3802 lines
No EOL
145 KiB
Text
3802 lines
No EOL
145 KiB
Text
Ascending Flame
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Evocation cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Cleric
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A flame-like radiance burns a creature that you can see
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within range. The target must succeed on a Dexterity saving
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throw or take 1d6 radiant damage, granting you half of the
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damage dealt as temporary hit points. The target gains no
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benefit from cover for this saving throw.
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The spell's damage increases by 1d6 when you reach 5th
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level (2d6), 11th level (3d6), and 17th level (4d6).
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Benediction
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Abjuration cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Up to 1 minute
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Classes: Bard, Cleric
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You touch one willing creature. The target gains a +1
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bonus to AC for the next attack made against it, then the spell
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ends. This effect can only be active on one target at a time.
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Blood Dagger
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Conjuration cantrip
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Casting Time: 1 bonus action
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Range: Self
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Components: V, S
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Duration: Up to 1 minute
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Classes: Sorcerer, Warlock
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As a bonus action on your turn, you are able to create a
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weapon from the very life-force that sustains you. Casting this
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spell causes you to immediately take 1d6 psychic damage, as
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a small blade that resembles a dagger made of flowing blood
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appears clutched in your hand.
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Attacks with this weapon use your spellcasting modifier for
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attack rolls and deal 1d4 slashing damage. Attacks from this
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weapon are also considered magical and you cannot be
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disarmed. You can dismiss the dagger as an action. You can
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only have one blood dagger created by this spell active at a
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time.
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The damage dealt by this weapon increases by 1d4 at 5th
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level (2d4), 11th level (3d4), and 17th level (4d4).
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Blood Siphon
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Sorcerer, Warlock, Wizard
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You touch a creature with the tip of your finger and attempt
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to siphon their life force to strengthen your own. Make a
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melee spell attack against a target, with a successful attack
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dealing 1d4 necrotic damage and granting you half of the
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damage dealt as temporary hit points.
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The spell's damage increases by 1d4 when you reach 5th
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level (2d4), 11th level (3d4), and 17th level (4d4).
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Bloodlink
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Cleric, Sorcerer, Warlock
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You touch two willing creatures and form a brief magical
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link between them, causing one of the creatures that you
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select to lose 1d8 hit points. The other creature gains
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temporary hit points equal to this lost health.
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This amount increases by 1d8 when you reach 5th level
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(2d8), 11th level (3d8), and 17th level (4d8).
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Bolster
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Abjuration cantrip
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Casting Time: 1 reaction
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Range: Self
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric
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A shimmering magical force appears and shelters you from
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danger at the cost of your stability. When you are targeted
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with an attack but before you know if the attack hits, you can
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roll a d6. If the attack hits, the die roll is subtracted from the
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damage done by a single attack and you fall prone. If the
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attack misses, you fall prone and are incapacitated until the
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end of your next turn. The spell then ends.
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This amount increases by 1d6 when you reach 5th level
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(2d6), 11th level (3d6), and 17th level (4d6).
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Commendation
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Abjuration cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Concentration, up to 1 minute
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Classes: Cleric
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You touch a willing creature and say a short prayer,
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warding the target against danger by granting it advantage on
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its next saving throw.
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Corruption
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S, M (a bit of phosphorus)
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Duration: Concentration, up to 1 minute
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Classes: Warlock, Wizard
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You touch the ground beneath your feet to imbue it with a
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faint necrotic energy. This energy glows with a green dim
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light in a 10-foot radius. As a bonus action on your turn, you
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can cause the energy to travel through the ground centered
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on a place you can see within 30 feet of you.
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Any creature other than yourself making an attack while
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standing on the corrupted ground does so with a -2 attack
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penalty.
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The distance you can move the corruption increases by an
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additional 10 feet when you reach 5th level (40 feet), 11th
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level (50 feet), and 17th level (60 feet).
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Courage
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Enchantment cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric, Druid
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You touch a willing creature and strengthen its resolve.
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Until the end of the creature's next turn, it cannot be
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frightened. If the target is currently frightened, it can
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immediately reroll its saving throw if one was required to
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avoid the condition.
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Dazzle
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Illusion cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: 1 round
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Classes: Bard, Cleric, Druid, Wizard
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You create a flash of blinding light directly in front of a
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creature that you can see within range. The target is
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subjected to a Charisma saving throw. On a failure, it has
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disadvantage on its next attack, or grants advantage on the
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next attack made against it, whichever comes first.
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The target must be able to see in order to suffer these
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effects.
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Disarm
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Evocation cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric, Wizard
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As an action, choose a creature you can see within 60 feet.
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That creature must make a Strength saving throw with
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advantage or drop an object or weapon they are holding in
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their hand. This spell has no effect if they are holding the
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object with two hands.
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If they are holding two items (one in each hand), select
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which item they drop. If they fail the saving throw by a score
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of 5 or greater, the item flies out of their hand in a direction of
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your choosing, up to 10 feet away from their original location.
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Corruption
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S, M (a bit of phosphorus)
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Duration: Concentration, up to 1 minute
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Classes: Warlock, Wizard
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You touch the ground beneath your feet to imbue it with a
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faint necrotic energy. This energy glows with a green dim
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light in a 10-foot radius. As a bonus action on your turn, you
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can cause the energy to travel through the ground centered
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on a place you can see within 30 feet of you.
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Any creature other than yourself making an attack while
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standing on the corrupted ground does so with a -2 attack
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penalty.
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The distance you can move the corruption increases by an
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additional 10 feet when you reach 5th level (40 feet), 11th
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level (50 feet), and 17th level (60 feet).
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Courage
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Enchantment cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric, Druid
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You touch a willing creature and strengthen its resolve.
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Until the end of the creature's next turn, it cannot be
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frightened. If the target is currently frightened, it can
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immediately reroll its saving throw if one was required to
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avoid the condition.
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Dazzle
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Illusion cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: 1 round
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Classes: Bard, Cleric, Druid, Wizard
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You create a flash of blinding light directly in front of a
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creature that you can see within range. The target is
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subjected to a Charisma saving throw. On a failure, it has
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disadvantage on its next attack, or grants advantage on the
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next attack made against it, whichever comes first.
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The target must be able to see in order to suffer these
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effects.
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Disarm
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Evocation cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric, Wizard
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As an action, choose a creature you can see within 60 feet.
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That creature must make a Strength saving throw with
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advantage or drop an object or weapon they are holding in
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their hand. This spell has no effect if they are holding the
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object with two hands.
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If they are holding two items (one in each hand), select
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which item they drop. If they fail the saving throw by a score
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of 5 or greater, the item flies out of their hand in a direction of
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your choosing, up to 10 feet away from their original location.
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Lullaby
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Enchantment cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Concentration, up to 1 minute
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Classes: Bard
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This spell sends a creature into a magical slumber. Roll
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3d4; this is the amount of hit points this spell can affect.
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Compare this amount to the hit points of a creature you can
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see within range of the spell. If the total equals or exceeds the
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target's hit points, it falls unconscious until the spell ends, the
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target takes damage, or someone uses an action to shake or
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slap it awake. If the total is less than the target's hit points, it
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has disadvantage on Wisdom based skill checks until the
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spell ends or someone takes a hostile action against it.
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The amount of hit points this spell can affect increases by
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2d4 when you reach 5th level (5d4), 11th level (7d4), and 17th
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level (9d4).
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Manipulate Shadow
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Illusion cantrip
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Casting Time: 1 action
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Range: 30 feet
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Components: S
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Duration: Concentration, up to 1 hour
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Classes: Bard, Druid, Sorcerer, Warlock, Wizard
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As a bonus action, you are able to manipulate the shadow
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belonging to a creature of Medium size or smaller that you
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can see within range. This manipulation can take several
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forms, such as making it act out simple actions independent
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from its owner, move up to 30 feet away from its owner, or to
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alter its shape one size larger or smaller than its owner.
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You may only manipulate one shadow at a time with this
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spell. Should the source of the shadow move from its original
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location, the shadow will follow its owner but remain under
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your control for up to the duration while within a range of
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120 feet.
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Night Terror
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Conjuration cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: S, M (a pinch of salt)
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Duration: Concentration, up to 1 minute
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Classes: Warlock, Wizard
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You conjure an Small shadowy figure in an area that you
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can see within range that remains until it is slain or the spell
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ends. The shadowy figure has 10 hit Points, an Armor Class
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of 14 and a movement speed of 0. When you cast the spell,
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you can command the shadowy figure to assault the mind of
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a creature within 30 feet of it that you can see. The target
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must succeed on an Intelligence saving throw or take 1d8
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psychic damage.
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As an action, you can repeat the attack against a creature
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within 30 feet of it that you can see.
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This spell's damage increases by 1d8 when you reach 5th
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level (2d8), 11th level (3d8), and 17th level (4d8).
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Pacify
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Evocation cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Bard, Cleric, Druid
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When you have at least one Hit Die remaining, you may
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touch a willing creature and spend a single hit die, healing
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your target for that amount + your Constitution modifier. A
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creature can only receive the benefit of this spell once per
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long rest.
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Peaceful Valediction
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Necromancy cantrip
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Casting Time: 1 bonus action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Cleric, Druid, Wizard
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You touch one corpse, and for the next 10 minutes, the
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target can't become undead by any means short of a Wish
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spell. You can only affect one target with this spell at a time.
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Phase
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Abjuration cantrip
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Casting Time: 1 reaction
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Range: Self
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Components: V, S
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Duration: Instantaneous
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Classes: Sorcerer, Wizard
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When you are targeted with an attack, you may use your
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reaction in an attempt to phase through a single attack made
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against you, imposing disadvantage on that attack.
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If the attack against you is still successful, you become
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incapacitated until the end of your next turn.
