd | Sleet Storm | concentration | Conjuration | ||
3rd | Slow | concentration | Transmutation | ||
3rd | Speak with Dead | Necromancy | |||
3rd | Stinking Cloud | concentration | Conjuration | ||
3rd | Summon Fey | concentration | Conjuration | ||
3rd | Summon Monstrosity | concentration | Conjuration | ||
3rd | Summon Undead | concentration | Necromancy | ||
3rd | Thunder Step | Conjuration | |||
3rd | Tidal Wave | Conjuration | |||
3rd | Tiny Servant | Transmutation | |||
3rd | Tongues | Divination | |||
3rd | Vampiric Touch | concentration | Necromancy | ||
3rd | Wall of Sand | concentration | Evocation | ||
3rd | Wall of Water | concentration | Evocation | ||
3rd | Water Breathing | ritual | Transmutation | ||
4th | Arcane Eye | concentration | Divination | ||
4th | Banishment | concentration | Abjuration | ||
4th | Blight | Necromancy | |||
4th | Charm Monster | Enchantment | |||
4th | Confusion | concentration | Enchantment | ||
4th | Control Water | concentration | Transmutation | ||
4th | Dimension Door | Conjuration | |||
4th | Divination | ritual | Divination | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fabricate | Transmutation | |||
4th | Fire Shield | Evocation | |||
4th | Grasping Tentacles | concentration | Conjuration | ||
4th | Greater Invisibility | concentration | Illusion | ||
4th | Hallucinatory Terrain | Illusion | |||
4th | Ice Storm | Evocation | |||
4th | Indestructible Sphere | concentration | Evocation | ||
4th | Locate | concentration | Divination | ||
4th | Phantasmal Killer | concentration | Illusion | ||
4th | Phantom Hound | Conjuration | |||
4th | Polymorph | concentration | Transmutation | ||
4th | Psychic Lance | Enchantment | |||
4th | Sanctum | Abjuration | |||
4th | Secret Chest | ritual | Conjuration | ||
4th | Sickening Radiance | concentration | Evocation | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Storm Sphere | concentration | Evocation | ||
4th | Summon Aberration | concentration | Conjuration | ||
4th | Summon Construct | concentration | Conjuration | ||
4th | Summon Elemental | concentration | Conjuration | ||
4th | Vitriolic Sphere | Evocation | |||
4th | Wall of Fire | concentration | Evocation | ||
4th | Wall of Flesh | concentration | Transmutation | ||
4th | Watery Sphere | concentration | Conjuration | ||
5th | Cloudkill | concentration | Conjuration | ||
5th | Cone of Cold | Evocation | |||
5th | Contact Other Plane | ritual | Divination | ||
5th | Control Winds | concentration | Transmutation | ||
5th | Creation | Illusion | |||
5th | Danse Macabre | concentration | Necromancy | ||
5th | Dawn | concentration | Evocation | ||
5th | Dominate Person | concentration | Enchantment | ||
5th | Dream | Illusion | |||
5th | Enervation | concentration | Necromancy | ||
5th | Far Step | Conjuration | |||
5th | Geas | Enchantment | curse | ||
5th | Hand of Force | concentration | Evocation | ||
5th | Hold Monster | concentration | Enchantment | ||
5th | Immolation | Evocation | |||
5th | Legend Lore | Divination | |||
5th | Mislead | concentration | Illusion | ||
5th | Modify Memory | concentration | Enchantment | curse | |
5th | Negative Energy Flood | Necromancy | |||
5th | Passwall | Transmutation | |||
5th | Planar Binding | Abjuration | |||
5th | Scrying | concentration | Divination | ||
5th | Seeming | Illusion | |||
5th | Steel Wind Strike | Conjuration | |||
5th | Summon Dragon | concentration | Conjuration | ||
5th | Synaptic Static | Enchantment | |||
5th | Telekinesis | concentration | Transmutation | ||
5th | Telepathic Bond | ritual | Divination | ||
5th | Teleportation Circle | Conjuration | |||
5th | Transmute Rock | Transmutation | |||
5th | Wall of Force | concentration | Evocation | ||
5th | Wall of Light | concentration | Evocation | ||
5th | Wall of Stone | concentration | Evocation | ||
6th | Arcane Gate | concentration | Conjuration | ||
6th | Attendant Item | ritual | Conjuration | ||
6th | Chain Lightning | Evocation | |||
6th | Circle of Death | Necromancy | |||
6th | Contingency | Evocation | |||
6th | Disintegrate | Transmutation | |||
6th | Evil Eye | concentration | Necromancy | ||
6th | Freezing Sphere | Evocation | |||
6th | Globe of Invulnerability | concentration | Abjuration | ||
6th | Guards and Wards | Abjuration | |||
6th | Investiture of Flame | concentration | Transmutation | ||
6th | Investiture of Ice | concentration | Transmutation | ||
6th | Investiture of Stone | concentration | Transmutation | ||
6th | Investiture of Wind | concentration | Transmutation | ||
6th | Irresistible Dance | concentration | Enchantment | ||
6th | Magic Jar | Necromancy | |||
6th | Mass Suggestion | Enchantment | |||
6th | Mental Prison | concentration | Illusion | ||
6th | Otherworldly Guise | concentration | Transmutation | ||
6th | Petrify | concentration | Transmutation | ||
6th | Platinum Shield | concentration | Abjuration | ||
6th | Programmed Illusion | Illusion | |||
6th | Scatter | Conjuration | |||
6th | Soul Cage | Necromancy | |||
6th | Summon Fiend | concentration | Conjuration | ||
6th | Sunbeam | concentration | Evocation | ||
6th | Terraform | concentration | Transmutation | ||
6th | True Seeing | Divination | |||
6th | Wall of Ice | concentration | Evocation | ||
7th | Crown of Stars | Evocation | |||
7th | Delayed Blast Fireball | concentration | Evocation | ||
7th | Draconic Transformation | concentration | Transmutation | ||
7th | Etherealness | Transmutation | |||
7th | Finger of Death | Necromancy | |||
7th | Mirage Arcane | Illusion | |||
7th | Mirror Mansion | Conjuration | |||
7th | Plane Shift | Conjuration | |||
7th | Power Word Pain | Enchantment | |||
7th | Prismatic Spray | Evocation | |||
7th | Project Image | concentration | Illusion | ||
7th | Reverse Gravity | concentration | Transmutation | ||
7th | Sequester | Transmutation | |||
7th | Symbol | Abjuration | |||
7th | Teleport | Conjuration | |||
7th | Whirlwind | concentration | Evocation | ||
8th | Antimagic Field | concentration | Abjuration | ||
8th | Antipathy/Sympathy | Enchantment | |||
8th | Clone | Necromancy | |||
8th | Control Weather | concentration | Transmutation | ||
8th | Demiplane | Conjuration | |||
8th | Desiccation | Necromancy | |||
8th | Dominate Monster | concentration | Enchantment | ||
8th | Feeblemind | Enchantment | |||
8th | Incendiary Cloud | concentration | Conjuration | ||
8th | Maddening Darkness | concentration | Evocation | ||
8th | Mighty Fortress | Conjuration | |||
8th | Mind Blank | Abjuration | |||
8th | Power Word Stun | Enchantment | |||
8th | Sunburst | Evocation | |||
8th | Telepathy | Evocation | |||
9th | Astral Projection | Necromancy | |||
9th | Blade of Disaster | concentration | Conjuration | ||
9th | Foresight | Divination | |||
9th | Gate | concentration | Conjuration | ||
9th | Imprisonment | Abjuration | |||
9th | Invulnerability | concentration | Abjuration | ||
9th | Mass Polymorph | concentration | Transmutation | ||
9th | Meteor Swarm | Evocation | |||
9th | Power Word Kill | Enchantment | |||
9th | Psychic Scream | Enchantment | |||
9th | Shapechange | concentration | Transmutation | ||
9th | Simulacrum | Illusion | |||
9th | Time Stop | Transmutation | |||
9th | True Polymorph | concentration | Transmutation | ||
9th | Weird | concentration | Illusion |
Spellbook
1st-level Wizard feature
At 1st level, you create or acquire a spellbook. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Personal Use. When you inscribe a spell, you are noting its techniques, reagents, incantations, and other details required to cast it. Whether the notes are encrypted is up to you. No matter how you write them, they are personalized for your use; no other creature can prepare or cast a spell from your inscription, and you can't prepare or cast a spell from another creature's inscription.
Transcribing Spells. You can copy a spell from your spellbook into another book. For each level of the spell, the process takes 1 hour and costs 10 gp worth of fine ink. Unless you have the spell prepared, you must refer to your spellbook during the process.
If you lose your spellbook, you can inscribe the spells that you have prepared into a new spellbook as usual. The rest of the spells in your old spellbook are lost. You can recover a lost spell by finding a written copy of it elsewhere, such as on a spell scroll or in another wizard's spellbook, and transcribing it into your own spellbook as normal. Alternatively, you can attempt to transcribe a lost spell from your memory. The attempt takes as much time and fine ink as a typical transcription of the spell's level would, culminating in an Arcana check. The DC equals 20 + the level of the spell. On a success, you inscribe the spell; otherwise, the attempt fails and the materials are wasted.
Optional Rule: Copying New Spells
You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. When you find a wizard spell of 1st level or higher that are of a level you can prepare, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Autorecognition
1st-level Wizard feature
When you see or hear a creature within 60 feet of you casting a spell, if that spell is in your spellbook, you automatically learn which spell it is as if you had used the Recognize Spell reaction and succeeded on the check.
Arcane Recovery
2nd-level Wizard feature
You have learned to regain some of your magical energy by studying your spellbook. When you finish a short rest, you can choose expended spell slots to recover. The sum of the spell slots' levels can't exceed half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Once you use this feature, you can't use it again until you finish a long rest.
Arcane Tradition
2nd-level Wizard feature
Choose an arcane tradition. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Necromancer
Source: 2D
Necromancers study matters of life, death, and undeath. The field is considered taboo in many societies due to the common practice of animating corpses. Though not all necromancers are evil, many wizards practice necromancy for nefarious gains.
Expanded Spell List
2nd-level Necromancer feature
You learn the deadwalk cantrip, and you can cast it once on each of your turns as a free action. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Necromancer Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Deadwalk | Necromancy | |||
Cantrip | Posthumous Punch | Necromancy | |||
1st | Bolster Undead | Necromancy | |||
1st | Cadaverous Puppet | concentration | Necromancy | ||
1st | Extinguish Life | Necromancy | |||
1st | Eyes of the Dead | ritual | Necromancy | ||
2nd | Bloat Burst | Necromancy | |||
2nd | Extract Vitality | Necromancy | |||
3rd | Rigor Mortis | concentration | Necromancy | ||
3rd | Summon Undead | concentration | Necromancy | ||
4th | Clutches of Death | concentration | Necromancy | ||
4th | Rot Ward | Necromancy | |||
4th | Undead Transformation | Necromancy | curse | ||
5th | Necrosis | concentration | Necromancy | ||
6th | Reap | Necromancy | |||
6th | Summon Greater Undead | concentration | Necromancy | ||
7th | Sever the Soul | concentration | Necromancy | ||
8th | Undead Horde | Necromancy | |||
9th | Create Phylactery | Necromancy |
Necromancy Savant
2nd-level Necromancer feature
When you gain this feature, you can add two necromancy spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional necromancy wizard spell to your spellbook.
Undead Minion
2nd-level Necromancer feature
Your experiments with undead have been successful. You add the summon undead spell to your spellbook. It is always prepared and doesn't count against the number of wizard spells you can prepare each day.
You can cast the spell using a spell slot of 1st or 2nd level. When you cast the spell using a 1st-level spell slot, you can only create a zombie, and it lacks its Bite attack. When you cast the spell using a 2nd-level slot, you can only create a zombie lacking Bite or a skeleton lacking Multiattack.
No matter what level you cast the spell at, you ignore its material component, which does not need to be consumed to make the creature's existence permanent. Additionally, you can cause a creature created by the spell to not lose its Companion trait when the spell would become permanent. You can only have one such permanent companion at a time.
Preserve Unlife
6th-level Necromancer feature
When you see an Undead creature other than yourself within 60 feet of you take damage, you can use a reaction to reduce the damage to 1 by rapidly stitching the target's flesh and bones back together. You can't reduce radiant damage in this way.
You can use this feature a number of times equal to your Intelligence score (minimum once), regaining expended uses after finishing a long rest.
Necromantic Conduit
10th-level Necromancer feature
You can channel your powers through the dead. When you cast a necromancy spell that doesn't target yourself, you can cast it from the space of a creature's remains or a willing Undead creature that you can see. You must be on the same plane of existence as the remains or undead.
Commander of the Dead
14th-level Necromancer feature
You add the summon greater undead spell to your spellbook, or a different wizard spell of 6th level or lower if you already have it. It always counts as prepared and doesn't count against the number of wizard spells you can prepare each day. You ignore its material component, which does not need to be consumed to make the creature's existence permanent. Additionally, you can cause a creature created by the spell to not lose its Companion trait when the spell would become permanent.
You can have one permanent companion created by summon greater undead or up to three permanent companions created by summon undead, replacing the single permanent companion of your Undead Minion feature. By taking the Command action as a standard action, you can command any number of your Undead companions.
Illusionist
Source: 2D
Illusionists create and suppress sensory phenomena, especially visual and auditory ones.
Expanded Spell List
2nd-level Illusionist feature
You learn the fleeting mask cantrip. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Illusionist Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Fleeting Mask | Illusion | |||
1st | Distraction | Illusion | |||
1st | Invisible Item | Illusion | |||
2nd | Cacaphony | concentration | Illusion | ||
2nd | Face Swap | Illusion | |||
2nd | False Portal | ritual | concentration | Illusion | |
2nd | Glamour | concentration | Illusion | ||
2nd | Magic Mirrors | ritual | Illusion | ||
2nd | Vile Ventriloquy | Illusion | |||
3rd | Disillusion | concentration | Illusion | ||
3rd | Phantom Warriors | concentration | Illusion | ||
3rd | Vanish | concentration | Illusion | ||
4th | Blind Spot | concentration | Illusion | ||
4th | Dim | concentration | Illusion | ||
5th | Mass Invisibility | concentration | Illusion | ||
6th | Duplicate Self | concentration | Illusion | ||
7th | Illusify | concentration | Illusion | ||
8th | Counterclairvoyance | Illusion | |||
9th | Unreality | concentration | Illusion |
Illusion Savant
2nd-level Illusionist feature
When you gain this feature, you can add two illusion spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional illusion wizard spell to your spellbook.
Subtle Illusions
2nd-level Illusionist feature
When you cast an illusion spell, you don't need to provide verbal or somatic components. You also don't need to provide material components if the material component isn't consumed and has no cost.
Substantiate
6th-level Illusionist feature
When you see a creature make an Investigation check against an illusion spell you cast to determine whether the illusion is real, you can use a reaction to augment the illusion with extra realism. The Investigation check automatically fails, even if it involved physical inspection. You can't use this feature to foil an inspection that takes longer than one turn.
You can use this feature a number of times equal to your Intelligence score, regaining expended uses after finishing a long rest.
Eye for Illusions
6th-level Illusionist feature
Familiar with common giveaways of illusions, you have advantage on Investigation checks made to discern illusions and on saving throws against illusion spells.
Enduring Images
10th-level Illusionist feature
As a standard action, you can cause one illusion spell within 60 feet of you to have a duration of "concentration, until dispelled". You must have been the one to cast the spell.
True Illusions
14th-level Illusionist feature
Your tricks fool even gods. Truesight doesn't work against illusion spells you cast.
Diviner
Source: 2D
While diviners are best known for their fortune-telling abilities, members of the school of divination also specialize in detecting lies, finding missing objects or persons, and recovering lost knowledge.
Expanded Spell List
2nd-level Diviner feature
You learn the prescient strike cantrip. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Diviner Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Prescient Strike | Divination | |||
1st | Arcane Appraisal | ritual | Divination | ||
1st | Dire Future | concentration | Divination | ||
1st | Piercing Gaze | concentration | Divination | ||
1st | Verify | Divination | |||
2nd | Expose Weakness | concentration | Divination | ||
2nd | Eyeworm | concentration | Divination | ||
2nd | Far Sense | Divination | |||
2nd | Library of the Mind | concentration | Divination | ||
2nd | Outwit | Divination | |||
3rd | Blissful Revelations | Divination | |||
3rd | Dreadful Revelations | Divination | |||
3rd | Visions of Odds | Divination | |||
4th | Mass Identify | concentration | Divination | ||
4th | Revealing Light | concentration | Divination | ||
4th | Telepathic Interception | ritual | Divination | ||
5th | Insidious Insight | concentration | Divination | ||
5th | Reminiscent Snare | concentration | Divination | ||
5th | Twist of Fate | Divination | |||
6th | Dream Web | concentration | Divination | ||
7th | Doomsaying | Divination | curse | ||
8th | Archives of Fate | Divination | |||
9th | All-Seeing Eye | concentration | Divination |
Divination Savant
2nd-level Diviner feature
When you gain this feature, you can add two divination spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional divination wizard spell to your spellbook.
Distant Visions
2nd-level Diviner feature
You add the clairvoyance spell to your spellbook. It is always prepared and doesn't count against the number of wizard spells you can prepare each day.
You can cast the spell using a spell slot of 1st or 2nd level. When you cast the spell using a 1st-level spell slot, its range is 10 feet. When you cast the spell using a 2nd-level slot, its range 90 feet.
No matter what level you cast the spell at, you ignore its material component, and its casting time is 1 standard action.
Oracular Awareness
6th-level Diviner feature
You can't be surprised.
Portent
6th-level Diviner feature
Whether by premonatory dreams or veiled omens, the future reveals itself to you. Each time you finish a long rest, roll two d20s. The results are your portent rolls. When you or a creature you can see would roll a d20 as part of an attack roll, saving throw, or ability check, you can substitute that d20 roll with one of your portent rolls. If the roll is made with advantage or disadvantage, you substitute only the first d20.
Each portent roll can be used only once, and you can't use more than one portent roll per turn. Unexpended portent rolls disappear when you finish a long rest.
Heightened Cognition
10th-level Diviner feature
You are accustomed to processing vast quantities of information. You can use this feature to cast any divination spell in your spellbook without expending a spell slot. The spell must be 2nd level or lower, and if the spell requires concentration, you can concentrate on it and any other effect simultaneously.
Once you use this feature, you can't use it again until you finish a short or long rest.
Perfect Clarity
14th-level Diviner feature
Your vision into the future becomes clearer. You can make three portent rolls per long rest instead of two, and you can use a single portent roll to replace both d20s of rolls that are made with advantage or disadvantage.
Academic Expertise
3rd-level Wizard feature
Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. You gain proficiency in the chosen skill, or expertise if you already have proficiency.
Ability Score Improvement
4th-level Wizard 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.
Quick Swap
4th-level Wizard feature
By taking the Study action and succeeding on an Arcana check, you can swap one prepared wizard spell with one unprepared wizard spell in your spellbook. The prepared spell becomes unprepared, and the unprepared spell becomes prepared. The check DC equals 10 + the unprepared spell's level. Alternatively, you can automatically swap spells without making a check over the course of 1 minute.
You can swap spells in this way a number of times equal to your Intelligence score, regaining expended uses on a long rest. (You don't expend a use of this feature if you fail the check.)
