• V
    S
    M
Attack/Save
Damage/Effect
  • 8th
    Abi-Dalzim's Horrid Wilting
    Necromancy V, S, M
    1 Action
    Instantaneous
    150 ft (30 ft )
    CON Save
    +
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  • 1st
    Absorb Elements
    Abjuration S
    1 Reaction
    1 Round
    Self
    - - -
    +
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  • Cantrip
    Acid Splash
    Conjuration V, S
    1 Action
    Instantaneous
    60 ft
    DEX Save
    +
    Spell Level Cantrip
    School Conjuration
    Casting Time 1 Action
    Duration Instantaneous
    Components V, S
    Damage/Effect Acid
    Attack/Save DEX Save
    Range/Area 60 ft

    You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    At Higher Levels
  • 2nd
    Aganazzar's Scorcher
    Evocation V, S, M
    1 Action
    Instantaneous
    30 ft (30 ft )
    DEX Save
    +
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  • 2nd
    Alter Self
    Transmutation V, S
    1 Action
    1 Hour
    Self
    - - -
    +
    Spell Level 2nd
    School Transmutation
    Casting Time 1 Action
    Duration 1 Hour
    Components V, S
    Damage/Effect Shapechanging
    Attack/Save - - -
    Range/Area 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 an 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 swimming speed equal to your walking 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 your 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.

    At Higher Levels
  • 5th
    Animate Objects
    Transmutation V, S
    1 Action
    1 Minute
    120 ft
    - - -
    +
    Spell Level 5th
    School Transmutation
    Casting Time 1 Action
    Duration 1 Minute
    Components V, S
    Damage/Effect Creation (...)
    Attack/Save - - -
    Range/Area 120 ft

    Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

    As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    SizeHPACStrDexAttack
    Tiny2018418+8 to hit, 1d4 + 4 damage
    Small2516614+6 to hit, 1d8 + 2 damage
    Medium40131012+5 to hit, 2d6 + 1 damage
    Large50101410+6 to hit, 2d10 + 2 damage
    Huge8010186+8 to hit, 2d12 + 4 damage

    An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

    If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

    At Higher Levels

    If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

  • 6th
    Arcane Gate
    Conjuration V, S
    1 Action
    10 Minutes
    500 ft
    - - -
    +
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  • 4th
    Banishment
    Abjuration V, S, M
    1 Action
    1 Minute
    60 ft
    CHA Save
    +
    Spell Level 4th
    School Abjuration
    Casting Time 1 Action
    Duration 1 Minute
    Components V, S, M *
    Damage/Effect Banishment (...)
    Attack/Save CHA Save
    Range/Area 60 ft

    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.

    * - (an item distasteful to the target)

  • Cantrip
    Blade Ward
    Abjuration V, S
    1 Action
    Instantaneous
    Self
    - - -
    +
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  • 4th
    Blight
    Necromancy V, S
    1 Action
    Instantaneous
    30 ft
    CON Save
    +
    Spell Level 4th
    School Necromancy
    Casting Time 1 Action
    Duration Instantaneous
    Components V, S
    Damage/Effect Necrotic
    Attack/Save CON Save
    Range/Area 30 ft

    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. This 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 or higher, the damage increases by 1d8 for each slot level above 4th.

  • 2nd
    Blindness/Deafness
    Necromancy V
    1 Action
    1 Minute
    30 ft
    CON Save
    +
    Spell Level 2nd
    School Necromancy
    Casting Time 1 Action
    Duration 1 Minute
    Components V
    Damage/Effect Debuff
    Attack/Save CON Save
    Range/Area 30 ft

    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

    At Higher Levels

    When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

  • 3rd
    Blink
    Transmutation V, S
    1 Action
    1 Minute
    Self
    - - -
    +
    Spell Level 3rd
    School Transmutation
    Casting Time 1 Action
    Duration 1 Minute
    Components V, S
    Damage/Effect Utility
    Attack/Save - - -
    Range/Area 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 an 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.

    At Higher Levels
  • 2nd
    Blur
    Illusion V
    1 Action
    1 Minute
    Self
    - - -
    +
    Spell Level 2nd
    School Illusion
    Casting Time 1 Action
    Duration 1 Minute
    Components V
    Damage/Effect Deception (...)
    Attack/Save - - -
    Range/Area 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.

    At Higher Levels
  • Cantrip
    Booming Blade
    Evocation V, M
    1 Action
    1 Round
    5 ft
    Melee
    +
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  • 1st
    Burning Hands
    Evocation V, S
    1 Action
    Instantaneous
    Self (15 ft )
    DEX Save
    +
    Spell Level 1st
    School Evocation
    Casting Time 1 Action
    Duration Instantaneous
    Components V, S
    Damage/Effect Fire
    Attack/Save DEX Save
    Range/Area Self (15 ft )

    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.

  • 1st
    Catapult
    Transmutation S
    1 Action
    Instantaneous
    60 ft
    DEX Save
    +
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  • 3rd
    Catnap
    Enchantment S
    1 Action
    10 Minutes
    30 ft
    - - -
    +
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  • 6th
    Chain Lightning
    Evocation V, S, M
    1 Action
    Instantaneous
    150 ft
    DEX Save
    +
    Spell Level 6th
    School Evocation
    Casting Time 1 Action
    Duration Instantaneous
    Components V, S, M *
    Damage/Effect Lightning
    Attack/Save DEX Save
    Range/Area 150 ft

    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.

    * - (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

  • 1st
    Chaos Bolt
    Evocation V, S
    1 Action
    Instantaneous
    120 ft
    Ranged
    +
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  • 4th
    Charm Monster
    Enchantment V, S
    1 Action
    1 Hour
    30 ft
    WIS Save
    +
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