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Rancorous-Mist Blade
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Conjuration cantrip
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Casting Time: 1 action
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Range: 5 feet
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Components: V, M (a weapon)
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Duration: 1 round
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Classes: Sorcerer, Warlock, Wizard
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As part of the action used to cast this spell, you must make
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a melee attack with a weapon against one creature within the
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spell’s range, otherwise the spell fails. On a hit, the target
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suffers the attack’s normal effects, and it becomes engulfed in
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a 5-foot square of acidic mist. If the target does not move out
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of this square by the start of your next turn, it immediately
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takes 1d8 acid damage, and the spell ends.
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This spell’s damage and effected area increase when you
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reach higher levels. At 5th level, the damage is increased by
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1d8 and the area covered by the mist is 10 feet in a line away
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from you, affecting any creatures in the mist at the start of
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your next turn. Both the damage and area's line increase by
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1d8 and 5 feet at 11th level and 17th level.
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Scourge
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Instantaneous
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Classes: Warlock, Wizard
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You touch a target with the tip of your finger, transferring a
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dark green energy that flows through your finger and infects
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the target. Make a melee spell attack against the target. On a
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hit, the target takes 1d6 necrotic damage and suffers
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disadvantage on a single Constitution saving throw it makes
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before the start of your next turn.
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This spell's damage increases by 1d6 when you reach 5th
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level (2d6), 11th level (3d6), and 17th level (4d6).
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Shadow Embrace
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Illusion cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Sorcerer, Warlock, Wizard
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You cause shadows to manifest around a creature within
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range. The target must make a Wisdom saving throw or
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receive a -2 penalty to their attack rolls and disadvantage on
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Dexterity saving throws until the end of their next turn as
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they become engulfed by a dark embrace.
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Shadow Ink
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Conjuration cantrip
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Casting Time: 1 action
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Range: Touch
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Components: S, M (an empty vial)
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Duration: 1 hour
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Classes: Bard, Sorcerer, Warlock, Wizard
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You pull shadows into a swirling mass inside an empty vial
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you possess. As long as the vial is open, you are able to use
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its new contents as 1 ounce of pitch-black ink. If the vial is
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stoppered, or 1-hour passes, the ink dissipates back into
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shadow; any writing that has already been made with the ink
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is unaffected.
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Shawl of the Unseen
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Conjuration cantrip
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Casting Time: 1 action
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Range: Touch
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Components: S
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Duration: Concentration, up to 1 minute
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Classes: Bard, Wizard
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You touch a Medium or smaller creature, enveloping it in a
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10-foot-radius sphere of pale mist. The mist lasts for the
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duration or until a wind of moderate or greater speed (at
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least 10 miles per hour) disperses it. While active, the mist
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grants the target advantage on Dexterity (Stealth) skill checks
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for the duration.
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At 5th level you can target creatures of Large size, at 11th
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level you can target creatures of Huge size, and at 17th level
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you can target creatures of Gargantuan size.
|
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Song of the Dead
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Necromancy cantrip
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Casting Time: 1 action
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Range: 30 feet
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Components: V, S, M (a musical instrument)
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Duration: Instantaneous
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Classes: Bard
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You perform a haunting tune that causes spirits of the dead
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to stir. Make a ranged spell attack against a target within
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range. On a hit, an incorporeal entity materializes and deals
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1d4 necrotic damage to the target. Additionally, it can’t take
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reactions until the start of its next turn.
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You can select an additional target within range at 5th level
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(2 targets), 11th level (3 targets), and 17th level (4 targets).
|
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Spare the Living
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Necromancy cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Warlock, Wizard
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You siphon out what little life-force a living creature has
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left. Select a creature that you can see within range that has
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0 hit points and force them to immediately make a Death
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saving throw. This spell has no effect on undead or
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constructs.
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Thieves' Ruse
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Illusion cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: Concentration, up to 10 minutes
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Classes: Bard, Wizard
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You make an object, up to 5 pounds that you possess,
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invisible for up to 10 minutes. Once the spell ends, you can't
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make the same object invisible again for 24 hours.
|
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Thunderous Chord
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Evocation cantrip
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S, M (a musical instrument)
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Duration: Instantaneous
|
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Classes: Bard
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You release a blast of sound that can be heard up to 60 feet
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away. A creature that you can see within range must make a
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Constitution saving throw or take 2d4 thunder damage and
|
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become deafened until the end of its next turn.
|
||
This spell's damage increases by 2d4 when you reach 5th
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level (4d4), 11th (6d4), and 17th (8d4).
|
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|
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Unholy Flame
|
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Evocation cantrip
|
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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Classes: Cleric
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A purple flame descends on a creature that you can see
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within range. The target must succeed on a Dexterity saving
|
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throw or take 1d8 necrotic damage. The target gains no
|
||
benefit from cover for this saving throw.
|
||
This spell's damage increases by 1d8 when you reach 5th
|
||
level (2d8), 11th level (3d8), and 17th level (4d8).
|
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|
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Venomous Strike
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Transmutation cantrip
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Casting Time: 1 action
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Range: Touch
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Components: V, M (a weapon or piece of ammo)
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Duration: Instantaneous
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||
Classes: Bard, Druid
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As part of the action used to cast this spell, you embue a
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magical poison on a weapon or piece of ammo you touch and
|
||
must make an attack with a it against one creature within the
|
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weapon's range, otherwise the spell fails. On a hit, the target
|
||
suffers the attack's normal effects plus 1d4 poison damage. If
|
||
your attack roll deals critical damage, the target becomes
|
||
poisoned until the end of its next turn. Targets resistant or
|
||
immune to poison damage or immune to the poisoned
|
||
condition do not become poisoned.
|
||
This spell deals an additional 1d4 poison damage when
|
||
you reach 5th level (2d4), 11th level (3d4) and 17th level
|
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(4d4).
|
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Waning Touch
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Necromancy cantrip
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Casting Time: 1 action
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Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Cleric, Warlock, Wizard
|
||
You touch one creature. On the next ability check it makes
|
||
before the spell ends, the target must roll a d4 and subtract
|
||
the number rolled from the ability check. The spell then ends.
|
||
|
||
Acrid Delight
|
||
1st-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a piece of food)
|
||
Duration: Up to 1 hour
|
||
Classes: Bard, Druid, Wizard
|
||
You touch a piece of food (weighing up to 5 lbs), rotting it
|
||
from the inside, but maintaining its original taste, texture,
|
||
appearance and smell. If the piece of food is then eaten by a
|
||
creature within one hour, the creature must make a
|
||
Constitution saving throw or take 2d8 poison damage and
|
||
become poisoned until it completes a long rest. On a
|
||
successful save the creature takes half the damage and is not
|
||
poisoned. If the food is not eaten within one hour, it
|
||
succumbs to its rotten nature and spoils.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 for
|
||
each spell slot level above 1st.
|
||
|
||
Alacritous Interpretation
|
||
1st-level divination (ritual)
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: 1 hour
|
||
Classes: Wizard
|
||
For the duration, you gain the ability to read non-magical
|
||
texts at a rate of 50 pages per minute and have perfect
|
||
recollection of any information gained during the spell's
|
||
duration.
|
||
|
||
Animate Cranium
|
||
1st-level necromancy (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a humanoid skull)
|
||
Duration: 8 hours
|
||
Classes: Wizard
|
||
You infuse a skull with dark energy, granting it the foul
|
||
mimicry of life. The skull is an object that has AC 5 and 1 Hit
|
||
Point. When you cast this spell, you can speak a phrase of up
|
||
to 10 words, which are memorized by the skull. Whenever a
|
||
creature other than yourself or of your choosing enters an
|
||
area within 15 feet of skull for the first time, the skull speaks
|
||
the phrase exactly as it was taught.
|
||
For the duration, if the skull is destroyed while the spell is
|
||
active, the dark energies seep out the remains. Every
|
||
creature within a 15-foot radius circle around the skull must
|
||
make a Constitution saving throw or take 2d4 necrotic
|
||
damage. You can only animate one cranium with this spell at
|
||
a time. If you cast this spell again, the other animated
|
||
cranium is destroyed, dealing the necrotic damage.
|
||
**At Higher Levels.** If you cast this spell using a spell slot of
|
||
3rd level or higher, the Duration is 24 hours. If you use a spell
|
||
slot of 5th level or higher, the Duration is 10 days. If you use a
|
||
spell slot of 7th level or higher, the Duration is 30 days. If you
|
||
use a 9th level spell slot, the spell lasts until it is dispelled.
|
||
|
||
Animate Percussion
|
||
1st-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a small cymbal or drum)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Wizard
|
||
You may touch one percussion instrument that you
|
||
possess, bringing it to life under your command for the
|
||
duration. The instrument can only follow basic commands,
|
||
such as playing a simple beat. As a bonus action, you can
|
||
mentally command the instrument you made with this spell if
|
||
it is within 30 feet of you. Once given an order, the instrument
|
||
continues to follow it until its task is complete. If you do not
|
||
issue a command, the instrument will idly play a rhythm that
|
||
it has been used to play prior to becoming animated.
|
||
|
||
Beguile
|
||
1st-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: 1 round
|
||
Classes: Bard, Sorcerer, Warlock
|
||
You point at a creature within range and suggest a short
|
||
phrase of up to 5 words, forcing the target to make a Wisdom
|
||
saving throw. On a failure, the creature is forced to shout the
|
||
nearest approximation to the proffered phrase that exists in
|
||
their native tongue. If the creature fails its saving throw by 5
|
||
or more, it can take no other actions during this round.
|
||
|
||
Bone Storm
|
||
1st-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Self (15-foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You conjure shards of bone to shoot forth from your hand
|
||
in a 15-foot cone in front of you. Creatures in the area must
|
||
make a Dexterity saving throw or take 5d4 piercing damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d4 and
|
||
the size of the cone increases by 5 feet for each spell slot level
|
||
above 1st.
|
||
|
||
Cauterizing Flame
|
||
1st-level evocation
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Cleric, Paladin
|
||
A creature you touch regains a number of hit points equal
|
||
to 2d10 + your spellcasting ability modifier. However, the
|
||
creature can no longer regain hit points by any other means
|
||
until it completes a short or long rest. This spell has no effect
|
||
on undead or constructs.