Wizard Parry
8th-level Wizard feature
Familiar with the shortcomings of magic and how to exploit them, you have advantage on saving throws against spells that you recognize before they are cast, such as via the Recognize Spell reaction.
Advanced Formulae
18th-level Wizard feature
You can prepare two additional wizard spells when you prepare your spells at the end of a long rest. One of the spells must be of 1st level, and the other spell must be of 1st or 2nd level. When prepared in this way, you can cast those spells at their lowest level without expending a spell slot. You can still expend a spell slot as normal to cast either spell at a higher level.
Greater Ability Score Improvement
19th-level Wizard feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Archwizard
20th-level Wizard feature
With tremendous mental effort, you can bring to mind your full repertoire of wizard spells. As a free action, you can begin concentration to experience the following effects:
- Every wizard spell in your spellbook counts as prepared.
- You can concentrate on up to two other effects. The effects must be wizard spells, and the sum of the levels at which they were cast can't exceed 9. When you are forced to make a saving throw to maintain concentration, make a single saving throw. On a failed save, you lose concentration on this feature and any other effects. On a success, you maintain concentration on all of them.
- You gain a level of exhaustion at the end of every minute.
Once you activate this feature, you can't do so again until you finish a long rest.
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.
Acid Arrow
Acid Arrow
2nd-level evocation
Components
V, S, M (powdered rhubarb leaf and an adder's stomach)
V, S, M (powdered rhubarb leaf and an adder's stomach)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Acid Splash
Acid Splash
Conjuration cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. Each target must make a Dexterity saving throw. A target takes 1d6 acid damage on a failed save, or half as much damage on a successful save.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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.
Alter Self
Alter Self
2nd-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
Self
Self
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as a standard action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swim speed equal to your walk speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use a standard action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
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.
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. |
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
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.
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.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Antimagic Field
Antimagic Field
8th-level abjuration
Components
V, S, M (a pinch of powdered iron or iron filings)
V, S, M (a pinch of powdered iron or iron filings)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the mirror mansion spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Antipathy/Sympathy
Antipathy/Sympathy
8th-level enchantment
Components
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Duration
10 days
10 days
Casting Time
1 hour
1 hour
Range
60 feet
60 feet
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
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.
Arcane Eye
Arcane Eye
4th-level divination
Components
V, S, M (a bit of bat fur)
V, S, M (a bit of bat fur)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create an invisible, magical eye within range that hovers in the air for the duration.
You gain the eye's sense of sight in addition to your own. The eye has darkvision (30 ft.) and can look in every direction.
As a standard action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
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.
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.
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.
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.
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.
Arcane Gate
Arcane Gate
6th-level conjuration
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
100 feet
100 feet
You create linked teleportation portals that remain open for the duration. Choose two points that you can see, one point within 10 feet of you and one point within the spell's range. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering in place in any orientation you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can reorient the rings as a minor action so that the active side faces a different direction.
Arcane Lock
Arcane Lock
2nd-level abjuration
Components
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Astral Projection
Astral Projection
9th-level necromancy
Components
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Duration
Special
Special
Casting Time
1 hour
1 hour
Range
10 feet
10 feet
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use a standard action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
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.
Attendant Item
Attendant Item
6th-level conjuration
Components
V, S, M (a sapphire worth 1,000 gp)
V, S, M (a sapphire worth 1,000 gp)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
Touch
Touch
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use a standard action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Augury
Augury
2nd-level divination
Components
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Self
Self
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
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.
Bestow Curse
Bestow Curse
3rd-level necromancy
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes a standard action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Binding Ice
Binding Ice
2nd-level evocation
Components
S, M (a vial of meltwater)
S, M (a vial of meltwater)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self (30-foot cone)
Self (30-foot cone)
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute (standard action ends). A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Blade of Disaster
Blade of Disaster
9th-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 create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a minor action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.
Blade Ward
Blade Ward
Abjuration cantrip
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
Self
Self
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Blight
Blight
4th-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on Undead or Constructs.
If you target a Plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.
Blindness/Deafness
Blindness/Deafness
2nd-level necromancy
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration (save ends).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
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.
Blur
Blur
2nd-level illusion
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Burning Hands
Burning Hands
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Catapult
Catapult
1st-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Catnap
Catnap
3rd-level enchantment
Components
S, M (a pinch of sand)
S, M (a pinch of sand)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses a standard action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Cause Fear
Cause Fear
1st-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You awaken the sense of mortality in one creature you can see within range. A Construct or an Undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends (save ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Caustic Spray
Caustic Spray
1st-level evocation
Components
V, S, M (a bit of rotten food)
V, S, M (a bit of rotten food)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self (30-foot line)
Self (30-foot line)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration (standard action ends). A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Chain Lightning
Chain Lightning
6th-level evocation
Components
V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Charm Monster
Charm Monster
4th-level enchantment
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
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.
Charm Person
Charm Person
1st-level enchantment
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Chill Touch
Chill Touch
Necromancy cantrip
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an Undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chromatic Orb
Chromatic Orb
1st-level evocation
Components
V, S, M (a diamond worth at least 50 gp)
V, S, M (a diamond worth at least 50 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Circle of Death
Circle of Death
6th-level necromancy
Components
V, S, M (the powder of a crushed black pearl worth at least 500 gp)
V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Clairvoyance
Clairvoyance
3rd-level divination
Components
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
10 minutes
10 minutes
Range
1 mile
1 mile
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, choose sight or hearing. The sensor has that sense, which you use in addition to your own senses. As a standard action, you can switch the sensor's sense between sight and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Clone
Clone
8th-level necromancy
Components
V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
Touch
Touch
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Cloud of Daggers
Cloud of Daggers
2nd-level conjuration
Components
V, S, M (a sliver of glass)
V, S, M (a sliver of glass)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Cloudkill
Cloudkill
5th-level conjuration
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
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Color Spray
Color Spray
1st-level illusion
Components
V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
Self
Self
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Comprehend Languages
Comprehend Languages
1st-level divination
Components
V, S, M (a pinch of soot and salt)
V, S, M (a pinch of soot and salt)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Cone of Cold
Cone of Cold
5th-level evocation
Components
V, S, M (a small crystal or glass cone)
V, S, M (a small crystal or glass cone)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Confusion
Confusion
4th-level enchantment
Components
V, S, M (three nut shells)
V, S, M (three nut shells)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it (save ends).
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take a standard action this turn. |
2-6 | The creature doesn't take actions this turn. |
7-8 | The creature uses a standard action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Contact Other Plane
Contact Other Plane
5th-level divination
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 minute
1 minute
Range
Self
Self
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Wisdom saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Contingency
Contingency
6th-level evocation
Components
V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration
10 days
10 days
Casting Time
10 minutes
10 minutes
Range
Self
Self
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 standard action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Continual Flame
Continual Flame
2nd-level evocation
Components
V, S, M (ruby dust worth 50 gp, which the spell consumes)
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Control Flames
Control Flames
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a standard action.
Control Water
Control Water
4th-level transmutation
Components
V, S, M (a drop of water and a pinch of dust)
V, S, M (a drop of water and a pinch of dust)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a standard action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use a standard action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Control Weather
Control Weather
8th-level transmutation
Components
V, S, M (burning incense and bits of earth and wood mixed in water)
V, S, M (burning incense and bits of earth and wood mixed in water)
Duration
Up to 8 hours
Up to 8 hours
Casting Time
10 minutes
10 minutes
Range
Self
Self
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Temperature
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Wind
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
Control Winds
Control Winds
5th-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
300 feet
300 feet
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use a standard action on a later turn to switch to a different effect. You can also use a standard action to temporarily halt the effect or to restart one you‘ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Counterspell
Counterspell
3rd-level abjuration
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take when you see a creature within range casting a spell
1 reaction, which you take when you see a creature within range casting a spell
Range
60 feet
60 feet
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Create Bonfire
Create Bonfire
Conjuration cantrip
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 create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Creation
Creation
5th-level illusion
Components
V, S, M (a tiny piece of matter of the same type of the item you plan to create)
V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration
Special
Special
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material | Duration |
---|---|
Vegetable matter | 1 day |
Stone or crystal | 12 hours |
Precious metals | 1 hour |
Gems | 10 minutes |
Adamantine or mithral | 1 minute |
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Crown of Madness
Crown of Madness
2nd-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
120 feet
120 feet
One Humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration (save ends). While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use a standard action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use a standard action to maintain control over the target, or the spell ends.
Crown of Stars
Crown of Stars
7th-level evocation
Components
V, S
V, S
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a minor action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed light (30/60 ft.). If you have one to three motes remaining, they shed dim light (30 ft.).
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Dancing Lights
Dancing Lights
Evocation cantrip
Components
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You choose whether each light's position is fixed relative to your location (moving with you) or to the ground. You can also combine the four lights into one glowing, vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light (10 ft.).
You can reconfigure the lights as a repeatable minor action on each of your turns, doing any number of the following for each light:
- Move the light up to 60 feet.
- Switch the light's anchor point from yourself to the ground, or vice versa.
- Dismiss the light.
- Create a new light within range, up to a maximum of four lights.
A light automatically winks out if its distance from you ever exceeds the spell's range. The spell ends if you cast it again or all the lights have gone out.
Danse Macabre
Danse Macabre
5th-level necromancy
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead: either a zombie or a skeleton (your choice).
Each of the creatures created by this spell has the Companion trait. You can command any number of these undead with a single Command action, issuing the same command to all of them.
The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
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×
Zombie
Medium Undead, evil
Armor Class
8 + the spell's level
8 + the spell's level
Speed
Walk 20 ft.
Walk 20 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
—
—
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages it knew in life but can't speak
Understands the languages it knew in life but can't speak
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -2 | +3 | -6 | -2 | -4 |
Traits
Undead Fortitude. If damage would reduce the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of the zombie's next turn. While poisoned in this way, the target has disadvantage on Intelligence saving throws and ability checks.
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + your spellcasting ability score bludgeoning 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.
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.
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.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
○
×
Skeleton
Medium Undead, lawful 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
5 × the spell's level
5 × the spell's level
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages it knew in life but can't speak
Understands the languages it knew in life but can't speak
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | +2 | -2 | -1 | -4 |
Condition Immunities: diseased, exhaustion, poisoned, suffocating
Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Attacks
Shortbow. Ranged weapon attack; ammunition (arrows; 80/320 ft.), two-handed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score piercing damage.
Shortsword. Melee weapon attack; finesse, light. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Special Actions
(2 AP) Multiattack. The skeleton makes two attacks.
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.
Two-Handed
Two-Handed
Two hands are required to make an attack with a two-handed weapon.
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
○
×
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.
Darkness
Darkness
2nd-level evocation
Components
V, M (bat fur and a drop of pitch or piece of coal)
V, M (bat fur and a drop of pitch or piece of coal)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Magical darkness emanates from a point you choose within range to fill a 15-foot-radius sphere for the duration, spreading around cover. The darkness is impenetrable even to darkvision, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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.
Dawn
Dawn
5th-level evocation
Components
V, S, M (a sunburst pendant worth at least 100 gp)
V, S, M (a sunburst pendant worth at least 100 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a minor action on your turn.
Delayed Blast Fireball
Delayed Blast Fireball
7th-level evocation
Components
V, S, M (a tiny ball of bat guano and sulfur)
V, S, M (a tiny ball of bat guano and sulfur)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Demiplane
Demiplane
8th-level conjuration
Components
S
S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Desiccation
Desiccation
8th-level necromancy
Components
V, S, M (a bit of sponge)
V, S, M (a bit of sponge)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and Undead aren't affected, and Plants and water Elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
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 Thoughts
Detect Thoughts
2nd-level divination
Components
V, S, M (a copper piece)
V, S, M (a copper piece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain mindsense (30 ft.) for the duration.
When you cast the spell and as a standard action on each turn until the spell ends, you can focus your mind on a particular creature that you can sense with mindsense to learn its surface thoughts (what is most on its mind at that moment). As a subsequent standard action, you can attempt to probe deeper into that creature's mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use a standard action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Dimension Door
Dimension Door
4th-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
500 feet
500 feet
You teleport to any spot within range, arriving exactly at the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
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.
Disguise Self
Disguise Self
1st-level illusion
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use a standard action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can also use the Study action to inspect you from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers which aspects of your appearance are illusory.
Disintegrate
Disintegrate
6th-level transmutation
Components
V, S, M (a lodestone and a pinch of dust)
V, S, M (a lodestone and a pinch of dust)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or divine intervention.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Dispel Magic
Dispel Magic
3rd-level abjuration
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Distort Magic
Distort Magic
2nd-level illusion
Components
V, S, M (a small square of silk)
V, S, M (a small square of silk)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types or alignments, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Divination
Divination
4th-level divination
Components
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Dominate Monster
Dominate Monster
8th-level enchantment
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You attempt to beguile a creature 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 creature 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 9th-level spell slot, the duration is concentration, up to 8 hours.
Dominate Person
Dominate Person
5th-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 Humanoid 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 target 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 using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Draconic Transformation
Draconic Transformation
7th-level transmutation
Components
V, S, M (a statuette of a dragon, worth at least 500 gp)
V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
- You have the Dragon creature type in addition to your other types.
- You have blindsight (30 ft.).
- When you cast this spell, and as a minor action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
- Incorporeal wings sprout from your back, giving you a fly speed of 60 feet.
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.
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.
Dragon's Breath
Dragon's Breath
2nd-level transmutation
Components
V, S, M (a hot pepper)
V, S, M (a hot pepper)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use a standard action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Dream
Dream
5th-level illusion
Components
V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration
8 hours
8 hours
Casting Time
1 minute
1 minute
Range
Special
Special
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of his or her surroundings, but can't take actions.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Dust Devil
Dust Devil
2nd-level conjuration
Components
V, S, M (a pinch of dust)
V, S, M (a pinch of dust)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a minor action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
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.
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.
Earthbind
Earthbind
2nd-level transmutation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must make a Strength saving throw. On a failed save, each of its fly speed and hover speed (if any) is reduced to 0 feet for the spell's duration, or halved on a success. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Earthen Grasp
Earthen Grasp
2nd-level transmutation
Components
V, S, M (a miniature hand sculpted from clay)
V, S, M (a miniature hand sculpted from clay)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration (Strength check ends).
As a standard action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
As a standard action, you can cause the hand to release a restrained target (if any) and move up to 30 feet and reach for a different creature you can see, subjecting it to the spell's initial effect. The hand can move along any earth or stone surface, even walls and ceilings.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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.
Elemental Bane
Elemental Bane
4th-level transmutation
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
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
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. The creatures must be within 30 feet of each other when you target them.
Enemies Abound
Enemies Abound
3rd-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
120 feet
120 feet
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Enervation
Enervation
5th-level necromancy
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
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use a standard action on each of your turns to automatically deal 4d8 necrotic damage to the target. You can't use this action if the target is outside of the spell's range or has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
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.
Enlarge/Reduce
Enlarge/Reduce
2nd-level transmutation
Components
V, S, M (a pinch of powdered iron)
V, S, M (a pinch of powdered iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. While enlarged in this way, the target gains the following benefits:
- Its reach increases by 5 feet.
- It has advantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. While reduced in this way, the target suffers the following effects:
- Its reach decreases by 5 feet (to a minimum of 5 feet).
- It has disadvantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 less damage. This can't reduce an attack's damage below 1.
Entomb
Entomb
2nd-level transmutation
Components
S
S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose up to three creatures you can see on the ground within range. Each target must make a Strength saving throw as stone slabs burst out of the ground to trap it. A target takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. A target that fails its save becomes trapped in a stone tomb for the duration. An entombed target is restrained and has three-quarters cover from all sources.
Each tomb is an object with AC 15, 20 hit points, and immunity to poison and psychic damage. A tomb fills the target's space and blocks movement. An entombed target can use a standard action to make a Strength check against your spell save DC, breaking the tomb on a success. A tomb also breaks apart when the spell ends.
When a tomb breaks, or when a target succeeds on the initial saving throw, the target's space becomes difficult terrain. Each 5-foot square of difficult terrain takes at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Erupting Earth
Erupting Earth
3rd-level transmutation
Components
V, S, M (a piece of obsidian)
V, S, M (a piece of obsidian)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Etherealness
Etherealness
7th-level transmutation
Components
V, S
V, S
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
Self
Self
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use a standard action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Evil Eye
Evil Eye
6th-level necromancy
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
For the spell's duration, your eyes become an inky void imbued with dread power. If you can see a creature within 30 feet of you and it can see you, you can force it to make a Wisdom saving throw. On a failed save, the target is affected by one of the following effects of your choice for the duration.
The first time a creature would have to make this saving throw, it can use a reaction to avert its eyes and avoid making the saving throw. While its eyes are averted, it can't see you or anything behind you. It can keep its eyes averted indefinitely, but it must immediately make the saving throw if it looks at you later.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses a standard action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks (save ends).
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Expeditious Retreat
Expeditious Retreat
1st-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
Choose a creature you can see within range. The target can take the Dash action as a minor action for the duration of the spell and as a reaction when the spell is cast. If you are the target, you can Dash as part of the same action used to cast the spell instead of using a reaction.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Fabricate
Fabricate
4th-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
10 minutes
10 minutes
Range
120 feet
120 feet
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
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.
Far Step
Far Step
5th-level conjuration
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a minor action to repeat this effect.
Fear
Fear
3rd-level illusion
Components
V, S, M (a white feather or the heart of a hen)
V, S, M (a white feather or the heart of a hen)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Feather Fall
Feather Fall
1st-level transmutation
Components
V, M (a small feather or a piece of down)
V, M (a small feather or a piece of down)
Duration
1 minute
1 minute
Casting Time
1 reaction, which you take when you or a creature within 60 feet of you falls
1 reaction, which you take when you or a creature within 60 feet of you falls
Range
60 feet
60 feet
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Feeblemind
Feeblemind
8th-level enchantment
Components
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become -5. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration or heal.
Feign Death
Feign Death
3rd-level necromancy
Components
V, S, M (a pinch of graveyard dirt)
V, S, M (a pinch of graveyard dirt)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use a standard action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
Fey Mischief
Fey Mischief
2nd-level illusion
Components
S, M (a piece of crust from an apple pie)
S, M (a piece of crust from an apple pie)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You fill a 20-foot cube centered on a point you choose within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
d4 | Effect |
---|---|
1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. |
2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. |
3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated, except it uses the Move action to move in a random direction as far as its movement allows. |
4 | Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn. |
Find Familiar
Find Familiar
1st-level conjuration
Components
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
10 feet
10 feet
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, chameleon, crab, eel, frog, hare, hawk, hedgehog, monkey, newt, octopus, owl, parrot, piranha, rat, raven, snake, tarantula, toad, weasel, or web spider. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast, it has the Companion trait, and it can't attack.
A telepathic link exists between you and your familiar while it is within 100 feet of you, allowing you to communicate with it telepathically. While this telepathy persists, you gain the following additional benefits:
- As a standard action, you can use your familiar's senses of sight and hearing instead of your own until the start of your next turn.
- When you cast a spell with a range of touch, your familiar can use a reaction to deliver the spell as if it had cast the spell. If the spell requires an attack roll, you use your spell attack modifier for the roll.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As a standard action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a standard action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list; your familiar transforms into the chosen creature.
Bat
Bat
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 5 ft., fly 30 ft.
Walk 5 ft., fly 30 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
2
2
Senses
Blindsight 60 ft. (requires hearing)
Blindsight 60 ft. (requires hearing)
Skills
Acrobatics, Perception
Acrobatics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -5 | +1 | -4 |
Traits
Keen Hearing. The bat has advantage on Perception checks that rely on hearing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1 piercing damage.
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 |
Cat
Cat
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 40 ft., climb 30 ft.
Walk 40 ft., climb 30 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
Darkvision 60 ft., supersmell 5 ft.
Darkvision 60 ft., supersmell 5 ft.
Skills
Acrobatics, Perception, Stealth ×2
Acrobatics, Perception, Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -4 | +1 | -2 |
Traits
Safe Landing. Any falling damage the cat takes is reduced by 10.
Pouncer. When the cat takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the cat makes the attack as part of a running jump and hits, the target is grappled and the cat can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. +4 to hit. Hit: 1 slashing damage.
Bite. Melee weapon attack; unarmed. -2 to hit. Hit: 1 piercing damage.
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.
Stealth
Stealth
Ability: Dexterity
Appears in: Hide, unstealthy
Appears in: Hide, unstealthy
Stealth is for sneaking around.
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
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.
Chameleon
Chameleon
Tiny Beast, unaligned
Armor Class
11
11
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Athletics, Perception
Athletics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | 0 | 0 | -6 | +2 | -5 |
Traits
Keen Sight. The chameleon has advantage on Perception checks that rely on sight.
Forest Camouflage. The chameleon has advantage on Stealth checks made to Hide in vegetation, and it only needs to be lightly obscured to do so.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. +2 to hit. Hit: If the target is smaller than the chameleon, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the chameleon's Tongue takes 1 bludgeoning damage.
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.
Crab
Crab
Tiny Beast, unaligned
Armor Class
15
15
Speeds
Walk 10 ft., climb 5 ft., swim 10 ft.
Walk 10 ft., climb 5 ft., swim 10 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +1 | 0 | -9 | 0 | -8 |
Traits
Amphibious. The crab can breathe both air and water.
Attacks
Claw. Melee weapon attack; finesse, unarmed. +3 to hit. Hit: 1 piercing damage, and if the target is the same size or smaller than the crab, it is grappled. The crab has two claws to grapple with.
Eel
Eel
Tiny Beast, unaligned
Armor Class
12
12
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Stealth ×2
Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | 0 | -8 | +1 | -6 |
Traits
Water Breathing. The eel can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1 piercing damage.
Special Actions
(1 AP) Wriggle Away. The eel can make a saving throw to escape a grapple.
Frog
Frog
Minuscule Beast, unaligned
Armor Class
12
12
Speeds
Walk 10 ft., swim 10 ft.
Walk 10 ft., swim 10 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | 0 | -7 | +1 | -6 |
Traits
Amphibious. The frog can breathe air and water.
Standing Leap. The frog doesn't need to take a running start when it jumps.
Dry Skin. The frog's hit point maximum decreases by 1 at the end of each hour it spends outside of water. This reduction lasts until the frog is fully submerged in water.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: If the target is smaller than the frog, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the frog's Tongue takes 1 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.
Hawk
Hawk
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 5 ft., fly 60 ft.
Walk 5 ft., fly 60 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
4
4
Senses
—
—
Skills
Perception ×2
Perception ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | -5 | +3 | -2 |
Traits
Eagle Eyes. The eagle doesn't suffer from passive Perception falloff when it uses its sight.
Keen Sight. The hawk has advantage on Perception checks that rely on sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1d4 + 2 piercing damage, and if the target is Tiny, it is grappled.
Hedgehog
Hedgehog
Tiny Beast, unaligned
Armor Class
14
14
Speeds
Walk 20 ft., burrow 5 ft.
Walk 20 ft., burrow 5 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
Darkvision 30 ft.
Darkvision 30 ft.
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | 0 | 0 | -5 | -1 | -4 |
Traits
Poison Resistance. The hedgehog has advantage on saving throws against poison.
Quills. The hedgehog is covered in quills. A creature that hits it with an unarmed melee attack takes 1 piercing damage from the quills.
Special Actions
(1 AP) Defensive Curl. The hedgehog curls up into a ball. Until it uncurls itself (no action required), its speed is 0, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +2 bonus to AC and Dexterity saving throws.
Monkey
Monkey
Tiny Beast, unaligned
Armor Class
13
13
Speeds
Walk 30 ft., climb 40 ft.
Walk 30 ft., climb 40 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Acrobatics, Athletics, Perception
Acrobatics, Athletics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +3 | 0 | -4 | +1 | -2 |
Attacks
Bite. Melee weapon attack; unarmed. -2 to hit. Hit: 1 piercing damage.
Special Actions
(2 AP) Distract. The monkey uses the Taunt action targeting one creature within 5 feet of one of the monkey's allies. That ally can use a reaction to move without provoking opportunity attacks from the target of the Taunt, regardless of the Taunt's outcome.
(1 AP) Harass. The monkey uses the Help action to aid an ally's attack.
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.
Help
Help
Cost: 2 AP (repeatable)
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Newt
Newt
Minuscule Beast, unaligned
Armor Class
10
10
Speeds
Walk 5 ft., swim 5 ft.
Walk 5 ft., swim 5 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | 0 | +1 | -7 | +1 | -4 |
Traits
Amphibious. The newt can breathe air and water.
Toxic Skin. A creature that touches the newt must succeed on a DC 10 Constitution saving throw or take 1 poison damage. A creature that hits the newt with a Bite attack has disadvantage on this save.
Warning Colors. The newt is brightly colored, signaling its Toxic Skin to other beasts and any creature with an Intelligence score of 0 or higher. The newt also has disadvantage on Stealth checks.
Dry Skin. The newt's hit point maximum decreases by 1 at the end of each hour it spends outside of water. This reduction lasts until the newt is fully submerged in water.
Rapid Regeneration. The newt regains 1 hit point at the end of each of its turns.
Attacks
Bite. Melee weapon attack; unarmed. -5 to hit. Hit: 1 bludgeoning damage.
Octopus
Octopus
Small Beast, unaligned
Armor Class
16
16
Speeds
Walk 5 ft., swim 20 ft.
Walk 5 ft., swim 20 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
4
4
Senses
—
—
Skills
Athletics, Deception, Investigation ×2, Stealth ×2
Athletics, Deception, Investigation ×2, Stealth ×2
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
Dexterity, Intelligence
Dexterity, Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +6 | 0 | -4 | +2 | -6 |
Traits
Amorphous. The octopus can move in a space as narrow as 1 inch without squeezing.
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Stealth checks made to Hide underwater, and it only needs to be lightly obscured to do so.
Water Breathing. The octopus can breathe only underwater.
Attacks
Tentacle. Melee weapon attack; finesse, unarmed. +8 to hit. Hit: The target is grappled. The octopus has 8 tentacles to grapple with. A creature of the same size as the octopus or smaller that is grappled by two or more tentacles is restrained.
Beak. Melee weapon attack; unarmed. -3 to hit. Hit: 1 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The octopus makes three Tentacle attacks.
(2 AP) Multiattack. The octopus makes two Tentacle attacks and a Beak attack.
(1 AP) Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
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.
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.
Owl
Owl
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 5 ft., fly 60 ft.
Walk 5 ft., fly 60 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Perception ×2, Stealth ×2
Perception ×2, Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -5 | +3 | -3 |
Traits
Hit and Run. When the owl makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Keen Hearing and Sight. The owl has advantage on Perception checks that rely on hearing or sight, and it doesn't suffer from passive Perception falloff when it uses its sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1d4 + 2 piercing damage.
Parrot
Parrot
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 5 ft., climb 5 ft., fly 60 ft.
Walk 5 ft., climb 5 ft., fly 60 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Deception, Perception, Performance
Deception, Perception, Performance
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +2 | 0 | -3 | +1 | -3 |
Traits
Bright Colors. The parrot has disadvantage on Stealth checks.
Keen Sight. The parrot has advantage on Perception checks that rely on sight.
Mimicry. The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 11 Insight check.
Attacks
Beak. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1 piercing damage.
Performance
Performance
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Performance is for acting a part or playing a musical instrument.
Piranha
Piranha
Tiny Beast, unaligned
Armor Class
12
12
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
2d4
2d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -8 | +2 | -5 |
Traits
Blood Frenzy. The piranha has advantage on melee attack rolls against bloodied creatures.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Water Breathing. The piranha can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1d4 + 2 piercing damage.
Flanked
Flanked
Effects of This Condition
While flanked, melee attack rolls against you have advantage.
Ending This Condition
Creatures with blindsight or multiple heads are immune to this condition.
Rat
Rat
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 20 ft., climb 20 ft.
Walk 20 ft., climb 20 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
2
2
Senses
—
—
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -4 | -1 | -4 |
Traits
Keen Hearing. The rat has advantage on Perception checks that rely on hearing.
Poor Sight. The rat has disadvantage on Perception checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the rat has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Bite. Melee weapon attack; unarmed. -4 to hit. Hit: 1 piercing damage.
Special Actions
Raven
Raven
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 5 ft., fly 50 ft.
Walk 5 ft., fly 50 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
—
—
Skills
Deception, Perception, Performance
Deception, Perception, Performance
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -3 | +1 | -3 |
Traits
Keen Sight. The raven has advantage on Perception checks that rely on sight.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Insight check.
Attacks
Beak. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1 piercing damage.
Snake
Snake
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Climb 15 ft., crawl 15 ft.
Climb 15 ft., crawl 15 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +2 | 0 | -6 | +1 | -4 |
Traits
Poor Hearing and Sight. The snake has disadvantage on Perception checks that rely on hearing or sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +4 to hit. Hit: 1 piercing damage.
Crawl
Crawl
Natural Movement Modes: Crawling
Other Movement Modes (+1 Cost): Jumping, sneaking
Other Movement Modes (+1 Cost): Jumping, sneaking
When you have a crawl speed, being prone doesn't cause you to have disadvantage on attack rolls or cause creatures within 5 feet of you to have advantage on attack rolls against you.
Tarantula
Tarantula
Tiny Beast, unaligned
Armor Class
14
14
Speeds
Walk 15 ft., climb 15 ft., burrow 5 ft.
Walk 15 ft., climb 15 ft., burrow 5 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
2
2
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +3 | -1 | -9 | 0 | -7 |
Traits
Cling Climb. The tarantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The tarantula ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +5 to hit. Hit: 1 piercing damage plus 1d4 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Special Actions
(1 AP) Bristles. The tarantula sprays barbed bristles in a 5-foot cone. Each creature in the cone must succeed on a DC 13 Dexterity saving throw or take 1 piercing damage and be blinded by the hairs (save ends).
(2 AP) Multiattack. The tarantula makes two Bite attacks.
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.
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.
Toad
Toad
Tiny Beast, unaligned
Armor Class
11
11
Speeds
Walk 15 ft., swim 15 ft.
Walk 15 ft., swim 15 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +1 | +1 | -7 | +1 | -6 |
Traits
Amphibious. The toad can breathe air and water.
Standing Leap. The toad doesn't need to take a running start when it jumps.
Poisonous Skin. A creature that hits the toad with an attack using the creature's mouth, such as a Bite or Tongue attack, must succeed on a DC 11 Constitution saving throw or take 1 poison damage and be poisoned until the end of its next turn.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. +3 to hit. Hit: If the target is smaller than the toad, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the toad's Tongue takes 1 bludgeoning damage.
Weasel
Weasel
Tiny Beast, unaligned
Armor Class
13
13
Speeds
Walk 30 ft., climb 20 ft.
Walk 30 ft., climb 20 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
3
3
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Acrobatics
Acrobatics
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | 0 | -5 | +1 | -2 |
Traits
Evasive Steps. The weasel has advantage on Dexterity ability checks made to resist being restrained or grappled, and its movement doesn't provoke opportunity attacks.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +5 to hit. Hit: 1 piercing damage.
Web Spider
Web Spider
Minuscule Beast, unaligned
Armor Class
13
13
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
1
1
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +3 | -1 | -9 | 0 | -8 |
Traits
Cling Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. +5 to hit. Hit: 1 poison damage. If this damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Special Actions
(3 AP) Web Wrap. The spider wraps an incapacitated creature in the spider's space in silk. The target must be the same size as the spider or smaller. The target is restrained while wrapped. The target or another creature can use a standard action and make a DC 13 Strength check to break the silk and free the target. Any slashing damage dealt to the silk also frees the target (the silk has 10 AC).
The spider can also use this action to construct a web. Making a 5-foot diameter web takes 1 hour, using this action every turn. Noticing the web requires a DC 13 Perception check. A Tiny creature that touches the web must succeed on a DC 13 Strength saving throw or be restrained, as if by the usual use of this action. The web itself is destroyed if it takes any slashing or fire damage (it has 10 AC).
Finger of Death
Finger of Death
7th-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 major action
1 major action
Range
60 feet
60 feet
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a zombie with the Companion trait under your absolute control.
Fire Bolt
Fire Bolt
Evocation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Fire Shield
Fire Shield
4th-level evocation
Components
V, S, M (a bit of phosphorus or a firefly)
V, S, M (a bit of phosphorus or a firefly)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Thin and wispy flames wreathe your body for the duration, shedding light (10/20 ft.). You can end the spell early by using a standard action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
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 Sphere
Flaming Sphere
2nd-level conjuration
Components
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a minor action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds light (20/40 ft.) and ignites flammable objects not being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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.
Floating Disk
Floating Disk
1st-level conjuration
Components
V, S, M (a drop of mercury)
V, S, M (a drop of mercury)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Fly
Fly
3rd-level transmutation
Components
V, S, M (a wing feather from any bird)
V, S, M (a wing feather from any bird)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. The target gains a hover speed of 60 feet for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
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.
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.
Foresight
Foresight
9th-level divination
Components
V, S, M (a hummingbird feather)
V, S, M (a hummingbird feather)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 minute
1 minute
Range
Touch
Touch
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
Freezing Sphere
Freezing Sphere
6th-level evocation
Components
V, S, M (a small crystal sphere)
V, S, M (a small crystal sphere)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use a standard action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Friends
Friends
Enchantment cantrip
Components
S, M (a small amount of makeup applied to the face as this spell is cast)
S, M (a small amount of makeup applied to the face as this spell is cast)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Frostbite
Frostbite
Evocation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effects.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Gaseous Form
Gaseous Form
3rd-level transmutation
Components
V, S, M (a bit of gauze and a wisp of smoke)
V, S, M (a bit of gauze and a wisp of smoke)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only speed is a hover speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Gate
Gate
9th-level conjuration
Components
V, S, M (a diamond worth at least 5,000 gp)
V, S, M (a diamond worth at least 5,000 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Geas
Geas
5th-level enchantment
Components
V
V
Duration
30 days
30 days
Casting Time
1 minute
1 minute
Range
60 feet
60 feet
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Charisma saving throw or become cursed for the duration. While cursed in this way, the target is charmed by you. A creature is unaffected by the spell if it can't understand you or is immune to being charmed.
You can issue any command you choose to the charmed target, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. Otherwise, if the target acts in a manner directly counter to your instructions, it takes 5d10 psychic damage. The target can't take this damage more than once per day.
You can end the spell early as a standard action.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Gentle Repose
Gentle Repose
2nd-level necromancy
Components
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Duration
10 days
10 days
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Globe of Invulnerability
Globe of Invulnerability
6th-level abjuration
Components
V, S, M (a glass or crystal bead that shatters when the spell ends)
V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Glyph of Warding
Glyph of Warding
3rd-level abjuration
Components
V, S, M (incense and powdered diamond worth at least 200 gp, the spell consumes)
V, S, M (incense and powdered diamond worth at least 200 gp, the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 hour
1 hour
Range
Touch
Touch
When you cast this spell, you inscribe a glyph that potentially harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring a successful Investigation check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or goblins), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Grasping Tentacles
Grasping Tentacles
4th-level conjuration
Components
V, S, M (a piece of tentacle from a giant octopus or a giant squid)
V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use a standard action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Grease
Grease
1st-level conjuration
Components
V, S, M (a bit of pork rind or butter)
V, S, M (a bit of pork rind or butter)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Greater Invisibility
Greater Invisibility
4th-level illusion
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Grim Apparitions
Grim Apparitions
3rd-level necromancy
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
You call forth spirits of the dead, which flit around you to a distance of 10 feet for the spell's duration. The spirits are intangible and invulnerable.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature can't regain hit points while in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it loses all of its temporary hit points.
Ground Shift
Ground Shift
2nd-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause the ground to shift beneath your enemies' feet. Up to three 5-foot wide, 1-inch tall square platforms rise from the ground at points you can see within range. Each platform then moves up to 30 feet along a straight line before sinking back into the ground. A platform safely lifts and carries any object or creature supported by the platform when it appeared, unless the target succeeds on a Dexterity saving throw to jump off.
When a platform enters a creature or object's space, the target must make a Dexterity saving throw. On a success, the target can safely jump onto the platform or out of the way (its choice). Otherwise, the target is knocked prone, and if there is space on the platform for it to fit without squeezing, it is carried along with the platform.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional platform for each slot level above 2nd.
Ground Surf
Ground Surf
1st-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You make the ground swell beneath you like a wave, and use it to carry yourself along. You move up to 30 feet in a straight line along the ground, ignoring difficult terrain and without provoking opportunity attacks. Additionally, each time you pass within 5 feet of a creature or object during this movement, the target must make a Strength saving throw against the surging earth around you. A target takes 1d8 bludgeoning damage and is pushed up to 5 feet away on a failed save, or half as much damage and no other effects on a successful one. The same target can't be forced to make this saving throw more than once.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Guards and Wards
Guards and Wards
6th-level abjuration
Components
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration
24 hours
24 hours
Casting Time
10 minutes
10 minutes
Range
Touch
Touch
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
- Place magic mouth in two locations.
- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
- Place a constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Minor Illusion
Minor Illusion
Illusion cantrip
Components
S, M (a bit of fleece)
S, M (a bit of fleece)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as a standard action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
A creature can use the Study action to inspect the sound or image, making an Investigation check against your spell save DC. On a success, the creature discovers that the sound or image is illusory. If a creature discerns the illusion for what it is, the illusion becomes translucent (if visible) or faint (if auditory) to that creature.
Web
Web
2nd-level conjuration
Components
V, S, M (a bit of spiderweb)
V, S, M (a bit of spiderweb)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and cause the area to be lightly obscured.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use a standard action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Magic Mouth
Magic Mouth
2nd-level illusion
Components
V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Stinking Cloud
Stinking Cloud
3rd-level conjuration
Components
V, S, M (a rotten egg or several skunk cabbage leaves)
V, S, M (a rotten egg or several skunk cabbage leaves)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends a standard action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
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.
Suggestion
Suggestion
2nd-level enchantment
Components
V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration
Up to 8 hours
Up to 8 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
Gust
Gust
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Hallucinatory Terrain
Hallucinatory Terrain
4th-level illusion
Components
V, S, M (a stone, a twig, and a bit of green plant)
V, S, M (a stone, a twig, and a bit of green plant)
Duration
24 hours
24 hours
Casting Time
10 minutes
10 minutes
Range
300 feet
300 feet
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature can use the Study action to inspect the terrain, making an Investigation check against your spell save DC. On a success, the creature discovers that the terrain is illusory. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain.