|
||
**At Higher Levels.** The healing increases by 1d10 for each
|
||
slot level above 1st.
|
||
|
||
Creeping Crawling Claw
|
||
1st-level necromancy (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (severed hand of a creature)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Warlock, Wizard
|
||
Choose the hand of a creature that has been severed from
|
||
its body for longer than 24 hours and grant it sentience. For
|
||
the duration of the spell, the creeping claw **(MM pg.44)** is
|
||
under your control and can be commanded using your bonus
|
||
action. The claw can only understand simple commands.
|
||
The claw is under your control for 1 hour, after which it
|
||
stops obeying you. To reassert control for another hour or to
|
||
assert control over an existing crawling claw, you may cast
|
||
this spell again.
|
||
If the claw is still alive when the spell ends, it will attempt
|
||
seek to reunite itself with its rightful owner. If its original
|
||
owner is dead, the claw will wander off purposelessly.
|
||
|
||
Cursed with Undeath
|
||
1st-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You touch a humanoid creature that has at least 1 hit point,
|
||
placing a curse upon it for 1 minute. If the creature dies while
|
||
the curse is active, it is raised as a zombie under your control
|
||
(the DM has the creature's game statistics). A remove curse
|
||
spell ends this effect when cast upon a living creature.
|
||
On each of your turns, you can use a bonus action to
|
||
mentally command any creature you made with this spell if
|
||
the creature is within 60 feet of you (issuing the same
|
||
command to each one if you control multiple creatures).
|
||
The creature is under your control for 1 minute, after
|
||
which it stops obeying any command you've given it.
|
||
|
||
Death's Grasp
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Warlock, Wizard
|
||
Grasping spectral hands sprout from the ground in a 10-
|
||
foot square starting from a point within range. For the
|
||
duration, these hands turn the ground in the area into
|
||
difficult terrain.
|
||
Creatures ending their turn in the area must succeed on a
|
||
Dexterity saving throw or take 3d6 necrotic damage from the
|
||
spectral hands.
|
||
**At Higher Levels.** When you cast this spell using certain
|
||
higher-level spell slots, the area covered by the spell
|
||
increases. With a 3rd-level slot, the area covered becomes a
|
||
20-foot square. With a 5th-level slot, the area covered
|
||
becomes a 30-foot square. With a 7th-level slot, the area
|
||
covered becomes a 40-foot square. With a 9th-level slot, the
|
||
area covered becomes a 50-foot square.
|
||
|
||
Detect Chaos and Order
|
||
1st-level divination
|
||
Casting Time: 1 action
|
||
Range: Self (15-foot-radius sphere)
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Cleric, Paladin
|
||
For the duration, you are able to determine the nature of
|
||
creatures within range in relation to how they conform to
|
||
societal norms. Creatures will have auras about them relating
|
||
to their alignment:
|
||
- A jagged, chaotic aura for those with a tendency toward
|
||
acting on their feelings and whims, regardless of society's
|
||
expectations
|
||
- A muddled, neutral aura for those who balance their
|
||
whims against the expectations of society, doing what they
|
||
can within the confines of order
|
||
- A crisp, lawful aura for those who follow the rules of
|
||
society, often at the expense of their personal wishes
|
||
|
||
Divine Arm
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a non-magical weapon)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Paladin
|
||
Your deity imbues a melee weapon you currently possess
|
||
with an essence of their power and launches it at a foe within
|
||
60 feet. Make a melee spell attack against a creature you can
|
||
see within range. If successful, the target takes the weapon's
|
||
normal damage plus an additional 2d10 radiant or necrotic
|
||
damage (your choice). The weapon breaks after it is used in
|
||
this manner.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d10 for
|
||
every two slot levels above 1st.
|
||
|
||
Dread
|
||
1st-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: 30 feet
|
||
Components: V, S, M (petrified eye of a rabbit)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Warlock, Wizard
|
||
You speak an augury against a creature that you can see
|
||
within range, filling them with a sense of trepidation. On a
|
||
failed Wisdom saving throw, the target suffers disadvantage
|
||
on all attacks against you. Also, the target has disadvantage
|
||
on Wisdom skill checks made for the duration.
|
||
A remove curse spell cast on the target ends this effect.
|
||
|
||
Earthen Grip
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Druid, Sorcerer, Wizard
|
||
You target one creature you can see within range, causing
|
||
them to make a Strength saving throw. On a failed save the
|
||
target is restrained by dirt rising from the ground in the
|
||
shape of a fist.
|
||
The target may use its action to make a Strength saving
|
||
throw, breaking free from the earth's grasp on a successful
|
||
save.
|
||
|
||
Earthen Pillar
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Druid, Wizard
|
||
You call forth a column of dirt to rise out of the ground in a
|
||
space you can see within range. The pillar has a diameter of
|
||
5 feet, a height of 20 feet, an AC of 10 and 15 hit points.
|
||
If the pillar is created under a Medium or smaller creature,
|
||
that creature must succeed on a Dexterity save or be lifted by
|
||
the pillar. Large creatures make the save with advantage.
|
||
Huge or bigger creatures are unaffected as the earthen pillar
|
||
is unable to be created under the creature's weight. A Large
|
||
or smaller creature can choose to fail the save.
|
||
If the pillar is prevented from reaching its full height due to
|
||
contact with another solid surface, a creature on the pillar
|
||
takes 2d6 bludgeoning damage and is restrained. The
|
||
restrained creature can use an action to make a strength or
|
||
dexterity check (creature's choice) against the spell's save DC.
|
||
On a success, the creature is no longer restrained and must
|
||
either move or fall off the pillar.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can increase the height of the
|
||
pillar by 5 feet and the potential damage it deals by 1d6 for
|
||
each slot level above 1st.
|
||
|
||
Grimlore's Shadowblight
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You hurl a ball of dark energy at a target within range.
|
||
Make a ranged spell attack against the target. On a hit, the
|
||
target takes 1d12 necrotic damage and must make a Wisdom
|
||
saving throw or become frightened of you 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 dealt increases by
|
||
1d12 for every two spell slot levels above 1st.
|
||
|
||
Guillotine
|
||
1st-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Wizard
|
||
You extend your hand and touch a creature while muttering
|
||
the passing prayer of an executioner. The creature must
|
||
make a Strength saving throw or become restrained by a pair
|
||
of ethereal chains that bind the target to the ground, and a
|
||
large magical blade is summoned above their head.
|
||
As a bonus action on your turn, you are able to release
|
||
the blade down upon your target's neck, dealing 2d8
|
||
magical slashing damage. For every round that you
|
||
do not release the blade with your bonus action after
|
||
the initial cast, add 1d8 additional damage as a blade
|
||
ratchets another notch higher above the target.
|
||
The target may use their action to attempt a
|
||
Strength saving throw to break the chains at the
|
||
start of each turn. This removes the restrained
|
||
condition and ends the spell without doing any
|
||
damage.
|
||
**At Higher Levels.** When you cast this spell
|
||
using a spell slot of 2nd level or higher,
|
||
the initial damage increases by 1d8 for
|
||
each slot level above 1st.
|
||
|
||
Helm's Everwatchful Eye
|
||
1st-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Cleric, Paladin
|
||
You call out to the deity known as Helm and plead for the
|
||
Vigilant One to use his divine grace to help one of your allies
|
||
in need. When you see a creature within range fail a saving
|
||
throw, you can use your reaction to roll a d20. On a roll of 16
|
||
or higher, Helm will intervene and allow the target to succeed
|
||
their saving throw instead.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, you reduce the die score required
|
||
|
||
by 2 for every slot level above 1st.Inaudible
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Druid, Ranger, Wizard
|
||
Choose a creature that you can see within range. The
|
||
target must succeed on a Constitution saving throw or
|
||
become unable to cast spells that require a verbal component
|
||
from 1 school of magic (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 2nd level or higher, you can select one addition school
|
||
of magic for each slot level above 1st.
|
||
|
||
Injurious Spellbook
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S, M (a spellbook)
|
||
Duration: Instantaneous
|
||
Classes: Wizard
|
||
You transmute the two pages of your spellbook that contain
|
||
the scripture for this spell to detach from the book's binding
|
||
and develop razor-sharp edges. Both pages fly out and slice a
|
||
creature in range, before safely returning to your spellbook
|
||
and rebinding to their original location. Choose one creature
|
||
within range or choose two creatures within range that are
|
||
within 5 feet of each other. For each page, a creature must
|
||
make a Dexterity saving throw or take 2d8 slashing damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 per
|
||
page (2d8 total) for every two spell slots level above 1st.
|
||
|
||
Inner Fire
|
||
1st-level evocation
|
||
Casting Time: 1 action
|
||
Range: 15 feet
|
||
Components: V, S, M (a ruby worth 25gp)
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock
|
||
The sheer power of your life force causes the blood of your
|
||
foes to ignite in an inferno. Cause a creature you can see
|
||
within range to make a Dexterity saving throw or take 1d4
|
||
fire damage for every unused hit dice you currently have. You
|
||
lose up to 1d4 of your remaining hit dice, consumed by the
|
||
spell.
|
||
|
||
Interpret Bone
|
||
1st-level divination
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Druid, Paladin, Ranger
|
||
You touch a bone from a creature that has been dead for
|
||
longer than 10 days but less than a year and are able to see a
|
||
brief vision of how that creature died.
|
||
|
||
Last Breath
|
||
1st-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a vial of water)
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Druid, Sorcerer, Wizard
|
||
You raise your hands in a grasping gesture around a
|
||
creature's neck and begin to fill their lungs with water. The
|
||
target must succeed on a Constitution saving throw or take
|
||
1d8 cold damage, and on your turn(s), you can use your
|
||
action to deal 1d8 cold damage to the target automatically.