Hand of Force
Hand of Force
5th-level evocation
Components
V, S, M (an eggshell and a snakeskin glove)
V, S, M (an eggshell and a snakeskin glove)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength score of 8 and a Dexterity score of 0. The hand doesn't occupy its space.
When you cast the spell and as a minor action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a melee spell attack. If the target is Medium or smaller, you have advantage on the attack. On a hit, the target must make a Strength saving throw against a DC equal to 10 + the hand's Strength score + your proficiency bonus. On a failed save, the hand pushes the target in a straight line up to 30 feet, moving with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. Make a melee spell attack. If the target is Medium or smaller, you have advantage on the attack. On a hit, the target is grappled by the hand, with an escape DC of 10 + the hand's Strength score + your proficiency bonus. While the hand is grappling the target, you can use a minor action to have the hand crush it, dealing bludgeoning damage equal to 2d6 + your spellcasting ability score.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
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.
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.
Hold Person
Hold Person
2nd-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
60 feet
60 feet
Choose a Humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration (save ends).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional Humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Hypnotic Pattern
Hypnotic Pattern
3rd-level illusion
Components
S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration (save ends). While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends early for an affected creature if it takes any damage or if someone else uses a standard action to shake the creature out of its stupor.
Ice Knife
Ice Knife
1st-level conjuration
Components
S, M (a drop of water or a piece of ice)
S, M (a drop of water or a piece of ice)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Ice Storm
Ice Storm
4th-level evocation
Components
V, S, M (a pinch of dust and a few drops of water)
V, S, M (a pinch of dust and a few drops of water)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Identify
Identify
1st-level divination
Components
V, S, M (a pearl worth at least 100 gp and an owl feather)
V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Touch
Touch
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusory Script
Illusory Script
1st-level illusion
Components
S, M (a lead-based ink worth at least 10 gp, which this spell consumes)
S, M (a lead-based ink worth at least 10 gp, which this spell consumes)
Duration
10 days
10 days
Casting Time
1 minute
1 minute
Range
Touch
Touch
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Immolation
Immolation
5th-level evocation
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also ignited (5d6; save ends). These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target an additional creature for each slot level above 5th.
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.
Imprisonment
Imprisonment
9th-level abjuration
Components
V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Charisma saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Incendiary Cloud
Incendiary Cloud
8th-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
150 feet
150 feet
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and 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.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Indestructible Sphere
Indestructible Sphere
4th-level evocation
Components
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use a standard action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Infestation
Infestation
Conjuration cantrip
Components
V, S, M (a living flea)
V, S, M (a living flea)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage and, if its speed is at least 5 feet, it moves 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. On a successful save, it takes half as much damage and doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Intellect Fortress
Intellect Fortress
3rd-level abjuration
Components
V
V
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Investiture of Flame
Investiture of Flame
6th-level transmutation
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
Flames race across your body, shedding light (30/60 ft.) for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use a standard action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saying throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Investiture of Ice
Investiture of Ice
6th-level transmutation
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
Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- You can use a standard action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Investiture of Stone
Investiture of Stone
6th-level transmutation
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
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use a standard action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or take 2d12 bludgeoning damage and be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space and take 1d10 force damage for every 5 feet you travel.
Investiture of Wind
Investiture of Wind
6th-level transmutation
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
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a hover speed of 60 feet.
- You can use a standard action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Invisibility
Invisibility
2nd-level illusion
Components
V, S, M (an eyelash encased in gum arabic)
V, S, M (an eyelash encased in gum arabic)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
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.
Invulnerability
Invulnerability
9th-level abjuration
Components
V, S, M (a piece of adamantine armor worth at least 5,000 gp, which you must wear for the duration of the spell)
V, S, M (a piece of adamantine armor worth at least 5,000 gp, which you must wear for the duration of the spell)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You are immune to all damage until the spell ends.
Irresistible Dance
Irresistible Dance
6th-level enchantment
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration (Charisma check ends). Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it.
Jump
Knock
Knock
2nd-level transmutation
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Legend Lore
Legend Lore
5th-level divination
Components
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration
Instantaneous
Instantaneous
Casting Time
10 minutes
10 minutes
Range
Self
Self
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Levitate
Levitate
2nd-level transmutation
Components
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use a standard action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Life Transference
Life Transference
3rd-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Light
Light
Evocation cantrip
Components
V, M (a firefly or phosphorescent moss)
V, M (a firefly or phosphorescent moss)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds light (20/40 ft.) in a color of your choice. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a standard action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Lightning Bolt
Lightning Bolt
3rd-level evocation
Components
V, S, M (a bit of fur and a rod of amber, crystal, or glass)
V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Lightning Lure
Lightning Lure
Evocation cantrip
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
15 feet
15 feet
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d10 lightning damage and be pulled up to 10 feet in a straight line toward you. On a successful save, the target takes half as much damage and isn't pulled. If you pull the target to a space within 5 feet of you, its speed is reduced by 10 feet until the end of your next turn.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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.
Maddening Darkness
Maddening Darkness
8th-level evocation
Components
V, M (a drop of pitch mixed with a drop of mercury)
V, M (a drop of pitch mixed with a drop of mercury)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
Magical darkness emanates from a point you choose within range to fill a 15-foot-radius sphere for the duration, spreading around cover. The darkness is impenetrable even to darkvision, and only light created by a 9th-level spell can illuminate it.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Mage Armor
Mage Armor
1st-level abjuration
Components
V, S, M (a piece of cured leather)
V, S, M (a piece of cured leather)
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, and a protective magical force surrounds it. Until the spell ends, the target can calculate its base AC as 13 + its Dexterity modifier. You can dismiss the spell as a free action.
Mage Hand
Mage Hand
Conjuration cantrip
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a standard action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a standard action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic 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.
Magic Jar
Magic Jar
6th-level necromancy
Components
V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
Self
Self
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't use reactions. The only action you can take is to project your soul up to 100 feet out of the container as a standard action, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't take actions or reactions at all.
While possessing a body, you can use a standard action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
Magic Missile
Magic Missile
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Magic 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.
Major Image
Major Image
3rd-level illusion
Components
V, S, M (a bit of fleece)
V, S, M (a bit of fleece)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use a standard action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the image from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory. If a creature discerns the illusion for what it is, the illusion becomes translucent and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Mantle of Meteors
Mantle of Meteors
3rd-level transmutation
Components
V, S, M (niter, sulfur, and pine tar formed into a bead)
V, S, M (niter, sulfur, and pine tar formed into a bead)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a minor action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Mass Polymorph
Mass Polymorph
9th-level transmutation
Components
V, S, M (a caterpillar cocoon)
V, S, M (a caterpillar cocoon)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Charisma saving throw to resist the transformation. The spell has no effect on an unwilling shapechanger or a creature with 0 hit points.
Each target is transformed for the duration. You can choose the same form or different ones for each target. Each new form can be any Beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The spell ends on a target if it drops to 0 hit points or dies.
Transformed
Transformed
While transformed into a creature, you experience the following effects:
- Your game statistics are replaced by the statistics of the creature, including hit points, hit dice, and mental ability scores. You retain your alignment and personality. If the creature has any legendary or lair actions, you can't use them.
- You are limited in the actions you can perform by the nature of your new form. You can't speak, cast spells, or take any other action that requires hands or speech, unless your new form is capable of such actions. Transforming doesn't break your concentration on a spell you've already cast, however, nor prevent you from taking actions that are part of a spell that you've already cast.
- Your equipment melds into your new form and has no effect.
While transformed into an object, you experience the following effects:
- Your game statistics are replaced by the statistics of the object.
- Your equipment melds into your new form and has no effect.
- You are incapacitated and are unaware of your surroundings.
- You have no memory of time spent in this form.
When you revert to your normal form, you return to the number of hit points you had before you transformed, assuming you didn't die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Mass Suggestion
Mass Suggestion
6th-level enchantment
Components
V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Mending
Mending
Transmutation cantrip
Components
V, S, M (two lodestones)
V, S, M (two lodestones)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Touch
Touch
This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or destroyed Construct, but the spell can't restore magic to such an object.
Mental Prison
Mental Prison
6th-level illusion
Components
S
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 bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Message
Message
Transmutation cantrip
Components
V, S, M (a short piece of copper wire)
V, S, M (a short piece of copper wire)
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Meteor Swarm
Meteor Swarm
9th-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
1 mile
1 mile
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Mighty Fortress
Mighty Fortress
8th-level conjuration
Components
V, S (a diamond worth at least 500 gp, which the spell consumes)
V, S (a diamond worth at least 500 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
1 mile
1 mile
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Unseen Servant
Unseen Servant
1st-level conjuration
Components
V, S, M (a piece of string and a bit of wood)
V, S, M (a piece of string and a bit of wood)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a minor action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wind. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Mind Blank
Mind Blank
8th-level abjuration
Components
V, S
V, S
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
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts (including mindsense), divination spells, and the charmed condition. The spell even foils divine intervention or effects of similar power used to affect the target's mind or to gain information about the target.
Mind Sliver
Mind Sliver
Enchantment cantrip
Components
V
V
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage and subtracts 1d4 from the next saving throw it makes before the end of your next turn. On a successful save, it takes half as much damage and suffers no other effect.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Spike
Mind Spike
2nd-level divination
Components
S
S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You reach into the mind of one creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
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.
Mind Whip
Mind Whip
2nd-level enchantment
Components
V
V
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and is dazed until the end of its next turn. On a successful save, the target takes half as much damage and isn't dazed.
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. The creatures must be within 30 feet of each other when you target them.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Mirage Arcane
Mirage Arcane
7th-level illusion
Components
V, S
V, S
Duration
10 days
10 days
Casting Time
10 minutes
10 minutes
Range
Sight
Sight
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Mirror Image
Mirror Image
2nd-level illusion
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use a standard Magic action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d12. If all three of your duplicates remain and you roll a 4 or higher, the attack instead targets one of your duplicates. You must roll a 5 or higher if two duplicates remain, or 7 or higher if one remains.
A duplicate's AC equals 10 + your Dexterity score. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it can effectively see with a sense other than sight (such as blindsight), or if it can perceive illusions as false (such as with truesight).
Mirror Mansion
Mirror Mansion
7th-level conjuration
Components
V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration
24 hours
24 hours
Casting Time
1 minute
1 minute
Range
300 feet
300 feet
You open a portal in range that lasts for the duration. The entrance is 5 feet wide and 10 feet tall, but otherwise its appearance is up to you. You and any creature you designate when you cast the spell can pass through the portal as long as it remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is an extradimensional dwelling suited to your needs. When you cast the spell, you determine the interior atmosphere and layout. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The dwelling can have the following contents:
- Sufficient food to serve a nine course banquet for up to 100 people.
- A staff of up to 100 translucent servants. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the space but can't leave it.
- Any furnishings and other objects you like.
Anything created by this spell dissipates into smoke if removed from the space. When the entrance portal disappears, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
If you cast this spell while a portal still remains from a previous casting of yours, you create another portal to the existing mansion, adjusting the floor plan minimally to accomodate the new entrance. As long as at least one entrance remains, creatures can stay in the space.
At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the portal you create lasts until dispelled.
Mislead
Mislead
5th-level illusion
Components
S
S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use a standard action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
The illusion has the same senses of sight and hearing as you do, including any special senses. You can use its senses of sight and hearing instead of your own, and can swap back and forth as a minor action.
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.
Modify Memory
Modify Memory
5th-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
30 feet
30 feet
You attempt to reshape another creature's memories. One creature that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the target is cursed when the spell ends, causing the modified memories to take hold. Removing this curse restores the creature's original memories.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Mold Earth
Mold Earth
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Negative Energy Flood
Negative Energy Flood
5th-level necromancy
Components
V, M (a broken bone and a square of black silk)
V, M (a broken bone and a square of black silk)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You send ribbons of negative energy at one creature you can see within range. Unless the target is Undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.
If you target an Undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
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.
Noxious Fumes
Noxious Fumes
1st-level conjuration
Components
V, S, M (a skunk's scent gland)
V, S, M (a skunk's scent gland)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self (30-foot cone)
Self (30-foot cone)
You eject a terrible scent into the air that clings to creatures it touches. Each creature in a 30-foot cone must succeed on a Constitution saving throw or take 1d6 poison damage and be poisoned until the end of its next turn. A creature with supersmell makes its saving throw with disadvantage.
Additionally, each creature in the 30-foot line centered within the cone must succeed on a Dexterity saving throw or be covered in a reeking fluid for the duration (standard action ends). While covered in this fluid, the target and each creature within 5 feet of it must make a saving throw against the above poison effect at the end of the each of the reeking target's turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage inflicted by the initial cone increases by 1d6 for each slot level above 1st.
Otherworldly Guise
Otherworldly Guise
6th-level transmutation
Components
V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a fly speed of 40 feet.
- You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability score, instead of Strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Passwall
Passwall
5th-level transmutation
Components
V, S, M (a pinch of sesame seeds)
V, S, M (a pinch of sesame seeds)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Petrify
Petrify
6th-level transmutation
Components
V, S, M (a pinch of lime, water, and earth)
V, S, M (a pinch of lime, water, and earth)
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 turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target an additional creature for each slot level above 6th.
Petrified
Petrified
Effects of This Condition
- You are transformed into a solid inanimate substance (usually stone). Your game statistics are the same as your original form.
- Your weight increases by a factor of ten, and you cease aging.
- Attack rolls against you have advantage.
- You automatically fail Strength and Dexterity saving throws.
- You have resistance to all damage.
- You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
Phantasmal Force
Phantasmal Force
2nd-level illusion
Components
V, S, M (a bit of fleece)
V, S, M (a bit of fleece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on Constructs or Undead.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use the Study action to inspect the phantasm, making an Investigation check against your spell save DC. On a success, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Phantasmal Killer
Phantasmal Killer
4th-level illusion
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 tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened and takes ongoing 4d10 psychic damage for the duration (save ends).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
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.
Phantom Steed
Phantom Steed
3rd-level illusion
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use a standard action to dismiss it or if the steed takes any damage.
Horse
Horse
Large Beast, unaligned
Armor Class
11
11
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
14
14
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
2d10
2d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -5 | 0 | -3 |
Attacks
Bite. Melee weapon attack; unarmed. +4 to hit. Hit: 1 piercing damage.
Hooves. Melee weapon attack; unarmed. +4 to hit. Hit: 1d1 + 2 bludgeoning damage.
Special Actions
(1 AP) Sprint. The horse moves up to half its speed.
Planar Binding
Planar Binding
5th-level abjuration
Components
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration
24 hours
24 hours
Casting Time
1 hour
1 hour
Range
60 feet
60 feet
With this spell, you attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Plane Shift
Plane Shift
7th-level conjuration
Components
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Platinum Shield
Platinum Shield
6th-level abjuration
Components
V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light (5 ft.), and the creature protected by the field gains the following benefits:
- The creature has half cover.
- The creature has resistance to acid, cold, fire, lightning, and poison damage.
- If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a minor action on subsequent turns, you can move the field to another creature within 60 feet of the field.
Poison Spray
Poison Spray
Conjuration cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage, or half as much damage on a successful one.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Polymorph
Polymorph
4th-level transmutation
Components
V, S, M (a caterpillar cocoon)
V, S, M (a caterpillar cocoon)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You transform a creature that you can see within range. An unwilling target must succeed on a Charisma saving throw to resist the transformation. The spell has no effect on an unwilling shapechanger or a creature with 0 hit points.
The target is transformed for the duration. The new form can be any Beast you have seen whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The spell ends if the target drops to 0 hit points or dies.
Power Word Kill
Power Word Kill
9th-level enchantment
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Power Word Pain
Power Word Pain
7th-level enchantment
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain (save ends). Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
Power Word Stun
Power Word Stun
8th-level enchantment
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned (Constitution save ends). Otherwise, the spell has no effect.
Stunned
Stunned
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Prestidigitation
Prestidigitation
Transmutation cantrip
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Prismatic Spray
Prismatic Spray
7th-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Charisma saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Programmed Illusion
Programmed Illusion
6th-level illusion
Components
V, S, M (a bit of fleece and jade dust worth at least 25 gp)
V, S, M (a bit of fleece and jade dust worth at least 25 gp)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the image from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Project Image
Project Image
7th-level illusion
Components
V, S, M (a small replica of you made from materials worth at least 5 gp)
V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration
Up to 24 hours
Up to 24 hours
Casting Time
1 standard action
1 standard action
Range
500 miles
500 miles
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use a standard action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
The illusion has the same senses of sight and hearing as you do, including any special senses. You can use its senses of sight and hearing instead of your own, and can swap back and forth as a minor action.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the image from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
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 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.
Psychic Lance
Psychic Lance
4th-level enchantment
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Psychic Scream
Psychic Scream
9th-level enchantment
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of -6 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 16d6 psychic damage and is stunned until the end of its next turn. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
Pyrotechnics
Pyrotechnics
2nd-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Quicksand
Quicksand
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You turn the ground within 10 feet of a point you can see within range into treacherous quicksand. The area becomes difficult terrain, requiring 4 feet of movement spent for every 1 foot traveled.
A creature that ends its turn on the sand must make a Dexterity saving throw. On a failed save, the target sinks halfway into the ground. A half-sunken target is hindered, has half cover from all sources, can't fly, and is immune to forced movement.
At the end of a half-sunken creature's turn, it must succeed on a Strength saving throw or sink further down, becoming mostly-sunken. In addition to the above effects, a mostly-sunken target is restrained and has three-quarters cover from all sources.
At the end of a mostly-sunken creature's turn, it must succeed on a Strength saving throw or become fully-sunken. In addition to the above effects, a fully-sunken target is suffocating and has total cover from all sources.
A sunken target immediately stops sinking if it leaves the area, and any time it succeeds on a Strength saving throw against the spell, its sunkenness decreases by one stage, potentially freeing itself. Additionally, a sunken target or nearby creature can use a standard action to make a Strength check against your spell save DC to attempt to pull the target out. On a success, the target's sunkenness decreases by one stage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 5 feet in radius for each slot level above 3rd.
Hindered
Hindered
Effects of This Condition
- Each foot you travel costs 1 additional foot of movement.
- Attack rolls against you have advantage.
- Your attack rolls and Dexterity saving throws have disadvantage.
Suffocating
Suffocating
While you are suffocating, keep track of how many rounds go by. For a number of rounds equal to your Constitution score (minimum of 1 round), nothing happens. At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
You can hold your breath for a number of minutes equal to 1 + your Constitution score (minimum of 30 seconds). After that, you start suffocating.
Dying
Dying
While you are dying, make a DC 10 Constitution saving throw—called a death saving throw—at the start of each of your turns. Keep track of your successes and failures. You automatically suffer 1 failure each time you take damage while dying, or 2 failures if the damage was from a critical hit. If you reach 3 failures, you die. If you reach 3 successes, you stop dying. If you stop dying for any reason, stop tracking your successes and failures; the counts don't carry over to the next time you are dying.
On a roll of 20 or higher on a death saving throw, you regain 1 hit point.
Ending This Condition
The condition ends if you regain hit points. This condition can also be ended without healing you, such as via the Heal action.