|
||
While the target is affected by the spell, it is considered to
|
||
be holding its breath. The target can hold its breath for 1 + its
|
||
Constitution modifier minutes (minimum of 30 seconds),
|
||
then begins choking. The spell ends if you use your action to
|
||
do anything else or the target moves more than 30 feet away
|
||
from you or dies. At the end of each of its turns, the target can
|
||
make a Constitution saving throw. On a success, the spell
|
||
ends.
|
||
This spell has no effect on creatures who don't need to
|
||
breathe or can breathe underwater.
|
||
|
||
Larloch's Minor Drain
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 90 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You create a ball of necrotic energy and launch it towards a
|
||
creature that you can see within range. Make a ranged spell
|
||
attack against the target. On a hit, the target takes 1d8
|
||
necrotic damage, and you regain hit points equal to half the
|
||
amount of necrotic damage dealt. If you are at your maximum
|
||
total hit points, you receive double the amount as temporary
|
||
hit points instead.
|
||
|
||
Misery
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Warlock, Wizard
|
||
You extend your hand and touch a creature while muttering
|
||
a tribulation under your breath; one that dwells in a plane of
|
||
anguish. Upon casting this spell, the target must succeed on a
|
||
Constitution saving throw or take 1d6 necrotic damage and
|
||
have its soul become tainted. You regain hit points equal to
|
||
half the amount of necrotic damage dealt.
|
||
Until the spell ends, if the target is within 30 feet of you at
|
||
the start of your turns, using your action, you can force it to
|
||
succeed on a Constitution saving throw take 1d6 necrotic
|
||
damage. A creature of your choosing within 5 feet of the
|
||
target regains hit points equal to half the amount of necrotic
|
||
damage dealt. A successful saving throw ends the spell.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d6 on
|
||
each instance of damage for every three spell slot levels
|
||
above 1st.
|
||
|
||
Murmurs of the Restless
|
||
1st-level necromancy (ritual)
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S, M (burning incense)
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric
|
||
You mentally connect with a group of spirits whose lives
|
||
ended in an unnatural death. The spirits belonging to any
|
||
creatures within 30 feet of you that died within the last 24
|
||
hours simultaneously overwhelm you with the emotions they
|
||
felt before passing. If there are more than 5 dead creatures in
|
||
range when casting this spell, make a DC 10 Intelligence
|
||
saving throw. On a failure, you take 2d6 psychic damage and
|
||
cannot cast this spell again until you finish a long rest.
|
||
On a successful save, or if there are 5 or fewer dead
|
||
creatures within range, you are able to briefly sense the
|
||
emotions of the creatures during their final moments before
|
||
death. The DM will describe the most prevalent emotions felt
|
||
by the dead creatures within range, such as "anger," "terror,"
|
||
"guilt," "grief," or "sadness."
|
||
|
||
Nightowl
|
||
1st-level conjuration (ritual)
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S, M (feather of an owl)
|
||
Duration: 24 hours
|
||
Classes: Druid, Ranger
|
||
Selune gives you her blessing, allowing you to summon the
|
||
mythical spirit of an owl that appears on your shoulder. The
|
||
owl cannot attack or carry any objects but understands any
|
||
simple commands you give it up to a mile away. If not given
|
||
any commands, the owl will sit perched upon your shoulder.
|
||
As a bonus action, you are able to see and hear through the
|
||
perspective of the spirit owl, but you become blinded and
|
||
deafened while doing so.
|
||
|
||
Rot
|
||
1st-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Druid, Warlock, Wizard
|
||
You extend your hand toward a creature you can see within
|
||
range and infect the target with a horrible disease, causing
|
||
their flesh to form pustules and smell of decay. The creature
|
||
must succeed on a Constitution saving throw or take 2d12
|
||
necrotic damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d12 for
|
||
each slot level above 1st.
|
||
|
||
Shed Skin
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Classes: Druid, Ranger, Wizard
|
||
You channel the peculiarity of reptiles and gain the ability
|
||
to shed your skin the same manner as a snake. If you cast
|
||
this spell while being grappled, the condition ends, and you
|
||
can move up to 15 feet away from your target without
|
||
provoking attacks of opportunity.
|
||
|
||
Shield of Devotion
|
||
1st-level abjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: 10 minutes
|
||
Classes: Cleric, Paladin
|
||
A gleaming shield appears around a creature of your
|
||
choice within range, causing any critical hit against them to
|
||
become a normal hit for the duration. The target also gains
|
||
1d8 temporary hit points when you cast this spell.
|
||
|
||
Skein of Vines
|
||
1st-level conjuration
|
||
Casting Time: 1 reaction
|
||
Range: Self
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Classes: Druid, Ranger
|
||
When you are unwillingly pushed or pulled in any direction,
|
||
you call forth vines from the ground to wrap around your legs
|
||
and prevent you from being moved until the start of your next
|
||
turn. This spell can only be cast while you are on solid
|
||
ground.
|
||
|
||
Slashing Step
|
||
1st-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Ranger
|
||
As part of the action used to cast this spell, you must
|
||
use the Dash action. When doing so, you enter a semiincorporeal state and move with increased grace,
|
||
allowing you to move without provoking an attack of
|
||
opportunity.
|
||
Additionally, you may make a single melee attack
|
||
against any creature that is within 5 feet of your
|
||
chosen path, doing your normal attack damage on
|
||
a hit.
|
||
**At Higher Levels.** When you cast this spell using a
|
||
spell slot of 2nd level or higher, you can target one
|
||
additional creature for every two slot levels above 1st.
|
||
|
||
Smolder
|
||
1st-level transmutation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You focus on fanning the flames that burn within your
|
||
soul. Using your bonus action, you are able to add an
|
||
additional 1d8 fire damage to the next source of fire damage
|
||
you deal. You can only have one source of this spell active at a
|
||
time.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 for
|
||
every slot level above 1st.
|
||
|
||
Storm of Arrows
|
||
1st-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a feather)
|
||
Duration: Instantaneous
|
||
Classes: Ranger
|
||
You chant a minor incantation, brushing the arrows
|
||
in your quiver with a feather. Upon finishing the
|
||
casting, spectral duplicates of your arrows appear at a point
|
||
in the sky you can see with in range, forming a 10-foot radius
|
||
cylinder up to 40 feet tall. Each creature in the cylinder must
|
||
make a Dexterity saving throw. A creature takes 3d6 piercing
|
||
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 2nd level or higher, the damage increases by 1d6 for
|
||
each spell slot level above 1st.
|
||
|
||
Zen Archery
|
||
1st-level divination
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Cleric, Druid, Ranger
|
||
You allow insight to guide your ranged weapon attacks. For
|
||
the duration, when you make an attack with a ranged
|
||
weapon, you can use your Spellcasting ability modifier
|
||
instead of Dexterity for all attack and damage rolls.
|
||
2nd Level Spells
|
||
|
||
Amorphous Form
|
||
2nd-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Druid, Sorcerer, Wizard
|
||
You touch a creature with at least 1 hit point, transforming
|
||
it into a gray ooze. An unwilling creature can make a Wisdom
|
||
saving throw to avoid the effect.
|
||
The transformation lasts for the duration, until the target
|
||
drops to 0 Hit Points, or dies. The target's game Statistics,
|
||
including mental Ability Scores, are replaced by the Statistics
|
||
of a gray ooze. It retains its Alignment and personality.
|
||
The target assumes the Hit Points of its new form. When it
|
||
reverts to its normal form, the creature returns to the number
|
||
of Hit Points it had before it transformed. If it reverts as a
|
||
result of dropping to 0 Hit Points, any excess damage carries
|
||
over to its normal form. As long as the excess damage doesn't
|
||
reduce the creature's normal form to 0 Hit Points, it isn't
|
||
knocked unconscious. The creature is limited in the actions it
|
||
can perform by the nature of its new form, and it can't speak,
|
||
cast spells, or take any other action that requires hands or
|
||
speech.
|
||
The target's gear melds into the new form. The creature
|
||
can't activate, use, wield, or otherwise benefit from any of its
|
||
equipment.
|
||
|
||
Analyze Blood
|
||
2nd-level divination
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (1 ounce of blood)
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Druid, Ranger, Sorcerer
|
||
You are able to learn a number of qualities from one ounce
|
||
of fresh blood, as long as it has not existed outside its source
|
||
for more than 24 hours. Roll a d4 and choose a number of
|
||
qualities to learn from the list below, equal to the die score:
|
||
- Learn the creature's type
|
||
- Learn the creature's age (if applicable)
|
||
- Learn the creature's gender (if applicable)
|
||
- Learn if the blood carries any traces of poison or disease
|
||
- Learn if the creature is within 20 miles of your location
|
||
- Learn if the creature is still on your plane of existence
|
||
If you cast this spell using a spell slot, in addition to the
|
||
information learned above, you will also see a brief glimpse of
|
||
the moment right before the creature shed blood, from its
|
||
perspective.
|
||
|
||
Avian Geyser
|
||
2nd-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, M (a feather)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
|
||
A gust of wind begins to swirl around a place on the
|
||
ground that you can see within range, culminating in power.
|
||
After a brief moment, a wind geyser 10 feet diameter and up
|
||
to 60 feet tall abruptly shoots into the air. Any medium or
|
||
smaller creature that steps into the geyser or is in its space
|
||
when the geyser is created must make a Dexterity saving
|
||
throw or be lifted into the air to the geyser's peak. Large
|
||
creatures make their Dexterity save with advantage, and
|
||
Huge or larger creatures are unaffected.
|
||
|
||
Barricade
|
||
2nd-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Wizard
|
||
You create a semi-transparent vertical wall made of
|
||
magical force (AC 25, 10 HP). The wall is a solid object and
|
||
appears within range. It lasts for the duration or until it takes
|
||
damage. You can make a straight wall up to 40 feet long, 40
|
||
feet high, and 5 feet thick. The wall provides full cover to
|
||
creatures on either side of it and only creatures you allow can
|
||
pass through it.