Causes of This Condition
If you aren't already dying, you start dying when you are reduced to 0 hit points (you also fall unconscious) and there is at least 1 point of excess damage.
Ray of Enfeeblement
Ray of Enfeeblement
2nd-level necromancy
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
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target is weakened for the duration (save ends).
Weakened
Weakened
Effects of This Condition
- You have disadvantage on Strength attack rolls, ability checks, and saving throws.
- Your weapon attacks deal half damage.
Ray of Frost
Ray of Frost
Evocation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Sickness
Ray of Sickness
1st-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Remove Curse
Remove Curse
3rd-level abjuration
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Reverse Gravity
Reverse Gravity
7th-level transmutation
Components
V, S, M (a lodestone and iron filings)
V, S, M (a lodestone and iron filings)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
100 feet
100 feet
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Sanctum
Sanctum
4th-level abjuration
Components
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration
24 hours
24 hours
Casting Time
10 minutes
10 minutes
Range
120 feet
120 feet
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use a standard action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Sand Blast
Sand Blast
1st-level conjuration
Components
S, M (a pouch of sand)
S, M (a pouch of sand)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You conjure a blast of coarse sand in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. A target takes 2d4 slashing damage on a failed save, or half as much on a successful one. A target that fails its save is also blinded by the sand in its eyes (minor action ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Scatter
Scatter
6th-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Charisma saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Scorching Blast
Scorching Blast
2nd-level evocation
Components
V, S, M (a red dragon's scale)
V, S, M (a red dragon's scale)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the damage increases by 1d8 for each slot level above 2nd.
Scorching Ray
Scorching Ray
2nd-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Scrying
Scrying
5th-level divination
Components
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
10 minutes
10 minutes
Range
Self
Self
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Secret Chest
Secret Chest
4th-level conjuration
Components
V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from special materials worth at least 500 gp, and a Tiny replica made from the same materials worth at least 50 gp)
V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from special materials worth at least 500 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You send a chest, and all its contents, to a pocket dimension. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains in the pocket dimension, you can use a standard action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the pocket dimension by using a standard action and touching both the chest and the replica.
The spell ends after 60 days, if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as a standard action. If the spell ends and the larger chest is in the pocket dimension, it is lost.
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.
Seeming
Seeming
5th-level illusion
Components
V, S
V, S
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use a standard action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can also use the Study action to inspect a target from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers which aspects of the target's appearance are illusory.
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.
Sequester
Sequester
7th-level transmutation
Components
V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Shape Water
Shape Water
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Shapechange
Shapechange
9th-level transmutation
Components
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You are transformed into different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a Construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
When you transform in this way, you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You use the new form's senses instead of your own. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use a standard action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Shatter
Shatter
2nd-level evocation
Components
V, S, M (a chip of mica)
V, S, M (a chip of mica)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Shield
Shield
1st-level abjuration
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range
Self
Self
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a bonus to your AC equal to your spellcasting ability score, including against the triggering attack, and you take no damage from magic missile.
Shocking Grasp
Shocking Grasp
Evocation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sickening Radiance
Sickening Radiance
4th-level evocation
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
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Exhaustion
Exhaustion
This condition is cumulative. Each time you receive it, you gain a specified number of levels of exhaustion. You die if your exhaustion level reaches or exceeds 10.
Effects of This Condition
- When you make an attack roll, ability check, or saving throw, you subtract your exhaustion level from the d20 roll.
- Subtract your exhaustion level from the spell save DC of any spell you cast.
Ending This Condition
You can reduce your exhaustion by resting.
Causes of This Condition
A common source of exhaustion is dropping to 0 hit points.
Silent Image
Silent Image
1st-level illusion
Components
V, S, M (a bit of fleece)
V, S, M (a bit of fleece)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use a standard action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the image from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory. If a creature discerns the illusion for what it is, the creature can see through the image.
Simulacrum
Simulacrum
9th-level illusion
Components
V, S, M (wood, stone, snow, or other material in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
V, S, M (wood, stone, snow, or other material in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration
Until dispelled
Until dispelled
Casting Time
12 hours
12 hours
Range
Touch
Touch
You shape an illusory duplicate of one Beast or Humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from the material components of the spell, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a Construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Skywrite
Skywrite
2nd-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
Sight
Sight
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Sleep
Sleep
1st-level enchantment
Components
V, S, M (a pinch of fine sand, rose petals, or a cricket)
V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses a standard action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Sleet Storm
Sleet Storm
3rd-level conjuration
Components
V, S, M (a pinch of dust and a few drops of water)
V, S, M (a pinch of dust and a few drops of water)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Slow
Slow
3rd-level transmutation
Components
V, S, M (a drop of molasses)
V, S, M (a drop of molasses)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Charisma saving throw or be affected by this spell for the duration (save ends).
An affected target is dazed, slowed, and attacks against it have advantage. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If an affected creature attempts to cast a spell with a casting time of an action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must repeat the Magic action on that turn to complete the spell. If it can't, the spell is wasted.
Slowed
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Snow Flurry
Snow Flurry
2nd-level evocation
Components
V, S, M (a piece of ice or a small white rock chip)
V, S, M (a piece of ice or a small white rock chip)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Soul Cage
Soul Cage
6th-level necromancy
Components
V, S, M (a tiny silver cage worth 100 gp)
V, S, M (a tiny silver cage worth 100 gp)
Duration
8 hours
8 hours
Casting Time
1 reaction, which you take when a Humanoid you can see within 60 feet of you dies
1 reaction, which you take when a Humanoid you can see within 60 feet of you dies
Range
60 feet
60 feet
This spell snatches the soul of a Humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.
Steal Life. You can use a minor action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a minor action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use a standard action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you maintain concentration, up to 10 minutes. You can see and hear as if you were in the sensor's space in addition to your own space.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Speak with Dead
Speak with Dead
3rd-level necromancy
Components
V, S, M (burning incense)
V, S, M (burning incense)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Spider Climb
Spider Climb
2nd-level transmutation
Components
V, S, M (a drop of bitumen and a spider)
V, S, M (a drop of bitumen and a spider)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climb speed equal to its walk speed.
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.
Stone Pillar
Stone Pillar
1st-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause a solid pillar to rapidly extrude from an earth or stone surface that you can see within range. The pillar is a cylinder with a diameter of 5 feet and a length of up to 30 feet. The surface must be large enough in area to contain the diameter of the cylinder.
Each target in the path of the pillar must succeed on a Dexterity saving throw or be pushed along with the pillar and any other targets in the way. A creature can willingly fail this save. Due to the speed of the pillar's growth, you can cause each target that failed its save to be pushed up to 10 feet beyond where the pillar stops.
The pillar's growth is stopped by an immovable obstacle or a Huge or larger target. The blocking obstacle and each target pushed by the pillar takes 1d8 bludgeoning damage, or 2d8 bludgeoning damage if the original surface was difficult terrain. Whether or not it reached its full length, the pillar retracts immediately after its growth stops.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional pillar within range for each slot level above 1st.
Stone Shape
Stone Shape
4th-level transmutation
Components
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Stone Slam
Stone Slam
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a slab of earth or stone to slam into a creature you can see within range. The creature must succeed on a Strength saving throw or take 1d4 bludgeoning damage and be pushed up to 5 feet in a direction you choose, or 1d6 bludgeoning damage if the target was in difficult terrain made of earth or stone.
This spell's damage increases by one die when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6), and 17th level (4d4 or 4d6).
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.
Storm Sphere
Storm Sphere
4th-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
150 feet
150 feet
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends, you can use a minor action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Summon Aberration
Summon Aberration
4th-level conjuration
Components
V, S, M (halves of two different Humanoid brains, preserved with special fluids worth at least 400 gp)
V, S, M (halves of two different Humanoid brains, preserved with special fluids worth at least 400 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 an aberration of your choice: a floating eye, elder mind, or quiet lurker. 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.
When you cast this spell, you can incorporate the spell's material component into the creature's body, consuming them. If you do so and concentrate on the spell for the full duration, the aberration 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.
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Floating Eye
Medium Aberration, lawful evil
Armor Class
10 + the spell's level
10 + the spell's level
Speed
Hover 30 ft.
Hover 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 120 ft.
Darkvision 120 ft.
Skills
Perception ×2
Perception ×2
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Deep Speech
Deep Speech
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +1 | +1 | +2 | -2 | +1 |
Damage Resistances: psychic
Traits
Mad Ravings. A creature that ends its turn within 5 feet of the floating eye and that can hear it must make on a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d6 psychic damage and uses a reaction (if available) to move half its speed in a random direction.
Attacks
Eye Ray. Ranged spell attack; range 150. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score damage. Roll on the table below to determine the damage type and an additional effect.
d4 | Damage Type | Additional Effect |
---|---|---|
1 | Force | The target must succeed on a Strength saving throw against your spell save DC or be telekinetically moved up to 15 feet in any direction and restrained there until the start of the eye's next turn. |
2 | Necrotic | The target must succeed on a Constitution saving throw against your spell save DC or take an additional 2d8 necrotic damage. |
3 | Radiant | The target must succeed on a Dexterity saving throw against your spell save DC or be blinded until the start of the floating eye's next turn. |
4 | Psychic | The target must succeed on an Intelligence saving throw against your spell save DC or be charmed by the floating eye until the start of the floating eye's next turn. |
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Elder Mind
Medium Aberration, lawful 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
5 × the spell's level
5 × the spell's level
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Arcana, Insight, Persuasion, Deception
Arcana, Insight, Persuasion, Deception
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Deep Speech, telepathy 60
Deep Speech, telepathy 60
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | 0 | +3 | +1 | +2 |
Damage Resistances: psychic
Attacks
Tentacle. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score bludgeoning damage.
Special Actions
(3 AP) Mind Blast. The elder mind releases a psychic blast. Each creature in a 15-foot cone must make an Intelligence saving throw. On a failed save, a target takes 3d6 psychic damage, or half as much on a success. A target that fails the save by 5 or more is also dazed until the end of the elder mind's next turn.
Arcana
Arcana
Ability: Intelligence
Appears in: Study, Recognize Spell
Appears in: Study, Recognize Spell
Arcana is for knowledge of, and reasoning about, magic.
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) |
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.
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
Persuasion
Persuasion
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Persuasion is for inspiring others and converting them to your point of view.
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Quiet Lurker
Medium Aberration, evil
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 30 ft., swim 30 ft., climb 30 ft.
Walk 30 ft., swim 30 ft., climb 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
Blindsight 60 ft.
Blindsight 60 ft.
Skills
Athletics, Stealth
Athletics, Stealth
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
Wisdom
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +3 | 0 | +2 | +2 | +1 |
Damage Resistances: psychic
Traits
Amphibious. The lurker can breathe air and water.
Sightless. The lurker has no sense of sight.
Attacks
Tentacle. Melee weapon attack; reach (10 ft.), finesse, unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score bludgeoning damage, and the target is grappled. The lurker can only grapple one target at a time in this way.
Special Actions
(1 AP) Vanish. The lurker teleports up to 30 feet to an unoccupied space it can see. If it's grappling a creature of the same size or smaller, it can force that creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature teleports with the lurker, appearing in an unoccupied space within 5 feet.
Reach
Reach
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
Summon Construct
Summon Construct
4th-level conjuration
Components
V, S, M (an intricate figurine made of stone, metal, or wood worth at least 400 gp)
V, S, M (an intricate figurine made of stone, metal, or wood worth at least 400 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 construct based on the material component used to cast this spell: a stone construct for stone, a metal construct for metal, or a wooden construct for wood. 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 construct disappears when it drops to 0 hit points or when the spell ends.
You can cast this spell on an existing Small, Medium, or Large statue made of stone, metal, or wood instead of summoning a construct out of thin air. This use of the spell animates the statue to form a construct of the appropriate material and size. If you then embed the material component used to cast the spell into the construct over the course of 1 minute and concentrate on the spell for the full duration, the construct 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.
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×
Stone Construct
Medium Construct, unaligned
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
Blindsight 60 ft.
Blindsight 60 ft.
Skills
Perception
Perception
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages you speak
Understands the languages you speak
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -1 | +3 | 0 | +1 | -5 |
Condition Immunities: charmed, exhaustion, frightened, incapacitated, poisoned, suffocating, taunted, transformed
Damage Immunities: poison
Damage Resistances: piercing, slashing
Damage Immunities: poison
Damage Resistances: piercing, slashing
Traits
Stone Lethargy. The construct is permanently slowed. Additionally, when a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target is slowed until it is no longer within 10 feet of the construct.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d12 + your spellcasting ability score bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be pushed up to 5 feet.
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×
Metal Construct
Medium Construct, unaligned
Armor Class
15 + the spell's level
15 + 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics
Athletics
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages you speak
Understands the languages you speak
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | 0 | 0 | -5 |
Condition Immunities: charmed, exhaustion, frightened, incapacitated, poisoned, suffocating, taunted, transformed
Damage Immunities: poison
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: poison
Damage Resistances: bludgeoning, piercing, slashing
Traits
Reforge. When the construct would take fire damage, it instead regains a number of hit points equal to half the fire damage dealt.
Attacks
Slash. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + your spellcasting ability score slashing damage.
Impale. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d12 + your spellcasting ability score piercing damage, and if the target is the same size as the construct or smaller, it is grappled. While the target is grappled in this way, it takes ongoing 1d6 piercing damage and the construct can't use this attack.
○
×
Wooden Construct
Large Construct, unaligned
Armor Class
12 + the spell's level
12 + the spell's level
Speed
Walk 30 ft.
Walk 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
Understands the languages you speak
Understands the languages you speak
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +1 | +3 | 0 | +1 | -5 |
Condition Immunities: charmed, exhaustion, frightened, incapacitated, poisoned, suffocating, taunted, transformed
Damage Resistances: bludgeoning, poison
Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, poison
Damage Vulnerabilities: fire
Attacks
Slam. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score bludgeoning damage.
Special Actions
(2 AP) Multiattack. The construct makes a slam attack against up to 3 creatures within its reach.
Summon Dragon
Summon Dragon
5th-level conjuration
Components
V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You summon a dragon of your choice: a dragon of destruction, dragon of wisdom, or dragon of isolation. It appears in an unoccupied space that you can see within range. The dragon has the Companion trait in addition to its usual traits.
The dragon disappears when it drops to 0 hit points or when the spell ends. If you give this spell's material component to the dragon and concentrate on this spell for the full duration, the dragon loses the Companion trait and does not disappear until the item is taken from it.
Variant: Different Dragons
Different kinds of dragons may satisfy the archetypes presented in this spell. At your DM's discretion, you may be able to summon a dragon with a different damage immunity, type of elemental damage dealt, and Breath Weapon shape (a 60-foot line instead of a 30-foot cone) and saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Dragon of Destruction
Large Dragon, any evil
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 50 ft.
Walk 30 ft., fly 50 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., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Intimidation ×2, Perception
Intimidation ×2, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +1 | +3 | 0 | +2 | +2 |
Damage Immunities: fire
Attacks
Claw. Melee weapon attack; 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 plus 1d6 fire damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a torrent of fire in a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC. A target takes 4d6 fire damage on a failed save, or half as much on a success.
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.
○
×
Dragon of Wisdom
Large Dragon, any good
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 50 ft.
Walk 30 ft., fly 50 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., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Insight ×2, Perception
Insight ×2, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Wisdom
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | +1 | +3 | +2 |
Damage Immunities: cold
Attacks
Claw. Melee weapon attack; 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 plus 1d6 cold damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a chilling mist in a 30-foot cone. Each creature in the area must succeed on a Charisma saving throw against your spell save DC or be slowed until the start of the dragon's next turn.
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×
Dragon of Isolation
Large Dragon, any neutral
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 40 ft., swim 40 ft.
Walk 30 ft., fly 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
Darkvision 60 ft., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Arcana, History, Perception
Arcana, History, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | +2 | +2 | +1 |
Damage Immunities: poison
Attacks
Claw. Melee weapon attack; 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 plus 1d6 poison damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a poisonous cloud in a 30-foot cone. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failed save, a target takes 2d6 poison damage and is poisoned until the start of the dragon's next turn. On a success, a target takes half damage and isn't poisoned.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
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.
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×
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.
○
×
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.
○
×
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.
○
×
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.
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×
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.
○
×
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.
○
×
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.
Summon Fiend
Summon Fiend
6th-level conjuration
Components
V, S, M (a ruby-hilted dagger worth at least 600 gp)
V, S, M (a ruby-hilted dagger worth at least 600 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 demon, devil, or some other blasphemous entity: a raging irian fiend, a contemptuous superian fiend, or a jealous invidian fiend. 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.
When you cast this spell, you can sacrifice a Humanoid within 5 feet of you as part of the same action used to cast the spell. The sacrifice must have 0 hit points and be incapacitated. You slit the sacrifice's throat using the material component of the spell, which is consumed in the process. If you then concentrate on the spell for the full duration, the creature loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Irian Fiend
Large Fiend, chaotic evil
Armor Class
11 + the spell's level
11 + the spell's level
Speeds
Walk 40 ft., climb 40 ft.
Walk 40 ft., climb 40 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
Darkvision 60 ft.
Darkvision 60 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
Abyssal, Infernal
Abyssal, Infernal
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | -1 | 0 | +3 |
Condition Immunities: poisoned
Damage Immunities: fire, poison
Damage Immunities: fire, poison
Traits
Bloodied Wrath. While the fiend is bloodied, the following effects apply:
- The fiend has advantage on attack rolls and Strength saving throws.
- Attack rolls against the fiend have advantage.
Final Vengeance. Immediately before the fiend would be reduced to 0 hit points, banished to another plane, or disappear due to the spell ending, it explodes. The fiend dies and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 6d10 damage on a failed save, or half as much on a successful one.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Attacks
Flaming Whip. Melee weapon attack; finesse, reach (10 ft.). Your spell attack modifier to hit. Hit: 2d12 + your spellcasting ability score fire damage.
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×
Superian Fiend
Medium Fiend, lawful evil
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 30 ft., fly 40 ft.
Walk 30 ft., fly 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Abyssal, Infernal
Abyssal, Infernal
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +2 | +2 | +2 | -1 | +2 |
Condition Immunities: poisoned
Damage Immunities: cold, poison
Damage Immunities: cold, poison
Traits
Scornful Pride. The fiend has disadvantage on saving throws against being taunted. Additionally, when another creature deals damage to the fiend, the fiend must succeed on a DC 15 Wisdom saving throw or be taunted by that creature until the end of the fiend's next turn.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Attacks
Frost Ray. Ranged spell attack; range 150. Your spell attack modifier to hit. Hit: 1d10 + your spellcasting ability score cold damage.
Special Actions
(2 AP) Multiattack. The fiend makes a Frost Ray attack against two different targets, or two Frost Ray attacks against one target that is taunting the fiend.
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×
Invidian Fiend
Medium Fiend, evil
Armor Class
14 + the spell's level
14 + the spell's level
Speed
Walk 30 ft.
Walk 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Deception
Deception
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Abyssal, Infernal
Abyssal, Infernal
Saving Throws
Wisdom
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +3 | +1 | +2 | +2 | +2 |
Condition Immunities: poisoned
Damage Immunities: necrotic, poison
Damage Immunities: necrotic, poison
Traits
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score slashing damage.
Special Actions
(1 AP) Mask of Envy. The fiend casts disguise self, requiring no components and with an unlimited duration. If the disguise is discovered by any creature, the fiend takes 10 psychic damage, the disguise ends, and the fiend can't use Mask of Envy again for 1 hour.
(2 AP) Ruinous Influence. If the fiend is disguised using its Mask of Envy, it can magically force one creature within 30 feet that it can see to make a Constitution saving throw against your spell save DC. The target takes 2d8 necrotic damage on a failed save, or half as much on a success. There is no noticeable indication that the fiend used this action, but it can be detected by abilities such as detect magic.
Summon Monstrosity
Summon Monstrosity
3rd-level conjuration
Components
V, S, M (flesh infused with at least 300 gp worth of preservatives and oils)
V, S, M (flesh infused with at least 300 gp worth of preservatives and oils)
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 monstrous creature of your choice: a lumbering hulk, winged hunter, or shadow stalker. 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 allow the monstrosity to consume the body of an entire Small or Medium creature and the flesh used as the material component, the monstrosity loses the Companion trait and does not disappear unless it goes 24 hours without consuming another Small or larger creature.
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.
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×
Lumbering Hulk
Large Monstrosity, any evil
Armor Class
8 + the spell's level
8 + the spell's level
Speed
Walk 20 ft.
Walk 20 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics
Athletics
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
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -2 | +4 | -3 | -1 | -3 |
Condition Immunities: frightened
Traits
Regeneration. When the hulk starts its turn with at least 1 hit point, it regenerates 5 hit points.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d4 + your spellcasting ability score bludgeoning damage.
Special Actions
(1 AP) Maddening Gaze. The hulk gazes at a creature it can see within 30 feet of it. If the target can see the hulk, it must succeed on a Wisdom saving throw against your spell save DC or take 1d4 psychic damage and be taunted by the hulk until the end of the hulk's next turn.
○
×
Winged Hunter
Medium Monstrosity, any evil
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 10 ft., fly 40 ft.
Walk 10 ft., fly 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Perception, Intimidation
Perception, Intimidation
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 |
---|---|---|---|---|---|
+1 | +2 | +1 | -2 | +2 | -1 |
Condition Immunities: frightened
Traits
Fear Smell. The hunter has advantage on Perception checks that rely on smell to detect frightened creatures.
Hit and Run. When the hunter makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + your spellcasting ability score piercing damage.
Special Actions
(2 AP) Dreadful Shriek. The hunter lets out a blood-curdling shriek. Each creature of its choice within 30 feet of it that can hear it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the hunter until the end of the hunter's next turn. A creature that succeeds on this saving throw is immune to the Dreadful Shriek of all winged hunters for 1 hour.
○
×
Shadow Stalker
Medium Monstrosity, any evil
Armor Class
14 + the spell's level
14 + the spell's level
Speeds
Walk 30 ft., climb 30 ft.
Walk 30 ft., climb 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
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Acrobatics, Stealth
Acrobatics, Stealth
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
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +2 | +4 | -1 | +1 | +1 |
Condition Immunities: frightened
Traits
Dread Aura. The stalker creates an aura of dread within 15 feet of itself. Each creature in the aura feels the dread, and has disadvantage on Wisdom saving throws against being frightened. A creature immune to the frightened condition does not feel the dread.
Attacks
Strike. Melee weapon attack; finesse, reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage, plus 1d6 cold damage if the target feels the stalker's Dread Aura.
Special Actions
(2 AP) Insidious Shadows. Shadows spread from the stalker out to a radius of 15 feet. Dim light in the area becomes darkness, and bright light becomes dim light. These shadows linger in place for 1 minute or until the stalker uses this action again.
Summon Undead
Summon Undead
3rd-level necromancy
Components
V, S, M (a gilded skull worth at least 300 gp)
V, S, M (a gilded skull 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 an undead of your choice: a zombie, skeleton, or specter. 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.
You can cast this spell on the remains of a Small or Medium Humanoid instead of summoning an undead out of thin air. This use of the spell creates a zombie or specter if cast on a corpse, or a skeleton or specter if cast on a skeleton. The resulting creature has the same game statistics as above, except it is Small if the remains were Small. When you cast the spell in this way and concentrate on it for the full duration, the material component shatters, and the undead loses the Companion trait and does not disappear.
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.
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×
Specter
Medium Undead, chaotic evil
Armor Class
10 + the spell's level
10 + 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Intimidation
Intimidation
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages it knew in life but can't speak
Understands the languages it knew in life but can't speak
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-10 | +2 | 0 | 0 | 0 | +1 |
Condition Immunities: diseased, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, suffocating, unconscious
Damage Immunities: necrotic, poison
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing
Damage Vulnerabilities: radiant
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Life Drain. Melee spell attack. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score necrotic damage, and the target must succeed on a Constitution saving throw against your spell save DC or have disadvantage on Strength attack rolls, saving throws, and ability checks until the end of the specter's next turn.
Special Actions
(2 AP) Agonized Scream. Each creature within 5 feet of the specter that can hear it must make a Wisdom saving throw against your spell save DC. On a failed save, a target is frightened by the specter until the end of the specter's next turn.
Sunbeam
Sunbeam
6th-level evocation
Components
V, S, M (a magnifying glass)
V, S, M (a magnifying glass)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and Oozes have disadvantage on this saving throw.
You can create a new line of radiance as a standard action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand, shedding light (30/60 ft.). This light is sunlight.
Sunburst
Sunburst
8th-level evocation
Components
V, S, M (fire and a piece of sunstone)
V, S, M (fire and a piece of sunstone)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute (save ends). On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and Oozes have disadvantage on this saving throw.
This spell dispels any darkness in its area that was created by a spell.
Sword Burst
Sword Burst
Conjuration cantrip
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self (5-foot radius)
Self (5-foot radius)
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage, or half as much damage on a successful one.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Symbol
Symbol
7th-level abjuration
Components
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
Touch
Touch
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring a successful Investigation check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Wisdom saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make a Wisdom saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses a standard action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Synaptic Static
Synaptic Static
5th-level enchantment
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of -6 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute (save ends). During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
Telekinesis
Telekinesis
5th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as a standard action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use a standard action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Telepathic Bond
Telepathic Bond
5th-level divination
Components
V, S, M (pieces of eggshell from two different kinds of creatures)
V, S, M (pieces of eggshell from two different kinds of creatures)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of -6 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Telepathy
Telepathy
8th-level evocation
Components
V, S, M (a pair of linked silver rings)
V, S, M (a pair of linked silver rings)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
Unlimited
Unlimited
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least -9 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Teleport
Teleport
7th-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell teleports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent circle | — | — | — | 01-100 |
Associated object | — | — | — | 01-100 |
Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
Description | 01-43 | 44-53 | 54-73 | 74-100 |
False destination | 01-50 | 51-100 | — | — |
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
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.
Terraform
Terraform
6th-level transmutation
Components
V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration
Up to 2 hours
Up to 2 hours
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Thunder Step
Thunder Step
3rd-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You teleport to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Thunderclap
Thunderclap
Evocation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 feet
5 feet
You create a burst of thunderous sound that can be heard up to 100 feet away. Each other creature within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage, or half as much damage on a successful one.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thunderwave
Thunderwave
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tidal Wave
Tidal Wave
3rd-level conjuration
Components
V, S, M (a drop of water)
V, S, M (a drop of water)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Time Stop
Time Stop
9th-level transmutation
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 4 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Tiny Servant
Tiny Servant
3rd-level transmutation
Components
V, S
V, S
Duration
8 hours
8 hours
Casting Time
1 minute
1 minute
Range
Touch
Touch
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a Tiny Servant until the spell ends.
The creature has the Companion trait in addition to is usual traits. You can mentally command the creature if it is within 120 feet of you, issuing specific instructions for which actions to take or a simple, general command, such as "fetch the library key" or "defend against intruders". (If you control multiple creatures with this spell, you can command any or all of them as part of the same action, issuing the same general command to each one.) Once given a general command, the servant continues to follow that order until its task is complete, and may even use actions not normally available to companions to do so.
When the creature drops to 0 hit points, the spell ends, the creature reverts to its original form, and any remaining damage carries over to that form.
○
×
Tiny Servant
Tiny Construct
Armor Class
15
15
Speeds
Walk 30 ft., climb 30 ft.
Walk 30 ft., climb 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
12
12
Senses
Blindsight 60 ft.
Blindsight 60 ft.
Skills
—
—
Hit Dice
4d4
4d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +3 | 0 | -4 | 0 | -5 |
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Damage Immunities: poison, psychic
Damage Immunities: poison, psychic
Traits
Sightless. The servant has no sense of sight.
Attacks
Slam. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 3 bludgeoning damage.
Toll the Dead
Toll the Dead
Necromancy cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 necrotic damage. If the target is missing any of its hit points, it instead takes 1d10 necrotic damage. On a successful save, the target takes half as much damage.
The spell's damage increases by one die when you reach 5th level (2d6 or 2d10), 11th level (3d6 or 3d10), and 17th level (4d6 or 4d10).
Tongues
Tongues
3rd-level divination
Components
V, M (a small clay model of a ziggurat)
V, M (a small clay model of a ziggurat)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Transmute Rock
Transmute Rock
5th-level transmutation
Components
V, S, M (clay and water)
V, S, M (clay and water)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use a standard action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use a standard action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
True Polymorph
True Polymorph
9th-level transmutation
Components
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You transform one creature that you can see within range. An unwilling target must succeed on a Charisma saving throw to resist the transformation. The spell has no effect on an unwilling shapechanger or a creature with 0 hit points.
The target is transformed into a different creature or object for the duration. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. Otherwise, the spell ends if the target drops to 0 hit points or dies.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you have seen whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating).
Creature into Object. If you turn a creature into an object, the object's size can be no larger than the creature's size.
True Seeing
True Seeing
6th-level divination
Components
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
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
This spell gives the willing creature you touch the ability to see things as they actually are. The target has truesight (120 ft.) for the duration.
Truesight
Truesight
Base sense: sight
A creature with truesight has enhanced vision within a specified range. Within that range, the creature's vision pierces through the following:
- The creature can see in normal and magical darkness.
- The creature can see invisible creatures and objects.
- The creature notices visual illusions and automatically succeeds on saving throws against them.
- The creature discerns the true form of any creature or object it sees that has been transformed by magic.
- The creature can see into the Ethereal Plane.
True Strike
True Strike
Divination cantrip
Components
S
S
Duration
Up to 1 round
Up to 1 round
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vampiric Touch
Vampiric Touch
3rd-level necromancy
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 touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. For the duration, whenever you would make an unarmed strike, you can make a special melee spell attack against the target instead. On a hit, the target takes 2d6 + your spellcasting ability score necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Vitriolic Sphere
Vitriolic Sphere
4th-level evocation
Components
V, S, M (a drop of a giant slug bile)
V, S, M (a drop of a giant slug bile)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Wall of Dirt
Wall of Dirt
2nd-level transmutation
Components
S
S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A nonmagical wall of compact dirt rises from the ground at a point you choose within range. The wall is 3 inches thick, up to 10 feet high, and up to 20 feet long.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use a reaction to move up to its speed so that it is no longer enclosed by the wall
The wall is an object that can be damaged and thus breached. Each 5-foot long section has AC 8, 10 hit points, and immunity to poison and psychic damage. Reducing a panel to 0 hit points destroys it, leaving behind a 5-foot square of difficult terrain that takes at least 1 minute to clear by hand.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can extend the length of the wall by 5 feet for each slot level above 2nd.
Wall of Fire
Wall of Fire
4th-level evocation
Components
V, S, M (a small piece of phosphorus)
V, S, M (a small piece of phosphorus)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d8 for each slot level above 4th.
Wall of Flesh
Wall of Flesh
4th-level transmutation
Components
V, S, M (an eyeball with the optic nerve still attached)
V, S, M (an eyeball with the optic nerve still attached)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a wall of living flesh within range. The wall is 1 foot thick, up to 10 feet tall, and up to 40 feet long in a straight line. It must be supported underneath by a solid surface at all times. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
The wall is an object with 10 AC and immunity to psychic damage and forced movement. It starts with 2 hit points for every foot of its length, regardless of its height. The wall has no hit point maximum. Whenever it gains or loses hit points, the wall must grow or shrink so that its length in feet is equal to half its current hit points. You determine the amount by which it grows (or shrinks) in each direction, potentially pushing creatures lengthwise according to the rules in the next paragraph. The wall can't gain hit points if there isn't space for it to grow.
At the start of each of your turns, the wall regenerates 20 hit points. As a minor action, you can cause the wall to move up to 5 feet in a direction of your choice, automatically pushing Large or smaller creatures along with it. A Huge or larger creature in the wall's way can make a Strength saving throw against your spell save DC, preventing the wall's movement on a success; otherwise, it is also pushed.
The wall has eyes that grant it darkvision (30 ft.). When a creature the wall can see starts its turn within 5 feet of the wall, the wall attacks it with fleshy tendrils. Make a melee spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage, and if the target is Large or smaller, it is grappled by the wall (escape DC equals your spell save DC).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the wall can start up to 20 feet longer and regenerates an additional 10 hit points per turn for each slot level above 4th.
Wall of Force
Wall of Force
5th-level evocation
Components
V, S, M (a pinch of powder made by crushing a clear gemstone)
V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. The wall even extends into the Ethereal Plane, blocking ethereal travel through the wall. It can't be dispelled by dispel magic, but a disintegrate spell destroys the wall instantly.
The wall can also be attacked. It has 100 hit points and 20 AC. If the wall is destroyed by reducing it to 0 hit points, it creates a brief planar convergence. Each creature within 5 feet of the wall must succeed on a Charisma saving throw or take 4d10 force damage. A target that fails the save by 10 or more is transported to the Ethereal Plane if it was on the plane the spell was cast in or vice versa.
Wall of Ice
Wall of Ice
6th-level evocation
Components
V, S, M (a small piece of quartz)
V, S, M (a small piece of quartz)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Wall of Light
Wall of Light
5th-level evocation
Components
V, S, M (a hand mirror)
V, S, M (a hand mirror)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall emits light (120/240 ft.), blocking line of sight, but creatures and objects can pass through it.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute (save ends). On a successful save, it takes half as much damage and isn't blinded.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use a standard action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Wall of Sand
Wall of Sand
3rd-level evocation
Components
V, S, M (a handful of sand)
V, S, M (a handful of sand)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there.
Wall of Stone
Wall of Stone
5th-level evocation
Components
V, S, M (a small block of granite)
V, S, M (a small block of granite)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use a reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional panels for each slot level above 5th.
Wall of Water
Wall of Water
3rd-level evocation
Components
V, S, M (a drop of water)
V, S, M (a drop of water)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls water doesn't fill it.
Warding Wind
Warding Wind
2nd-level evocation
Components
V
V
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
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.
Watery Sphere
Watery Sphere
4th-level conjuration
Components
V, S, M (a droplet of water)
V, S, M (a droplet of water)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water (save ends).
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As a standard action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Weird
Weird
9th-level illusion
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
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range is frightened for the duration of the spell (Wisdom save ends). While frightened in this way, a creature takes ongoing 4d10 psychic damage and is blinded and deafened to its surroundings, as it only experiences a living nightmare.
Whirlwind
Whirlwind
7th-level evocation
Components
V, M (a piece of straw)
V, M (a piece of straw)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use a standard action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use a standard action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Wizard's Strike
Wizard's Strike
1st-level transmutation
Components
S, M (an arcane focus worth at least 1 gp)
S, M (an arcane focus worth at least 1 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You swipe the spell's material component in the direction of a foe to bash it from a distance. Make a melee spell attack against one creature of your choice that you can see within range, ignoring cover. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage (your choice), and the target is pushed up to 5 feet away from you and knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 1st.
Bloat Burst
Bloat Burst
2nd-level necromancy
Components
V, S, M (an unclean needle)
V, S, M (an unclean needle)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a decaying corpse within range to burst, destroying the corpse in an explosion of putrid viscera. Each creature within 5 feet of the corpse must make a Dexterity saving throw. A target takes poison damage equal to four rolls of the corpse's size die on a failed save, or half as much on a successful one. A target that fails its save by 5 or more is also poisoned by the foul, clinging substance (minor action ends).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause an additional corpse to explode for each slot level above 2nd. A creature in the area of multiple explosions is only affected once, by the largest one.
Bolster Undead
Bolster Undead
1st-level necromancy
Components
V
V
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Choose up to three Undead within range that you can see. Each target gains a number of temporary hit points equal to your spellcasting ability score, which disappear when the spell ends. While a target has these temporary hit points, it has advantage on ability checks and saving throws.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target gains an additional 1d8 temporary hit points for each slot level above 1st.
Cadaverous Puppet
Cadaverous Puppet
1st-level necromancy
Components
V, S, M (a handful of strings)
V, S, M (a handful of strings)
Duration
Up to 8 hours
Up to 8 hours
Casting Time
1 free action
1 free action
Range
60 feet
60 feet
You animate the body of a deceased Large or smaller creature you can see within range. You control the body for the duration of the spell.
When you cast this spell, and as a free action on subsequent turns, you can cause the body to stand up if it is prone and walk up to 20 feet, where it remains standing unless you will otherwise. You can also have the body perform simple tasks as part of this action, such as opening a door or pushing a rock. You can't use this spell to cause the body to attack, however.
The body counts as an object. It has 15 hit points, 10 AC, and immunity to necrotic, poison, and psychic damage. It uses the Strength, Dexterity, and Constitution scores it had in life. If the body is reduced to 0 hit points, it is destroyed, and you can use a free action to wrest control of a new body as described above.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can animate a Huge or smaller body. When you cast this spell using a spell slot of 5th level or higher, you can animate a body of any size. The body also has an additional 15 hit points for each slot level above 1st.
Clutches of Death
Clutches of Death
4th-level necromancy
Components
V, S, M (a mummified hand)
V, S, M (a mummified hand)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Ghastly hands rise from the ground in a 20-foot-radius, 30-foot-high cylinder centered on a point within range, and white mist fills the area. The mist cause the area to be lightly obscured, while the hands cause the ground to be difficult terrain.
When you cast the spell, and at the start of each of your turns for the spell's duration, you can force each creature of your choice in the area that you can see to make a Strength saving throw. On a failed save, a target is safely pulled to the ground by misty tendrils if it is airborne, pulled prone, and finally restrained by the hands for the duration (Athletics check ends).
As a minor action, you can cause each target restrained by the spell to automatically take 1d12 necrotic damage. This damage ignores an Undead target's necrotic resistance or immunity.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the cylinder increases by 10 feet for each slot level above 4th.
Create Phylactery
Create Phylactery
9th-level necromancy
Components
V, M (special incense, candles, and chalks worth 10,000 gp, which the spell consumes, a magic ritual dagger worth 5,000 gp, and a small token object such as a locket or crystal worth at least 1 gp)
V, M (special incense, candles, and chalks worth 10,000 gp, which the spell consumes, a magic ritual dagger worth 5,000 gp, and a small token object such as a locket or crystal worth at least 1 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
Self
Self
You affix your soul to the token object used as this spell's material component and endow it with a source of fuel for everlasting unlife. As part of casting this spell, you or another creature must use the ritual dagger used as the spell's material component to kill one or more Humanoids within 30 feet of you. The souls of the slain humanoids become bound to the token object, which becomes your phylactery at the end of the spell.