|
||
|
||
Cognizant
|
||
2nd-level enchantment (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 1 hour
|
||
Classes: Bard, Wizard
|
||
You touch a willing creature, allowing them to add their
|
||
proficiency bonus to all initiative rolls and all Intelligence
|
||
based skill checks for the duration. You can only have one
|
||
instance of this spell active at a time.
|
||
|
||
Consecration
|
||
2nd-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch (15-foot-radius circle)
|
||
Components: V, S, M (a holy symbol, vial of holy water and
|
||
incense worth 20 gp, which is consumed)
|
||
Duration: 1 minute
|
||
Classes: Cleric, Paladin
|
||
Divine energy spreads outwards from a point you touch
|
||
on the ground to fill up to a 15-foot-radius circle for the
|
||
duration. The energy spreads around corners. For the
|
||
duration, creatures of your choosing within the circle have
|
||
advantage on Wisdom saving throws and skill checks. An
|
||
undead creature must succeed on a Charisma saving throw
|
||
to willingly enter the area, and suffers disadvantage on
|
||
Wisdom saving throws and skill checks while inside the area.
|
||
When the spell ends, the area is blessed by positive energy
|
||
and becomes consecrated ground. If the area contains an
|
||
altar, shrine, or other permanent fixture devoted to a deity,
|
||
pantheon, or higher power with ideals vastly different from
|
||
those represented by the holy symbol used in the casting, it is
|
||
destroyed.
|
||
|
||
Desecration
|
||
2nd-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch (15-foot-radius circle)
|
||
Components: V, S, M (an unholy symbol, vial of unholy water
|
||
and incense worth 20 gp, which is consumed)
|
||
Duration: 1 minute
|
||
Classes: Cleric, Paladin, Warlock, Wizard
|
||
Unholy energy spreads outwards from a point you touch on
|
||
the ground to fill up to a 15-foot-radius circle for the duration.
|
||
The energy spreads around corners. For the duration, an
|
||
undead creature within the circle has advantage on Wisdom
|
||
saving throws and skill checks. Additionally, if they begin
|
||
their turn in the circle, they gain 2d6 temporary hit points.
|
||
Creatures of your choosing suffer disadvantage on Wisdom
|
||
saving throws and skill checks while inside the area.
|
||
When the spell ends, the area is tainted by unholy energy
|
||
and becomes desecrated ground. If the area contains an altar,
|
||
shrine, or other permanent fixture devoted to a deity,
|
||
pantheon, or higher power with ideals vastly different from
|
||
those represented by the holy symbol used in the casting, it is
|
||
destroyed.
|
||
|
||
Detect Familiar
|
||
2nd-level divination
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer,
|
||
Warlock, Wizard
|
||
For the duration, you sense the presence of any creature
|
||
that is currently serving as a familiar within 30 feet of you. If
|
||
you sense a familiar in this way, you can use your action to
|
||
see a faint aura around the creature. In addition, you are able
|
||
to sense if its master is within 1 mile of your location and
|
||
know their general direction.
|
||
The spell can penetrate most barriers, but is blocked by 1
|
||
foot of stone, 1 inch of common metal, a thin sheet of lead, or
|
||
3 feet of wood or dirt.
|
||
|
||
Divine Ward
|
||
2nd-level abjuration
|
||
Casting Time: 10 minutes
|
||
Range: Touch
|
||
Components: V, S, M (some hair, fingernail
|
||
clippings, or other piece of the creature’s body)
|
||
Duration: 24 hours
|
||
Classes: Cleric, Paladin
|
||
You place your hand upon a willing creature and create a
|
||
magical bond between you and your target. For the next 24
|
||
hours, any spell with a range of touch that you cast upon the
|
||
target can be cast from up to 30 feet away.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the range increases by 5 feet for
|
||
each slot level above 2nd.
|
||
|
||
Drain Life
|
||
2nd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You can weaken one foe by lowering its maximum hit
|
||
points. Choose one creature that you can see within range to
|
||
make a Constitution saving throw. If it fails, 2d8 + your spell
|
||
casting modifier worth of hit points are subtracted from its
|
||
maximum until it completes a long rest. If this effect reduces
|
||
the target's total hit points to zero, it dies.
|
||
**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.
|
||
|
||
Druthers
|
||
2nd-level enchantment
|
||
Casting Time: 1 bonus action
|
||
Range: Self (30-foot radius)
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Bard, Paladin, Sorcerer, Warlock
|
||
You make a simple request of up to 10 words, gaining a +5
|
||
bonus and advantage on Persuasion skill checks to all
|
||
humanoids within 30 feet of you.
|
||
|
||
Elemental Anguish
|
||
2nd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Cleric, Warlock, Wizard
|
||
You extend your finger and point at a creature while
|
||
muttering a guttural curse. The target has until the end of its
|
||
next turn to move 60 feet or more from you.
|
||
If the target fails or chooses not to move this distance away
|
||
from you, it must immediately make a Constitution saving
|
||
throw or lose its resistance from one of the following damage
|
||
types: acid, cold, fire, lightning, or thunder (your choice) for 1
|
||
minute. Creatures with immunity to the chosen type are
|
||
instead treated as having resistance to the damage. A remove
|
||
curse spell ends this effect.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can choose another damage
|
||
type for every two slot levels above 2nd.
|
||
|
||
Gale of Obscurity
|
||
2nd-level evocation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Druid, Sorcerer, Wizard
|
||
You summon a blizzard that obscures you from other
|
||
creatures. For the duration, the gale provides you half cover,
|
||
resistance to fire damage, and any creature that starts its turn
|
||
or moves within 5 feet of you for the first time takes 1d6 cold
|
||
damage.
|
||
While the gale is active, you suffer disadvantage on all
|
||
ranged weapon and spell attacks.
|
||
|
||
Glacious
|
||
2nd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Druid, Sorcerer, Wizard
|
||
The ground freezes in a 10-foot-radius sphere centered on
|
||
a point you choose within range. Any creature that starts its
|
||
turn or moves into the area for the first time must make a
|
||
Constitution saving throw or take 2d8 cold damage and gain
|
||
one level of exhaustion. On a successful save, a creature
|
||
takes half as much damage and does not suffer exhaustion.
|
||
Creatures resistant or immune to cold damage automatically
|
||
succeed on the saving throw.
|
||
**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.
|
||
|
||
Grimlore's Shadowgrasp
|
||
2nd-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You create a floating hand made of shadow in an
|
||
unoccupied space that you can see within range. When you
|
||
cast the spell, you can make a melee spell attack against a
|
||
creature within 5 feet of the shadowy hand. On a hit, the
|
||
target takes 1d12 of necrotic damage and must make a
|
||
Wisdom saving throw or be frightened of you until the end of
|
||
its next turn.
|
||
As a bonus action, you can move the shadowy hand up to
|
||
20 feet and repeat the attack against a creature within 5 feet
|
||
of it.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage dealt by the hand
|
||
increases by 1d12 for every two spell slot levels above 2nd.
|
||
|
||
Holy Missile
|
||
2nd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Cleric
|
||
You create three glowing darts of holy energy. Each dart
|
||
hits a creature of your choice that you can see within range.
|
||
Each dart heals its target for 1d4 hit points. The darts all
|
||
strike simultaneously, and you can direct them to hit one
|
||
creature or several.
|
||
|
||
Howling Downpour
|
||
2nd-level conjuration (ritual)
|
||
Casting Time: 1 bonus action
|
||
Range: 90 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Wizard
|
||
You summon a storm cloud up to 60 feet above the ground
|
||
at a point you can see in range. After 1d4 rounds, the clouds
|
||
produce rain at an alarming rate, dousing everything in a 10-
|
||
foot radius cylinder below the cloud. The rain extinguishes all
|
||
non-magical fire within the area immediately.
|
||
As a bonus action on your turn, you can move the cloud up
|
||
to 30 feet in any direction that does not exceed the spell's
|
||
range and to a maximum height of 60 feet.
|
||
|
||
Mana Burn
|
||
2nd-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
You create a magic ball of glowing energy and launch it at a
|
||
creature that you can see within range. The target must make
|
||
an Intelligence saving throw or take 1d6 psychic damage and
|
||
lose an unused 2nd level spell slot until it completes a long
|
||
rest. If the target does not have any 2nd level spell slots
|
||
remaining, it will lose a 1st level spell slot instead.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d6 for
|
||
every slot level above 2nd. Also, the unused spell slot lost by
|
||
the target is equal to the spell slot used to cast the spell. If the
|
||
target does not have an unused slot level of that level to lose,
|
||
they will lose a spell slot of the next lower level, and so on,
|
||
until they lose an unused spell slot. If the target does not have
|
||
any unused spell slots of the apporpiate level, the spell does
|
||
nothing and ends.
|
||
|
||
Manacle of Burden
|
||
2nd-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Warlock, Wizard
|
||
You target two creatures that are within 20 feet of each
|
||
other within range and cause them to make a Strength saving
|
||
throw with disadvantage. If both targets fail, they are bound
|
||
to one another by a spectral manacle of your creation and will
|
||
split all damage done to them.
|
||
For the duration, any damage done to either target is
|
||
halved (rounded down) and then dealt to the other bound
|
||
creature as well.
|
||
If the two bound creatures move more than 20 feet apart,
|
||
the manacle breaks causing 4d6 necrotic damage to each
|
||
target.
|
||
|
||
Mountains to Molehills
|
||
2nd-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a spider's leg)
|
||
Duration: Up to 10 minutes
|
||
Classes: Druid, Ranger, Wizard
|
||
You touch a smooth surface that is difficult or unable to be
|
||
climbed and transform the landscape to create tiny foot and
|
||
hand holds in any direction 10 feet wide and up to 60 feet in
|
||
length. Anyone who attempts to climb the transformed
|
||
surface makes all Strength (Athletics) checks with a +2 bonus
|
||
and rolls with advantage.