When you die, your consciousness enters the phylactery as if the phylactery were a magic jar, except you have no body to return to. Every 1d100 days while you are in this state, if there are any other souls bound to the phylactery, one of them is destroyed and you form a new body within 10 feet of the phylactery. Your new body is Undead, doesn't age, has immunity to poison damage and the poisoned and diseased conditions, and has resistance to necrotic damage, but otherwise uses your game statistics.
Nothing short of divine intervention can resurrect you or a creature whose soul is bound to the phylactery. The phylactery can be destroyed, however. It is a magical object with AC 30 and immunity to all damage except force damage and the damage dealt by magical weapons. It is only destroyed if it takes at least 50 damage at once. It is unaffected by spells such as dispel magic and antimagic field.
If the phylactery is destroyed, you die, your soul is destroyed, and any other souls bound to it are freed. Not even divine intervention can resurrect you or another creature whose soul has been destroyed by this spell.
You can only have one phylactery. Casting this spell again using your phylactery as the token object simply binds more souls to the phylactery.
Deadwalk
Deadwalk
Necromancy cantrip
Components
V, S, M (a piece of string)
V, S, M (a piece of string)
Duration
1 turn
1 turn
Casting Time
1 minor action
1 minor action
Range
60 feet
60 feet
Choose the inanimate corpse or skeleton of a dead Medium or smaller creature you can see within range. You can cause the body to stand up if it is prone and walk up to 20 feet, where it remains standing until the end of the current turn. You can have the body perform simple tasks as part of this action, such as opening a door or pushing a rock. You can't use this spell to cause the body to attack, however.
Extinguish Life
Extinguish Life
1st-level necromancy
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You quash the faltering life force of one creature you can see within range. If the target is bloodied, it takes 1d4 necrotic damage. If this damage reduces the target to 0 hit points, the target dies.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Extract Vitality
Extract Vitality
2nd-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You siphon remaining life energy from one recently deceased corpse that you touch. The target must have died in the past hour. The corpse withers away and is destroyed, and you gain a number of hit points equal to three rolls of the target's size die + your spellcasting ability score.
Eyes of the Dead
Eyes of the Dead
1st-level necromancy
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch one corpse, skull, or willing Undead creature, and its eyes fill with a blood-red mist. For the duration of the spell, the target has a sense of sight and darkvision (60 ft.) if it didn't already, and you use its sense of sight instead of your own. You can switch between the target's sense of sight and your own as a repeatable minor action.
This spell doesn't give you any control over where the target looks.
Necrosis
Necrosis
5th-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Choose up to three creatures you can see within range that are within 10 feet of each other. Each target takes 3d8 necrotic damage and must succeed on a Constitution saving throw or become diseased for the duration (save ends), as it rots alive. While diseased in this way, a target is slowed and takes ongoing 3d8 necrotic damage.
Constructs, Undead, and creatures immune to necrotic damage are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial and ongoing damage increases by 1d8 for each slot level above 5th.
Diseased
Diseased
Effects of This Condition
- You have disadvantage on Constitution attack rolls, ability checks, and saving throws.
- You can't regain hit points.
Posthumous Punch
Posthumous Punch
Necromancy cantrip
Components
S, M (a drop of acid)
S, M (a drop of acid)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause the inanimate remains of a Small or larger creature to lash out. Make a melee spell attack against one creature within 5 feet of the remains. On a hit, the target takes bludgeoning, piercing, or slashing damage as appropriate. The damage equals a roll of the body's size die.
The spell's damage increases by a size die when you reach 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice).
Reap
Reap
6th-level necromancy
Components
S, M (a farmer's scythe)
S, M (a farmer's scythe)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
With a sweeping motion, you harvest the souls of the dying. Each bloodied creature in a 60-foot cube originating from you must make a Charisma saving throw. A target takes 6d10 necrotic damage on a failed save, or half as much damage on a success.
A target reduced to 0 hit points by this spell is killed instantly as you consume its soul. You gain number of temporary hit points equal to the target's hit points before it took this spell's damage, and the target can't be restored to life until you die and its soul is released. The temporary hit points gained from multiple creatures killed in this way don't stack.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Rigor Mortis
Rigor Mortis
3rd-level necromancy
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Choose a Humanoid or Undead that you can see within range. The target takes 1d8 necrotic damage and must make a Constitution saving throw. On a failed save, the target is paralyzed and takes ongoing 1d8 necrotic damage for the duration (save ends), as its limbs seize up and start to rot. An Undead creature has disadvantage on the initial saving throw, and a creature with 0 hit points automatically fails.
Rot Ward
Rot Ward
4th-level necromancy
Components
S
S
Duration
1 round
1 round
Casting Time
1 reaction, which you take when you would take necrotic damage
1 reaction, which you take when you would take necrotic damage
Range
Self
Self
You temporarily kill your own flesh to prevent worse harm. You take 2d12 necrotic damage and then gain immunity to necrotic damage until the start of your next turn. You count as Undead in addition to your normal creature type while you have this immunity.
Sever the Soul
Sever the Soul
7th-level necromancy
Components
V, S, M (a silver ritual dagger worth at least 500 gp)
V, S, M (a silver ritual dagger worth at least 500 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 major action
1 major action
Range
30 feet
30 feet
You attempt to pry a creature's soul from its body. One creature you can see within range takes 10d4 psychic damage and must make a Wisdom saving throw. On a failed save, the target enters a death-like state (save ends). In this state, the target experiences all the effects of the unconscious condition (though this does not count as being unconscious). The target also has immunity to psychic damage and any effect that can't target an object, as the target's mind is physically elsewhere.
If the revivify spell is cast on the target, its material components are not consumed and this spell ends.
If you maintain concentration on this spell for the full duration and you are within 5 feet of the target when it ends, you can slash out with the dagger used as the spell's material component and sever the target's soul. This kills the target.
Constructs and Undead are immune to this spell.
Summon Greater Undead
Summon Greater Undead
6th-level necromancy
Components
V, S, M (a gem-encrusted skull worth at least 600 gp)
V, S, M (a gem-encrusted skull worth at least 600 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 greater undead of your choice: a ghoul, wight, or wraith. 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.
You can cast this spell on the remains of a Small or Medium Humanoid instead of summoning an undead out of thin air. This use of the spell creates a ghoul, wight, or wraith if cast on a corpse, or a wight or wraith if cast on a skeleton. The resulting creature has the same game statistics as above, except it is Small if the remains were Small. When you cast the spell in this way and concentrate on it for the full duration, the material component shatters, and the undead loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Ghoul
Medium Undead, evil
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 40 ft., climb 40 ft.
Walk 40 ft., climb 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
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages it knew in life, but can't speak
Understands the languages it knew in life, but can't speak
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +3 | +3 | -3 | +2 | +1 |
Damage Immunities: poison
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage.
Claws. Melee weapon attack; unarmed, finesse. Your spell attack modifier to hit. Hit: 2d6 + your spellcasting ability score slashing damage, and if the target isn't undead, it must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of the ghoul's next turn. If the target failed the save by 5 or more, it is also paralyzed while poisoned in this way.
Special Actions
(2 AP) Multiattack. The ghoul makes a Bite attack and a Claws attack.
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×
Wight
Medium Undead, evil
Armor Class
14 + the spell's level
14 + 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
Perception, Investigation
Perception, Investigation
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
The languages it knew in life
The languages it knew in life
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | +1 | +1 | +1 |
Condition Immunities: diseased, poisoned, suffocating
Damage Immunities: poison
Damage Resistances: necrotic
Damage Immunities: poison
Damage Resistances: necrotic
Traits
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Mortal Blade. Melee weapon attack. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score necrotic damage, and the target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Special Actions
(2 AP) Multiattack. The wight makes two attacks.
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×
Zombie Minion
Medium Undead, evil
Armor Class
8
8
Speed
Walk 20 ft.
Walk 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
1
1
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
None
None
Languages
Understands your commands but can't speak
Understands your commands but can't speak
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | -3 | +2 | -6 | -3 | -5 |
Traits
Minion. The zombie never takes damage from a missed attack or an effect that it successfully saved against, and nothing can change its hit point maximum or grant it temporary hit points.
Undead Fortitude. If damage would reduce the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + your spellcasting ability score bludgeoning damage.
○
×
Wraith
Medium Undead, chaotic evil
Armor Class
10 + the spell's level
10 + the spell's level
Speed
Hover 40 ft.
Hover 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
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Intimidation ×2
Intimidation ×2
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Languages it knew in life
Languages it knew in life
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | +3 | +1 | +2 | +4 |
Condition Immunities: charmed, diseased, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, suffocating, unconscious
Damage Immunities: necrotic, poison
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing
Damage Vulnerabilities: radiant
Traits
Dread Presence. A creature that ends its turn within 10 feet of the wraith must succeed on a Wisdom saving throw against your spell save DC or be frightened of the wraith until the end of its next turn.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Life Siphon. Melee spell attack; reach (10 ft.). Your spell attack modifier to hit. Hit: 4d6 + your spellcasting ability score necrotic damage, and the target must succeed on a Constitution saving throw against your spell save DC or be weakened until the end of the wraith's next turn. A frightened creature automatically takes maximum damage from this attack and fails the saving throw.
Undead Horde
Undead Horde
8th-level necromancy
Components
V, S, M (a skull scepter worth at least 1,000 gp)
V, S, M (a skull scepter worth at least 1,000 gp)
Duration
Until dispelled
Until dispelled
Casting Time
8 hours
8 hours
Range
300 feet
300 feet
An army of undead rises from the ground around you. Up to 100 zombie minions appear in unoccupied spaces you can see within range. You can also create skeleton minions, each of which counts as 5 zombie minions. An undead created by this spell crumbles to dust when reduced to 0 hit points.
The skull scepter used as the spell's material component becomes magical for the duration and can be used to command the undead. As a standard action, any creature wielding the scepter can magically command any number of undead created by this casting of the spell within range. The command must be straightforward and 10 words or less, such as "kill the dragon in the mountain" or "bring me the pearl necklace." If you issue a command to an undead that already has a command, the undead forgets its previous command and begins carrying out the new one.
The undead interpret commands literally and may act contrary to their intent. For example, if you issued the command "find the pearl necklace," your minions may uselessly gather at the bottom of the river where the necklace lies.
This spell can only be cast at night. If the skull scepter is dispelled or used to cast this spell again, any preexisting undead crumble to dust.
○
×
Skeleton Minion
Medium Undead, lawful 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
1
1
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
None
None
Languages
Understands your commands but can't speak
Understands your commands but can't speak
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-1 | +1 | +1 | -6 | -2 | -5 |
Condition Immunities: diseased, exhaustion, poisoned, suffocating
Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Traits
Minion. The skeleton never takes damage from a missed attack or an effect that it successfully saved against, and nothing can change its hit point maximum or grant it temporary hit points.
Attacks
Bone Bow. Ranged weapon attack; ammunition (arrows; 80/320 ft.), two-handed. Your spell attack modifier to hit. Hit: 1d1 + your spellcasting ability score piercing damage.
Undead Transformation
Undead Transformation
4th-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 action
1 action
Range
Touch
Touch
One willing creature you touch is cursed with undeath. While cursed in this way, the target experiences the following effects:
- The target gains the Undead creature type.
- The target has resistance to necrotic damage, immunity to poison damage, and immunity to the poisoned and diseased conditions.
- The target has darkvision (60 ft.). If the target already had darkvision, its range increases by 30 feet instead.
- At the end of every hour, the target's hit point maximum decreases by 1. This reduction can't be prevented in any way, and is removed only when this curse is lifted.
Blind Spot
Blind Spot
4th-level illusion
Components
S
S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose a creature and a 10-foot cube within range. Each creature or object in the cube and not within 10 feet of the target is invisible to the target for the duration.
Cacaphony
Cacaphony
2nd-level illusion
Components
V
V
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Painfully loud sounds of your choice fill a 30-foot radius sphere centered on a point within range for the duration. A creature is deafened while in the area.
As a minor action, you can make an exceptionally loud burst of noise in the area. Each creature in the area must succeed on a Constitution saving throw or take 1d8 thunder damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the thunder damage increases by 1d8 for each slot level above 2nd.
Counterclairvoyance
Counterclairvoyance
8th-level illusion
Components
V, S, M (a small red fish)
V, S, M (a small red fish)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Choose a 100-foot cube within range. For the duration, the area appears different to divination spells and other effects that allow remote perception. You determine how the area appears when you cast the spell. It can include arbitrary sensory effects.
The illusion even foils truesight. Only a creature's own nonmagical senses can perceive the area as it truly is.
If you cast this spell on the same spot with the same appearance every day for a year, the spell lasts until dispelled.
Dim
Dim
4th-level illusion
Components
V, M (a piece of tinted glass)
V, M (a piece of tinted glass)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
You suppress strong light in a 100-foot cube of your choice within range. For the duration, bright light in the cube becomes dim light light, and creatures and objects in the cube take half damage from radiant damage.
Disillusion
Disillusion
3rd-level illusion
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You fight illusion with illusion, making reality appear as it should. All illusions and illusion spells cast at 3rd level or lower within range are suppressed for the duration, except for those you choose not to suppress.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can suppress illusion spells cast at a level equal to or less than the level of the spell slot you expend.
Distraction
Distraction
1st-level illusion
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take when you would be hit by an attack that you can see
1 reaction, which you take when you would be hit by an attack that you can see
Range
Self
Self
You quickly weave an illusory distraction to prevent an attack from hitting you, such as creating a blinding flash, disguising yourself as the attacker's ally, or making yourself appear in a different location. Whatever the nature of the distraction, the triggering attack misses.
Duplicate Self
Duplicate Self
6th-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
60 feet
60 feet
An illusory duplicate of yourself appears in an unoccupied space within range. The illusion looks, sounds, and acts just like you. You can use a free action to cause it to move up to your speed to a space you can see, but it can't talk or imitate any other actions.
Physical interaction with the duplicate reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the duplicate from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the duplicate is illusory.
As a minor action, if the duplicate's space is within range and unoccupied, you can switch places with the duplicate by teleporting to its space. This transposition is visually and audibly undetectable, so a creature that previously identified your duplicate as illusory may now believe that you are the fake and the duplicate is real.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create an additional duplicate for each slot level above 6th. You can move each of them at once with the same free action, and you can swap places with any of them.
Face Swap
Face Swap
2nd-level illusion
Components
S
S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Make a melee spell attack against a creature within 5 feet of you that's the same size as you. On a hit, you become disguised as the target as if by disguise self and vice versa. You automatically hit a willing target.
The disguises created by this spell are based on how the other creature appears, including any illusory changes. Thus, if you cast disguise self to look like an orc and then cast face swap on an elf, you will look like the elf and the elf will look like an orc.
False Portal
False Portal
2nd-level illusion
Components
V, S, M (a piece of glass)
V, S, M (a piece of glass)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create an illusory window in a flat plane within range. The window must fit in ten contiguous 10-by-10 foot squares.
The appearance of the window and what lies beyond it are up to you, chosen when you cast the spell. The illusion is only visible from one direction, can only include visual and auditory aspects, can't emit or block light, and can't block noise. For example, you could make a doorway leading to a nonexistent room, a magma-filled crevasse in the floor, or the image of an empty room that you can hide behind.
A creature can use the Study action to inspect the illusion, making an Investigation check against your spell save DC. On a success, the creature discovers that the illusion is fake.
If you cast this spell on the same spot with the same appearance every day for 30 days, the effect lasts until dispelled and doesn't require concentration.
Fleeting Mask
Fleeting Mask
Illusion cantrip
Components
S
S
Duration
1 round
1 round
Casting Time
1 minor action
1 minor action
Range
Self
Self
You make an image of an object or disguise in your space that lasts until the start of your next turn. The image can't be longer than half your height in any dimension. You control the image's motion, which must remain in your space at all times. You can interact with the image as if it were a real item. For example, you could make a sword in your hand, put a halo behind your head, or give yourself pointy ears.
A creature can use the Study action to inspect you from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers which aspects of your appearance are illusory.
Glamour
Glamour
2nd-level illusion
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
When you cast this spell, choose Beauty or Dread. You gain the benefits of that effect for the duration.
Beauty. Your face becomes impossibly beautiful and your entire presence seems to glow. You gain the following effects:
- You have advantage on Persuasion checks.
- You can use your spellcasting ability instead of Charisma for Persuasion checks.
- When a creature that can see you comes within 5 feet of you or starts its turn there, you can force it to make a Wisdom saving throw. A creature can't be forced to make this save more than once on a turn. On a failed save, the target is charmed by you until the start of its next turn.
Dread. Your face becomes masked in shadow and the lights around you dim. You gain the following effects:
- You have advantage on Intimidation checks.
- You can use your spellcasting ability instead of Charisma for Intimidation checks.
- When a creature that can see you comes within 5 feet of you or starts its turn there, you can force it to make a Wisdom saving throw. A creature can't be forced to make this save more than once on a turn. On a failed save, the target is frightened by you until the start of its next turn.
Illusify
Illusify
7th-level illusion
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
By inverting the usual techniques of illusion magic, you can turn reality to illusion. Choose one creature or unattended object within range. If the target is a creature, it can make a Charisma saving throw to resist this spell's effect.
The target becomes illusory for the duration. It remains visually and audibly unchanged. This spell gives you no special control over the creature's appearance or behavior. The creature counts as an illusion, not a creature, and thus can't be targeted by spells such as mind sliver.
The target can still take actions, although anything it does is also illusory and has no effect on the real world. It can't do anything as an illusion that it couldn't do in reality. For example, it can't fly or walk through walls unless it has a means to do so.
The target can use a standard action to make a Charisma saving throw. On a success, the spell ends on it. If the spell is dispelled, such as by dispel magic or disillusion, the target safely returns to corporeality.
Physical interaction with the target reveals it to be illusory, because things can pass through it. A creature can also use the Study action to inspect the target from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory.
Invisible Item
Invisible Item
1st-level illusion
Components
S
S
Duration
1 hour
1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch a Medium or smaller item and make it turn invisible for the duration. You can end the spell early by using another minor action to touch the object and make it reappear. If the item is held or worn by a creature when you attempt to turn the item visible or invisible, that creature can make a Dexterity saving throw to pull the item away from your touch, causing your attempt to fail on a success.
Magic Mirrors
Magic Mirrors
2nd-level illusion
Components
V, M (two identical mirrors worth at least 1 gp each)
V, M (two identical mirrors worth at least 1 gp each)
Duration
8 hours
8 hours
Casting Time
10 minutes
10 minutes
Range
Touch
Touch
The mirrors used as the spell's material component become magically linked. Their reflections are swapped for the duration, so looking into one mirror gives a view through the other and vice versa.
At Higher Levels. When you cast this spell using a spell slot of 3rd, 4th, or 5th level, the mirrors must cost at least 10 gp each and the duration is 1 week. When you cast this spell using a spell slot of 6th, 7th, or 8th level, the mirrors must cost at least 100 gp each and the duration is 1 year. When you cast this spell using a spell slot of 9th level, the mirrors must cost at least 500 gp each and the spell lasts until dispelled.