|
||
|
||
Necrotic Visage
|
||
2nd-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Warlock, Wizard
|
||
You evoke a shadowy visage that appears above you. The
|
||
visage remains until you use your action to make a melee
|
||
weapon attack against a target within range. On a successful
|
||
attack, your attack is replaced by that of the shadowy visage,
|
||
who hits your target with a necrotic scythe, dealing 4d6
|
||
necrotic damage and forcing the target to succeed on a
|
||
Dexterity saving throw or have its movement speed reduced
|
||
to 0 until the end of its next turn. The visage then disappears.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d6 for
|
||
every slot level above 2nd.
|
||
|
||
Pullulate
|
||
2nd-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (plant seed)
|
||
Duration: Instantaneous
|
||
Classes: Druid
|
||
You plant a seed from a type of plant that used to grow in
|
||
your current location. Upon touching the ground above the
|
||
buried seed and speaking a small blessing, the species of the
|
||
plant begins to regrow, taking 1d4 hours to reach maturity.
|
||
|
||
Radiating Blade of Tempus
|
||
2nd-level evocation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S, M (an amulet or holy symbol)
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Cleric, Paladin
|
||
You call upon Tempus, the god of war, to grant you the
|
||
ability to strike down your foes in his name. Using your bonus
|
||
action, you are able to sheathe a melee weapon you possess
|
||
with a white burning flame. You can use your action to make
|
||
a melee attack with the fiery blade. On a hit, the target takes
|
||
the weapon's normal attack damage plus 1d8 radiant
|
||
damage. The flaming blade sheds bright light in a 10-foot
|
||
radius and dim light for an additional 10 feet.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for
|
||
every two slot levels above 2nd.
|
||
|
||
Shadow Bind
|
||
2nd-level illusion
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Sorcerer, Warlock, Wizard
|
||
You take control of the shadow belonging to a creature to
|
||
restrain its master. Make a ranged spell attack against a
|
||
creature that you can see within range, dealing 2d6 necrotic
|
||
damage and grappling the target. The grappled creature can
|
||
use an action to make a Strength (Athletics) or Dexterity
|
||
(Acrobatics) check (creature's choice) against your
|
||
spellcasting DC, ending the spell if successful. You are not
|
||
able to control a target's shadow in this manner if the target
|
||
is in bright light.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 2d6 for
|
||
each slot level above 2nd.
|
||
|
||
Silvanus' Blessing
|
||
2nd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a small diamond worth at least 50 gp,
|
||
which the spell consumes)
|
||
Duration: Instantaneous
|
||
Classes: Druid, Ranger
|
||
You return a dead beast you touch to life, provided that it
|
||
has been dead no longer than 8 hours. If the beast's soul is
|
||
both willing and at liberty to rejoin the body, the beast returns
|
||
to life with half of its total hit points, rejuvenated by the
|
||
blessing of Silvanus.
|
||
This spell also neutralizes any poisons and cures
|
||
nonmagical diseases that affected the beast at the time it
|
||
died. This spell doesn't, however, remove magical diseases,
|
||
curses, or similar effects; if these aren't first removed prior to
|
||
casting the spell, they take effect when the beast returns to
|
||
life.
|
||
This spell closes all mortal wounds, but it doesn't restore
|
||
missing body parts. If the creature is lacking body parts or
|
||
organs integral for its survival - its head, for instance - the
|
||
spell automatically fails.
|
||
|
||
Silvanus' Favor
|
||
2nd-level transmutation
|
||
Casting Time: 1 bonus action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Ranger, Wizard
|
||
You touch a willing beast. Until the spell ends, the
|
||
beast's non-magical attacks become magical attacks
|
||
with a +1 bonus to attack rolls and damage rolls.
|
||
**At Higher Levels.** When you cast this spell
|
||
using a spell slot of 4th level or higher, the bonus
|
||
increases to +2. When you use a spell slot of 6th
|
||
level or higher, the bonus increases to +3.
|
||
|
||
Surge of Chaos
|
||
2nd-level transmutation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer
|
||
When you are forced to roll on the wild magic table, you
|
||
can choose to use your bonus action to reroll on the table
|
||
after seeing the result of your first roll. You must take the
|
||
second result.
|
||
|
||
Track
|
||
2nd-level divination (ritual)
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 8 hours
|
||
Classes: Druid, Ranger
|
||
You are able to identify the tracks made by a creature if you
|
||
possess one thing that belonged to the creature. You also gain
|
||
advantage on Wisdom based skill checks related to the target
|
||
for the duration.
|
||
|
||
Veil of Elements
|
||
2nd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a small moonstone)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Wizard
|
||
You summon a swirling mass of elements in a
|
||
15-foot-radius, 40-foot-tall cylinder centered on a point you
|
||
can see within range. Each creature that begins their turn in
|
||
the veil or moves into it during their turn must make a
|
||
Dexterity saving throw. A creature takes 3d6 damage from an
|
||
element of your choosing (cold, fire, lightning, thunder) on a
|
||
failed save, or half as much on a successful one, which
|
||
expends that damage type from the veil.
|
||
The spell ends once all four damage types are expended, or
|
||
the spell's duration is reached.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage from each element
|
||
increases 1d6 for each slot level above 2nd.
|
||
|
||
Absorbing Ward
|
||
3rd-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Cleric, Paladin, Sorcerer
|
||
You create a protective ward that has 18 hit points. When
|
||
you take a single source of damage, this ward will protect you
|
||
by absorbing up to its total number of hit points.
|
||
Once the ward has absorbed damage, you are able to
|
||
release the energy absorbed by the ward as force damage on
|
||
the next source of damage that you do to a single target.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, the ward gains 6 hit points for every
|
||
slot level above 3rd.
|
||
|
||
Ameliorate
|
||
3rd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Cleric, Druid, Paladin
|
||
A creature you can see within range gains a number of
|
||
temporary hit points equal to 2d6 + your spellcasting ability
|
||
modifier. This effect happens every round at the start of your
|
||
turn for the duration as long as the target is within range,
|
||
otherwise the spell ends.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, the temporary hit points given
|
||
increase by 1d6 for each slot level above 3rd.
|
||
|
||
Ancestral Guidance
|
||
3rd-level divination (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (alexandrite dust worth at least 50 gp,
|
||
which the spell consumes)
|
||
Duration: 1 hour
|
||
Classes: Bard, Cleric, Druid
|
||
You touch a willing creature and call upon the spirits of
|
||
their ancestors to appear and offer guidance. The target may
|
||
pick one language to become
|
||
proficient in for the duration.
|
||
Additionally, the target
|
||
gains double its proficiency
|
||
bonus for ability checks it
|
||
makes that use Intelligence and
|
||
Wisdom until the spell ends.
|
||
|
||
Conflagration
|
||
3rd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a ruby worth 50gp)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Warlock
|
||
You ignite a wildfire to scorch the battlefield, centered on
|
||
one creature you can see within range. The target must
|
||
succeed on a Dexterity saving throw or take 2d6 fire damage
|
||
and burn uncontrollably. At the start of each of its turns, the
|
||
target must make another Dexterity saving throw. On a failed
|
||
save, it takes 1d6 fire damage. A successful saving throw
|
||
ends the spell.
|
||
While the spell is active, if the target takes fire damage
|
||
from any source other than this spell, each creature in a 15-
|
||
foot-radius sphere centered on the target must make a
|
||
Dexterity saving throw. A creature takes 1d6 fire damage on a
|
||
failed save, or half as much damage on a successful one. The
|
||
fire spreads around corners. It ignites flammable objects in
|
||
the area that aren’t being worn or carried. This effect can only
|
||
occur once per round.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, both damage rolls increase by 1d6
|
||
for each slot level above 3rd.
|
||
|
||
Create Useful Robe Patch
|
||
3rd-level conjuration (ritual)
|
||
Casting Time: 1 hour
|
||
Range: Touch
|
||
Components: V, S, M (a blank patch worth at least 10gp, an
|
||
item and a robe of useful things with available space)
|
||
Duration: Instantaneous
|
||
Classes: Bard, Wizard
|
||
You compress a single mundane item onto a blank patch
|
||
with the intention of attaching it to a Robe of Useful Items.
|
||
The item you choose must be no larger than 30 feet in any
|
||
dimension. The patch must then be sewn onto a Robe of
|
||
Useful Items before it can be used.
|
||
At Higher Levels: When casting this spell using a spell
|
||
slot, you are able to fashion non-sentient magic items into
|
||
patches depending on the spell slot used, as follows: 3rd level
|
||
(common), 5th level (uncommon), 7th level (rare), and 9th
|
||
level (very rare)
|
||
|
||
Displacement
|
||
3rd-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
Using your action, you are able to swap places with a
|
||
creature you can see within range. If the target is hostile
|
||
towards you, it can attempt a Charisma saving throw to resist
|
||
the effect.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, the range of the spell increases by
|
||
10 feet for each slot level above 3rd.
|
||
|
||
Distressing Melody
|
||
3rd-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V or S, M (an instrument)
|
||
Duration: Instantaneous
|
||
Classes: Bard
|
||
You select one creature within range and sing or play a
|
||
song aimed at disrupting your target, causing them to make a
|
||
Constitution saving throw vs your Spellcasting DC or
|
||
lose their focus, ending any concentration spell they
|
||
currently are casting. If they lose concentration in
|
||
this manner, they cannot cast a spell from the
|
||
same school of magic until they complete a long
|
||
rest.
|
||
|
||
Fire Whip
|
||
3rd-level evocation
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Sorcerer, Warlock, Wizard
|
||
You create a whip made of scorching flame and select one
|
||
creature within range, with the intention of unbalancing it.
|
||
The target must make a Dexterity saving throw. On a failed
|
||
save, the target takes 5d8 fire damage and you choose to
|
||
knock it prone or to pull it up to 30 feet closer to your
|
||
location.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d8 and
|
||
you can pull the target an additional 5 feet for each slot level
|
||
above 3rd.