Mass Invisibility
Mass Invisibility
5th-level illusion
Components
S
S
Duration
Up to 8 hours
Up to 8 hours
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Choose a point within range. Any number of willing creatures in a 20-foot radius sphere centered at that point become invisible for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Phantom Warriors
Phantom Warriors
3rd-level illusion
Components
V
V
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Up to four illusory, Medium- or Small-sized phantom warriors appear in unoccupied spaces within range. Each creature's appearance and behavior is up to you. They appear real, visually and audibly, but are incorporeal.
You can use a minor action to control the phantom warriors. Each warrior moves up to 40 feet to a point you can see and can pantomime an attack, though it can do no damage and appears to miss its target. You can also cause one of them to take the Taunt, Frighten, or Help (aid your or an ally's attack only) action, using your own ability scores and skill proficiencies for any ability checks.
A creature can use the Study action to inspect a phantom warrior, making an Investigation check against your spell save DC. On a success, the creature discovers that the warriors are illusory. A creature that knows the warriors are illusory can still be taunted, frightened, and affected by the Help action.
You determine how a phantom warrior responds to effects that you are aware of. For example, if you see an enemy archer shoot a phantom warrior, you can cause the warrior appear to dodge out of the way. If you fail to do so, each creature that can see the warrior immediately learns that it is illusory. Additionally, a creature that targets a phantom warrior with a melee attack automatically gains the benefit of the Study action against it as if it had rolled an Investigation check with a result equal to the attack roll, potentially discerning its nature even if the warrior appeared to evade the attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional phantom warriors for each slot level above 3rd.
Unreality
Unreality
9th-level illusion
Components
V
V
Duration
Up to 24 hours
Up to 24 hours
Casting Time
1 major action
1 major action
Range
Self
Self
You alter reality on a massive scale. This spell creates a 1,000-foot-radius sphere centered on you and remaining fixed in place for the duration. If you leave the area, the spell ends.
When you cast the spell, and as a major action on subsequent turns, you can reshape the appearance of reality within the sphere in each the following ways:
- All illusions and illusion spells in the area are suppressed, except for those you choose not to suppress.
- You can create illusory terrain, objects, and environmental details, but not creatures. The illusions can include visual, audible, and even olfactory elements. For example, you could make a burning forest with the smell of smoke in the air, but not a dragon flying through the sky.
- You can cause real terrain, unattended objects, and environmental details to become invisible, inaudible, and unsmellable.
- You can change the perceived temperature, but not enough to cause or prevent damage.
- You can change the light and to what degree the area is obscured.
- From within the sphere, you can cause the outside to appear however you wish, and vice versa. For example, you could make a small town disappear to the outside world, while the town inhabitants experience a solar eclipse.
These changes last until the spell ends or until you change them again. You can be as specific or as general as you want when making these changes; the spell automatically fills in missing details to match your proscribed reality.
If the spheres of two or more castings of unreality would overlap, each point in space is controlled by the sphere whose center is closest to that point.
As a standard action, you or another creature you permit can create a damaging effect. The effect can deal any damage type of your choice. It can be inflicted with a melee spell attack for 8d10 damage, a ranged spell attack with infinite range for 6d10 damage, or a saving throw of your choice targeting up to 10 creatures for 4d10 damage (dealing half damage on a successful save). The nature of the effect is up to you, but the damage must be dealt before the start of your next turn. For example, you could let an archer shoot a beam of light, or force the next 10 creatures that get too close to lava to make a saving throw against fire damage. Once this standard action is used, it can't be used again until the start of your next turn.
Vanish
Vanish
3rd-level illusion
Components
S
S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You become invisible and hidden for the duration, as this spell hides even your footsteps and sounds. Your Hide DC equals your spell save DC plus your Stealth proficiency, and you don't reroll it while the spell persists. Additionally, when you cast this spell, you can teleport up to 30 feet to an unoccupied space you can see. This spell ends if you attack or cast a spell.
Vile Ventriloquy
Vile Ventriloquy
2nd-level illusion
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Choose one creature you can see within range. You cause vile accusations and profanities to emanate from that creature's space as if it had said them. One other creature of your choice must succeed on an Intelligence saving throw or be taunted by the first creature (save ends).
This spell does not force the taunted creature to attack the first creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose another creature to be taunted for each slot level above 2nd.
All-Seeing Eye
All-Seeing Eye
9th-level divination
Components
V
V
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You manifest an all-seeing eye on your forehead or floating above it for the spell's duration. The appearance of the eye is up to you; for example, it could be a literal eye, a tattoo, or a glowing symbol. The eye has truesight with unlimited range, and it can read handwriting up to 10 miles away. The eye can see through obscured areas and even total cover out to a range of 60 feet.
You can open or close the eye as a repeatable minor action. While the eye is open, your real eyes are closed, and you gain the following benefits:
- You use the eye's sense of sight instead of your own.
- You gain a +10 bonus to Perception and Insight checks.
- You can take the Search action as a minor action.
Arcane Appraisal
Arcane Appraisal
1st-level divination
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You quickly evaluate the abilities of a creature you can see within range, which unknowingly makes an Intelligence saving throw. On a failed save, you learn the following information:
- The target's creature type.
- The highest level at which the target can cast any spell, if any.
- Which damage types are less effective against the target, such as via damage resistance or immunity.
- Which damage types are particularly harmful to the target, such as via damage vulnerability.
On a successful save, you learn one of the above options at random (you know which option you learn).
If you cast this spell as a ritual, the target must remain within range for the full casting time.
Archives of Fate
Archives of Fate
8th-level divination
Components
V, S, M (a golden key worth at least 1,000 gp, which the spell consumes)
V, S, M (a golden key worth at least 1,000 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
Self
Self
You tap into the universe's knowledge of itself, directly learning its secrets. Make a DC 20 Intelligence saving throw to comprehend the arcane secrets you expose yourself to. On a successful save, you learn information about one topic of your choice, which may be about the past, present, or future. The DM formulates this information in one sentence that is as complete, straightforward, and truthful as possible. On a failed save, you take psychic damage equal to your hit point maximum and gain 5 levels of exhaustion. Whether you succeed or fail, roll a d2; on a 1, you can never cast this spell again.
Blissful Revelations
Blissful Revelations
3rd-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You force each creature of your choice that you can see within range to witness joyous possible realities about itself or its loved ones. Each target must succeed on an Intelligence saving throw or be charmed by all other creatures until the start of your next turn or until it takes damage. The target is incapacitated while charmed in this way. A target that fails its save by 5 or more also falls unconscious while charmed, as it is overwhelmed by the wonderful dreams.
Creatures with an Intelligence score of -3 or lower are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Dire Future
Dire Future
1st-level divination
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
You search a foe's future for a crack in its defenses and wait for that moment to strike. Choose a creature you can see within range, roll a d4, and keep track of the number rolled. At the start of each of your turns, you can increase the existing number by 1, or set it to 1 if it's 4. Once before the spell ends, when you are about to make a weapon attack against the creature or target it with a damage-dealing cantrip, you can end this spell. If you do so, your attack has advantage—or the target makes its saving throw with disadvantage—and the target suffers an additional effect on a hit or failed save. The effect is determined by the tracked value, as shown in the table.
Tracked Number | Effect |
---|---|
1 | The target is slowed until the end of your next turn. |
2 | The target is knocked prone and can't stand up until the end of your next turn. |
3 | The target is dazed until the end of your next turn. |
4 | The target is weakened until the end of your next turn. |
Doomsaying
Doomsaying
7th-level divination
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 major action
1 major action
Range
60 feet
60 feet
You attempt to seal the fate of up to three creatures that you can see within range and that are within 10 feet of each other. Each target must succeed on a Wisdom saving throw or be cursed for the duration. While cursed in this way, it rolls a d10 at the start of each of its turns and suffers an effect according to the table below:
d10 | Effect |
---|---|
1 | The target's fate comes to the ultimate crossroads. The target must succeed on a saving throw of its choice or die. The curse then ends on it. |
2 | The target's body seizes up. It becomes paralyzed for the duration of the curse. Additionally, the curse becomes "Intelligence save ends" for the target, and the target stops rolling the d10 at the start of each of its turns. |
3 | Sheer misfortune makes every blow against the target a grievous one. The target becomes vulnerable to all damage for the duration of the curse. Additionally, the curse becomes "Wisdom save ends" for the target, and the target stops rolling the d10 at the start of each of its turns. |
4 | The target's wounds fester. If it is missing any hit points, it becomes diseased for the duration of the curse. While diseased in this way, it takes ongoing 4d6 poison damage. Additionally, the curse becomes "Constitution save ends" for the target, and the target stops rolling the d10 at the start of each of its turns. |
5 | The target's strength fails. It becomes weakened and slowed for the duration of the curse. Additionally, the target stops rolling the d10 at the start of each of its turns, and at the end of each hour, it must make a Constitution saving throw. On a failed save, it gains a level of exhaustion; on a success, the curse ends for it. |
6-9 | Nothing happens yet. |
10 | Fate smiles upon the target; the curse ends for it. |
Dreadful Revelations
Dreadful Revelations
3rd-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You force each creature of your choice that you can see within range to face horrifying possibile realities about itself or its loved ones. Each target must succeed on an Intelligence saving throw or take 3d6 psychic damage and be frightened of all other creatures until the start of your next turn. A target that fails its save by 5 or more takes twice as much damage and is stunned while frightened in this way, as the possibilities it faces are especially severe.
Creatures with an Intelligence score of -3 or lower are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Dream Web
Dream Web
6th-level divination
Components
V, S, M (a dreamcatcher)
V, S, M (a dreamcatcher)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You lay an ephemeral web centered on a point you can see within range. The web fills a 10-foot-radius, 5-foot tall cylinder, penetrates cover, and lasts for the duration. The web can only be sensed with mindsense.
When a creature enters the web (including when you cast this spell) or ends its turn there, it must make an Intelligence saving throw. On a failed save, the target takes 3d8 psychic damage, you learn of its presence and its location, and you learn what it was trying to accomplish at that moment. A creature that fails its save by 5 or more also falls unconscious until it takes damage or is shaken awake as a standard action. On a successful save, the target realizes it's in a dangerous area and that something tried to read its mind. An unconscious creature doesn't make this saving throw, and once a creature makes this saving throw, it doesn't do so again until after the start of its next turn.
You can use a repeatable minor action to enter or exit the dreams of an unconscious creature in the web, switching your senses with the creature's dream senses or vice versa. When you enter a creature's dreams, it makes an Intelligence saving throw; on a success, it realizes its dreams are being watched and it can choose to wake up. If you observe a creature's dreams for at least 10 minutes, you learn what its most desired long-term goal is and how it intends to accomplish that goal.
Creatures with an Intelligence score of -3 or lower are unaffected by this spell.
Expose Weakness
Expose Weakness
2nd-level divination
Components
V, S, M (a piece of parchment)
V, S, M (a piece of parchment)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You unravel a foe's defenses for your allies to exploit. Choose a creature you can see within range to be affected by this spell (Intelligence save ends). For the duration, each creature of your choice ignores the target's damage resistances and deals 1d4 extra damage to the target the first time it deals damage to the target on each of its turns.
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.
Eyeworm
Eyeworm
2nd-level divination
Components
S, M (a parasitic worm)
S, M (a parasitic worm)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You put yourself in the mind of a creature you can see within range, gaining access to some of its senses. For the duration of the spell, you use the target's senses of sight and hearing instead of your own, and you can use a repeatable minor action to switch back and forth between your senses of sight and hearing and those of the target.
When you cast this spell and each subsequent time you switch to its senses, the target makes an Intelligence saving throw. On a failed save, the target doesn't notice anything unusual. On a successful save, the target feels your presence in its mind for the duration and knows when you are spying on its senses, although it doesn't necessarily know that you are the spy. A target that is aware of your presence in its mind can attempt to force you out by making a Charisma check against your spell save DC as a standard action; on a success, the spell ends on it.
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. When you do so, you can only use the senses of one creature (including yourself) at a time. You choose which target's senses you use first when you cast the spell. You can switch senses from one creature to any other creature using the spell's minor action.
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.
Library of the Mind
Library of the Mind
2nd-level divination
Components
V, S, M (a notepad)
V, S, M (a notepad)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You tap into a vast repository of information formed by your own memories. Anything you see, hear, smell, taste, or feel while the spell persists is permanently recorded in the repository. All details are preserved in perfect clarity, and you can remember them during this or a subsequent casting of the spell.
The repository contains other memories: some that you remember, others that you've forgotten, and even a few that might belong to someone else. You have a bonus to Arcana, History, Nature, and Religion checks equal to your spellcasting ability score for the duration of the spell.
Mass Identify
Mass Identify
4th-level divination
Components
V, S, M (a pearl necklace worth at least 500 gp and several owl feathers)
V, S, M (a pearl necklace worth at least 500 gp and several owl feathers)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self (30-foot radius)
Self (30-foot radius)
For the duration, you sense the presence of magic within 30 feet of you that isn't behind total cover. Each creature, object, and area within that range that bears magic glows softly to your eyes, allowing you to effectively see it. In particular, you can see magically invisible things.
If you see a magic item within range, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you see a target of a magical effect within range, you learn what the effect does, and if it's a spell, you learn which spell. You also learn whether a creature is maintaining concentration on the effect, and if that creature is in the area, you recognize it as doing so.
If you see a creature cast or concentrate on a spell within range, you learn which spell it is (as if by the Recognize Spell reaction).
The spell can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Insidious Insight
Insidious Insight
5th-level divination
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
You focus your ire at a creature you can see within range to determine how to hurt it the most. The target is affected by this spell (Intelligence save ends) for the duration, suffering the following effects:
- The target has disadvantage on the first saving throw it makes against each spell or other effect you subject it to.
- You have advantage on attack rolls and ability checks against it.
- When you deal damage to the target, you can deal an extra 2d6 damage. You can't do so again until the start of your next turn.
Outwit
Outwit
2nd-level divination
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
By reading a foe's intentions and even its immediate future, you keep it from gaining the upper hand. Choose a creature you can see within range. For the duration, the target can't have advantage on attack rolls or ability checks against you or saving throws against your effects, and you can't have disadvantage on attack rolls or ability checks against it or saving throws against its effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd.
Piercing Gaze
Piercing Gaze
1st-level divination
Components
V, S, M (a tiny mushroom)
V, S, M (a tiny mushroom)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
Your pupils glow with traces of the images augmenting your vision. You gain the following benefits for the duration of the spell:
- You have darkvision (60 ft.). This darkvision penetrates magical darkness and obscured areas.
- You have a bonus to Insight and Perception checks equal to your spellcasting ability score.
- You automatically succeed on saving throws against being blinded.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the darkvision increases by 60 feet for each slot level above 1st.
Prescient Strike
Prescient Strike
Divination cantrip
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You glimpse into the future of one creature you can see, searching for an opening to strike. Roll a d20 and note the result. On your next turn, you can use a minor action to make a ranged spell attack against the target if it is within range and not behind total cover. Use the number you already rolled for the attack roll; if you have advantage or disadvantage on the attack roll, use the number for only one of the d20s. On a hit, the target takes 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Reminiscent Snare
Reminiscent Snare
5th-level divination
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Unlimited
Unlimited
You call to mind the image of a creature you have seen within the past minute. If the target is on the same plane of existence, it must make a Charisma saving throw. On a failed save, the target is stunned for the duration, and you briefly see its immediate surroundings. The spell ends if the target takes any damage.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the maximum duration and time since seeing the creature both increase to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, both times increase to 1 day.
Revealing Light
Revealing Light
4th-level divination
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self (60-foot cone)
Self (60-foot cone)
Raising your implement high, you produce a ghostly white light in a 60-foot cone for the duration. The light is blocked by invisible creatures and objects, producing stark shadows and revealing their location. The cone moves with you as you move, and you can change the direction of the cone as a minor action.
When an invisible target enters the cone (including when you cast this spell) or ends its turn there, it must make a Constitution saving throw. On a failed save, the target takes 8d4 radiant damage, or half as much on a success. A creature that fails its save is also blinded until it leaves the cone or stops being invisible. Once a target makes this saving throw, it doesn't have to make it again until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
Telepathic Interception
Telepathic Interception
4th-level divination
Components
V, S, M (a curved wire)
V, S, M (a curved wire)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You weave a trap to listen in on telepathic communications. Choose a 100-foot cube within range. For the duration, you receive all telepathic communications sent from or into that area. The intended recipient also receives the message, but it is slightly distorted. The first time a given creature receives a message you intercepted with this casting of the spell, that creature makes an Intelligence saving throw. On a failed save, it notices nothing unusual; otherwise, it realizes the message has been intercepted (and possibly altered, although this spell doesn't allow you to do so) and can tell when subsequent messages have been intercepted for the duration.
Twist of Fate
Twist of Fate
5th-level divination
Components
S, M (a coin)
S, M (a coin)
Duration
1 round
1 round
Casting Time
1 reaction, which you take when a creature you can see within range rolls a 1 or a 20 on the d20 of an attack roll against a target you can see within range
1 reaction, which you take when a creature you can see within range rolls a 1 or a 20 on the d20 of an attack roll against a target you can see within range
Range
90 feet
90 feet
You swap the fates of the assailed and the assailant. The d20 of the triggering attack changes from a 20 to a 1 or vice versa, and the next attack against the attacker before the start of its next turn uses the original d20 roll.
Verify
Verify
1st-level divination
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take when a creature you can see within range makes a statement that is either true or false
1 reaction, which you take when a creature you can see within range makes a statement that is either true or false
Range
30 feet
30 feet
You quickly assay a creature's thoughts while the triggering statement is fresh in its mind. The creature that made the statement realizes its mind is being read and makes a Charisma check. On a failed save, you learn whether the creature believed, disbelieved, or was unsure of its own statement. You learn nothing on a success.
Visions of Odds
Visions of Odds
3rd-level divination
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You anticipate the imminent luck of one creature you can see within range, forcing it to make an Intelligence saving throw. Roll three d20s on a failed save, or half as many on a success, and keep track of the results and the order they were rolled in.
For the duration of the spell, each time the target makes an attack roll, ability check, or saving throw, it uses the next d20 in your list as if it had rolled the number itself. If the target has advantage or disadvantage on its roll, it only uses one of your d20s, and rolls the other d20 by itself as normal.
The spell ends after the last d20 in your list is used.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an additional d20 on a failed save for each slot level above 3rd.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Dagger
Dagger
Simple melee weapon
Cost: 2 gp
Damage: 1d4 piercing
Weight: 1 lb.
Properties: finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)
Damage: 1d4 piercing
Weight: 1 lb.
Properties: finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Quarterstaff
Quarterstaff
Simple melee weapon
Cost: 2 sp
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: versatile (1d8)
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: versatile (1d8)
Versatile
Versatile
You can attack with a versatile weapon using one or two hands. When you use two hands, use the dice shown in parentheses after this property's listing as the weapon's damage dice.
Light Crossbow
Light Crossbow
Simple ranged weapon
Cost: 25 gp
Damage: 1d8 piercing
Weight: 5 lb.
Properties: ammunition (arrows; 80/320 ft.), two-handed
Damage: 1d8 piercing
Weight: 5 lb.
Properties: ammunition (arrows; 80/320 ft.), two-handed
Medicine
Medicine
Ability: Intelligence
Appears in: Heal, Search
Appears in: Heal, Search
Medicine is for diagnosing and treating health problems.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Religion
Religion
Ability: Intelligence
Appears in: Study
Appears in: Study
Religion is for knowledge of religious rites, tenets, and scripture.