|
||
|
||
Frost Armor
|
||
3rd-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Druid, Sorcerer, Wizard
|
||
You touch a willing creature, encasing them in a protective
|
||
coating of ice. For the duration, they gain a +3 bonus to AC
|
||
and become resistant to cold damage but suffer disadvantage
|
||
on all Dexterity checks and saves for the duration. Every time
|
||
they are hit by a melee weapon attack, their attacker takes
|
||
1d6 cold damage.
|
||
Additionally, each time they are successfully attacked, the
|
||
protection provided by frost armor wanes, reducing its armor
|
||
class bonus by 1. After the AC bonus provided by the armor is
|
||
reduced to 0, the armor shatters and the spell ends.
|
||
|
||
Grimlore's Affliction
|
||
3rd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You harness necrotic energies and infuse them into your
|
||
very being. For the next 10 minutes, every time you deal
|
||
damage with a spell, the target must make a Wisdom saving
|
||
throw or become frightened of you until the end of its next
|
||
turn. If a target's saving throw is successful it is immune to
|
||
being frightened by this spell for the next 24 hours
|
||
|
||
Healing Leeches
|
||
3rd-level conjuration (ritual)
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: 1 minute
|
||
Classes: Druid, Ranger
|
||
You summon two magical leeches that exist for the
|
||
duration. They can be given to willing creatures and placed
|
||
somewhere on their skin. While attached this way, they
|
||
proceed to suck out all forms of non-magical poison and
|
||
toxins, rendering the creature immune to disease and poison
|
||
effects for the duration. Additionally, the creature becomes
|
||
resistant to poison damage for the duration.
|
||
|
||
Invocation from Bahamut
|
||
3rd-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: 30 feet
|
||
Components: V, S, M (a metallic dragon's scale)
|
||
Duration: Instantaneous
|
||
Classes: Cleric, Paladin
|
||
You make a plea to the deity Bahamut, dragon god of
|
||
justice, to aid an ally. Using your reaction, you allow a
|
||
creature that you witness fail a saving throw to attempt
|
||
another save with advantage.
|
||
|
||
Lunacy
|
||
3rd-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Bard, Warlock, Wizard
|
||
You target a creature that you can see within range and
|
||
pick at the fragile fabric that allows them to maintain their
|
||
sanity. The creature must make a Wisdom saving throw or
|
||
roll on the Short-Term Madness Table (DMG, pg.258) and
|
||
remain under the effect for 1d10 minutes.
|
||
|
||
Lunar Blessing
|
||
3rd-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Cleric, Druid, Ranger
|
||
The spell reveals the secrets typically cloaked by darkness.
|
||
Choose any number of creatures within range. For the
|
||
duration, each target has darkvision out to a range of 30 feet,
|
||
and has advantage on stealth ability checks.
|
||
|
||
Mass Vicious Mockery
|
||
3rd-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard
|
||
You unleash a string of insults laced with subtle
|
||
enchantments at up to 6 creatures that you can see within
|
||
range. If the target can hear you (though it need not
|
||
understand you), it must succeed on a Wisdom saving throw
|
||
or take 2d4 psychic damage and have disadvantage on the
|
||
next attack roll it makes before the end of its next turn.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 2d4
|
||
damage for each slot level above 3rd.
|
||
|
||
Mummify
|
||
3rd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Cleric, Warlock, Wizard
|
||
You touch a creature and utter an ancient curse. The target
|
||
must succeed on a Strength saving throw or take 2d8
|
||
necrotic damage and become restrained as spectral
|
||
wrappings begin to tighten around its body. Until the spell
|
||
ends, as an action on each of your turns, you can cause the
|
||
target to take an additional 2d8 necrotic damage every round
|
||
after the spell was initially cast. The target can use its action
|
||
to make a Strength saving throw, breaking the spectral
|
||
wrappings and ending the spell.
|
||
A creature that dies while under the effect of this spell
|
||
becomes a mummy that is friendly to you and your
|
||
companions for the remaining duration. Roll initiative for the
|
||
mummy, which has its own turns. It obeys any verbal
|
||
commands that you issue to it (no action required by you). If
|
||
you don’t issue any commands to the mummy, it defends itself
|
||
from hostile creatures but otherwise takes no actions. Once
|
||
the duration is reached, the mummy dies and turns to ash.
|
||
If your concentration is broken, the mummy doesn’t die.
|
||
Instead, you lose control of the mummy, it becomes hostile
|
||
toward you and your companions, and will attack. An
|
||
uncontrolled mummy can’t be dismissed by you, and it turns
|
||
to ash 10 minutes after the spell was initially cast. The DM
|
||
has the mummy's statistics.
|
||
|
||
Poison Darts
|
||
3rd-level conjuration
|
||
Casting Time: 1 bonus action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Up to 1 hour
|
||
Classes: Bard, Druid, Ranger, Wizard
|
||
You conjure 2d4 magical darts that last for one hour or
|
||
until they are used. As an action on your turn, you may
|
||
expend one of the darts to make a ranged spell attack against
|
||
a creature you can see within in range. On a successful
|
||
attack, you deal 2d6 poison damage to the target and force
|
||
them to make a Constitution saving throw or become
|
||
poisoned until the end of their next turn.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, the you summon and additional
|
||
1d4 darts and they last for 1 additional hour for each slot
|
||
level above 3rd.
|
||
|
||
Poisoned Heart
|
||
3rd-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Warlock
|
||
You touch a creature, causing its heart to fill with a
|
||
vile poison. The creature must make a Constitution
|
||
saving throw or take 2d10 poison damage. At the
|
||
end of each of the target’s turns before the spell ends,
|
||
the target must succeed on a Constitution saving throw or
|
||
take an additional 2d10 poison damage.
|
||
At any point during the spell, if the target dies as a result of
|
||
the poison damage from this spell, every creature within 5
|
||
feet of the target must make a Constitution saving throw as
|
||
the target's heart explodes. A creature takes 4d10 poison
|
||
damage on a failed save, or half as much on a successful one.
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 4th level or higher, all damage dealt from spell
|
||
increases by 1d10 for every slot level above 3rd.
|
||
|
||
Predominance
|
||
3rd-level divination
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V
|
||
Duration: Up to 1 hour
|
||
Classes: Sorcerer
|
||
You attempt to unleash the power contained within your
|
||
being. When you first cast this spell, roll a d20. If the result is
|
||
higher than the difference of 20 and your spellcasting
|
||
modifier, you gain 3 predominance dice. Within the next hour,
|
||
you may use each of these dice to gain advantage on a single
|
||
d20 roll, at which point the die is expended.
|
||
|
||
Reshape Destiny
|
||
3rd-level necromancy
|
||
Casting Time: 1 reaction
|
||
Range: 30 feet
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Paladin, Sorcerer
|
||
You can change an outcome that the cosmic forces have
|
||
foretold. As a reaction, you touch a creature that just failed a
|
||
death saving throw, and allow them to succeed instead.
|
||
Additionally, any death saving throws the target makes are
|
||
done with advantage until it is stabilized or dies, whichever
|
||
happens first.
|
||
|
||
Return
|
||
3rd-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: 45 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
Using your reaction, you can cause a creature to return to
|
||
the space it just vacated with its current movement. If you
|
||
can see a creature within range and are able to see its
|
||
original location (though it need not be in range), the target
|
||
must make a Charisma saving throw or be teleported back to
|
||
its point of origin where it began its current turn. The target
|
||
does not regain its movement speed. A creature can choose
|
||
to fail the saving throw if it wishes.
|
||
|
||
Sacred Ward
|
||
3rd-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (A piece of cloth)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Warlock, Wizard
|
||
You place a divine ward with three charges on a creature of
|
||
your choice that you can see within range. After the target
|
||
takes damage, it regains hit points equal to 2d8 + your
|
||
spellcasting ability modifier, and the ward loses one charge.
|
||
Once the target is healed, the ward jumps up to 30 feet to
|
||
another creature of your choice. After the ward loses all of its
|
||
charges, the spell ends. This spell has no effect on undead or
|
||
constructs.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, the ward gains one additional
|
||
charge for each slot level above 3rd.
|
||
|
||
Scaleskin
|
||
3rd-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (dragon scale worth 300 gp)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Ranger
|
||
You touch a willing creature. Until the spell ends, the
|
||
target's skin has a smooth, scale-like appearance, and its
|
||
AC can't be less than 18, regardless of what kind of armor
|
||
it is wearing. Also, the target becomes resistant to a
|
||
single damage type depending on what type of dragon
|
||
scale you use: white (cold), red (fire), blue (lightning),
|
||
black (acid), or green (poison).
|
||
|
||
Spectral Steed
|
||
3rd-level conjuration (ritual)
|
||
Casting Time: 10 minutes
|
||
Range: Self
|
||
Components: V, S, M (Onyx dust worth 50 gp, which the
|
||
spell consumes)
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You summon a spirit that assumes the form of an unusually
|
||
intelligent, strong, and loyal steed, creating a long-lasting
|
||
bond with it. Appearing in an unoccupied space within range,
|
||
the steed takes on a form that you choose: a warhorse, a
|
||
pony, a camel, an elk, or a mastiff. The steed has the statistics
|
||
of the chosen form, though it is an incorporeal undead
|
||
creature instead of its normal type, and gains the Incorporeal
|
||
Movement trait, although it cannot use it while mounted.
|
||
Additionally, if your steed has an Intelligence of 5 or less, its
|
||
Intelligence becomes 6, and it gains the ability to understand
|
||
one language of your choice that you speak.
|
||
Your steed serves you as a mount, both in combat
|
||
and out, and you have an instinctive bond with
|
||
it that allows you to fight as a seamless unit.
|
||
While mounted on your steed, you can make
|
||
any spell you cast that targets only you also
|
||
target your steed.
|
||
When the steed drops to 0 hit points, it
|
||
disappears, leaving behind no physical form. You
|
||
can also dismiss your steed at any time as an
|
||
action, causing it to disappear. In either case,
|
||
casting this spell again summons the same
|
||
steed, restored to its hit point maximum.
|
||
While your steed is within 1 mile of you,
|
||
you can communicate with it
|
||
telepathically. You can't have more than
|
||
one steed bonded by this spell at a
|
||
time. As an action, you can release
|
||
the steed from its bond at any time,
|
||
causing it to disappear.
|
||
|
||
Sphere of Deceit
|
||
3rd-level illusion
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S, M (dragon scale worth 300 gp)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Ranger
|
||
You create a magical zone that enables deception in a 15-
|
||
foot-radius sphere on a point of your choice within range.
|
||
Until the spell ends, any creatures of your choosing that enter
|
||
the spell's area gain advantage on all Deception skill checks.
|
||
Additionally, any creatures in the spell's area that you do
|
||
not grant this bonus must make a Wisdom saving throw or
|
||
suffer disadvantage on all Wisdom (Insight) checks made
|
||
while in the area. When the spell ends, they know that they
|
||
were deceived in this manner.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, the radius of the sphere is
|
||
increased by 10 feet for every slot level above 3rd.
|
||
|
||
Steady Terrain
|
||
3rd-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: 10 minutes
|
||
Classes: Druid, Ranger
|
||
You transform the ground, allowing you and your allies to
|
||
traverse it with ease. For the duration, you remove all difficult
|
||
terrain along a 5-foot wide, 60-foot long line originating from
|
||
a point you touch in a direction you choose. If the terrain is
|
||
difficult due to a magical spell, this spell negates that
|
||
condition of the other spell if it was cast at 3rd level or lower.
|
||
When cast on a surface that would require a Strength
|
||
(Athletics) skill check to traverse, any creatures you choose
|
||
can make the skill checks with advantage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, the length of the line increases by
|
||
30 feet for every slot level above 3rd.
|
||
|
||
Thunderous Bellow
|
||
3rd-level evocation
|
||
Casting Time: 1 action
|
||
Range: Self (20-foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Sorcerer
|
||
You shout a thunderous phrase that bursts outward from
|
||
your location. Each creature in a 20-foot cone must make a
|
||
Constitution saving throw. A creature takes 4d8 thunder
|
||
damage and is pushed 15 feet away from you on a failed save,
|
||
or half as much damage and is not pushed on a success.
|
||
**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.
|
||
|
||
Vaporous Smite
|
||
3rd-level evocation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Paladin
|
||
The next time you hit a creature with a melee
|
||
weapon attack during this spell's duration, your
|
||
weapon flares with a misty white shroud and the
|
||
attack deals an extra 3d8 radiant damage to the
|
||
target. Immediately after the attack, your form
|
||
turns into a gaseous vapor and you are able to
|
||
travel up to 15 feet without provoking attacks of
|
||
opportunity. You return to your normal form at
|
||
the end of your turn.
|
||
|
||
Wyrmling's Vitriol
|
||
3rd-level evocation
|
||
Casting Time: 1 bonus action
|
||
Range: Touch
|
||
Components: V
|
||
Duration: 10 minutes
|
||
Classes: Bard, Warlock
|
||
You touch a creature and bestow it with the ability
|
||
to harness a black dragon's mastery of toxic
|
||
acid. For the duration, the target is
|
||
resistant to acid damage and can use
|
||
an action on its turns to launch a dark
|
||
green ball of acid up to 30 feet in a straight
|
||
line. The acid ball hits the first creature in its
|
||
path, which must make a Dexterity saving throw.
|
||
The creature takes 4d4 acid damage on a failed save,
|
||
or half as much damage on a successful one. Additionally,
|
||
if the creature fails its saving throw, each creature within 5
|
||
feet of it must succeed on a Dexterity saving throw or take
|
||
1d4 acid damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, both damage instances increase by
|
||
1d4 for every two slot levels above 3rd.
|
||
|
||
Army of the Dead
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 45 feet
|
||
Components: V, S, M (a vial of blood and a handful of bone
|
||
dust, which are consumed by the spell)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Warlock, Wizard
|
||
This spell creates 2d4 undead servant skeletons. Choose
|
||
piles of humanoid bones within range. Your spell imbues the
|
||
targets with a foul mimicry of life, raising them as undead
|
||
skeletons (the DM has the creature's game statistics). The
|
||
skeletons act immediately after your turn on the initiative
|
||
order.
|
||
On each of your turns, you can use a bonus action to
|
||
mentally command any creatures you made with this spell if
|
||
the creature is within 60 feet of you (issuing the same
|
||
command to each one). You decide what action the creatures
|
||
will take and where they will move during their next turn, or
|
||
you can issue a general command, such as to guard a
|
||
particular chamber or corridor. If you issue no commands,
|
||
the creatures only defend themselves against hostile
|
||
creatures. Once given an order, the creatures continue to
|
||
follow it until their task is complete.
|
||
The creatures are under your control for 1 minute, after
|
||
which point the spell ends and they collapse to the ground,
|
||
lifeless.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, you are able to add an addition 1d4
|
||
to the total number of skeletons raised by this spell for every
|
||
slot higher than 4th level.
|
||
|
||
Boundary
|
||
4th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Wizard
|
||
You create a small barrier of force to protect a creature you
|
||
can see within range. The creature gains 25 + 1d10 worth of
|
||
temporary hit points.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, the number of temporary hit points
|
||
increases by 1d10 for each slot level above 4th.
|
||
|
||
Brook Healing
|
||
4th-level evocation
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Druid, Paladin, Ranger
|
||
A creature you touch regains a number of hit points equal
|
||
to 8d8 + your spellcasting ability modifier. When healing a
|
||
creature in this manner, you immediately take psychic
|
||
damage equal to half the amount healed as psychic damage
|
||
and must make a DC 15 Constitution saving throw or suffer 1
|
||
level of exhaustion.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, the healing increases by 1d8 for
|
||
each slot level above 4th.
|
||
|
||
Devistate Undead
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You siphon out the foul life-force instilled in undead
|
||
creatures within range. Roll 5d20; the total is how many hit
|
||
points of creatures this spell can affect. Undead creatures
|
||
within 30 feet of a point you choose within range are affected
|
||
in ascending order of their current hit points.
|
||
Starting with the undead creature that has the lowest
|
||
current hit points, each creature affected by this spell must
|
||
succeed on a Constitution saving throw or be destroyed.
|
||
Subtract each undead creature’s hit points from the total
|
||
before moving on to the undead creature with the next lowest
|
||
hit points. An undead creature’s hit points must be equal to or
|
||
less than the remaining total for that creature to be affected.
|
||
You gain a number of temporary hit points equal to half the
|
||
hit point total of the first undead creature that was destroyed
|
||
by this spell.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, roll an additional 1d20 for each slot
|
||
level above 4th.
|
||
|
||
Dusk Arrows
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Cleric, Ranger, Wizard
|
||
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
|
||
1d8 necrotic damage. The spell's magic ends on the piece of
|
||
ammunition when it hits or misses, and the spell ends when
|
||
twelve pieces of ammunition have been drawn from the
|
||
quiver.
|
||
If a target dies as a result of your ranged attack while using
|
||
this ammunition, its flesh melts away and it is raised as a
|
||
skeleton under your control for 8 hours, after which time it
|
||
stops obeying your commands and will attack you until
|
||
destroyed. You may control up to 4 skeletons at a time with
|
||
this spell. If you attempt to take control of another skeleton
|
||
with a dusk arrow when 4 are currently under your control,
|
||
you will lose control of the skeleton that has been under your
|
||
control the longest, and it will attack you.
|
||
On each of your turns, you can use a bonus action to
|
||
mentally command a skeleton raised by a dusk arrow if it is
|
||
within 60 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). Undead and constructs killed
|
||
with dusk arrows to not become skeletons under your control.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, you can control one additional
|
||
skeleton for each slot level above 4th.
|
||
|
||
Embers
|
||
4th-level evocation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Druid, Sorcerer, Wizard
|
||
You cause tiny burning embers to fall from the sky around
|
||
you inside a 60-foot-tall cylinder with a 30-foot radius
|
||
centered on yourself. When you cast the spell, you must
|
||
choose if you intend for the embers to help or hinder.
|
||
Help: The embers provide restorative powers to all
|
||
creatures that you choose within within the area. A
|
||
creature that has 0 hit points gains advantage on death
|
||
saving throws until it completes a short rest or dies,
|
||
whichever happens first. A creatures that is has 1 hit point
|
||
or more gains 3d6 temporary hit points.
|
||
Hinder: The embers work to oppress your foes. All
|
||
creatures that you choose within range must make a
|
||
Dexterity saving throw. On a failed save, a creature takes
|
||
3d6 fire damage and has its movement speed halved until
|
||
the end of their next turn. It takes half damage and its
|
||
move speed is unaffected on a successful save.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, the die increases by 1d6 on either
|
||
effect for every slot level above 4th.
|
||
|
||
Furtive Armory
|
||
4th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (An exquisite weapon rack, 10 feet
|
||
wide by 6 feet tall, constructed from rare materials worth at
|
||
least 6,000 gp, and a Tiny replica made from the same
|
||
materials worth at least 60 gp)
|
||
Duration: Instantaneous
|
||
Classes: Wizard
|
||
You hide a weapon rack, and all its contents, on the
|
||
Ethereal Plane. You must touch the rack and the miniature
|
||
replica that serves as a material component for the spell. The
|
||
weapon rack can hold 15 pieces of adventuring gear,
|
||
weapons or armor. While the weapon rack remains on the
|
||
Ethereal Plane, you can use an action and touch the replica
|
||
to recall the rack. It appears in an unoccupied space on the
|
||
ground within 10 feet of you. You can send the weapon rack
|
||
back to the Ethereal Plane by using an action and touching
|
||
both the rack and the replica.
|
||
After 60 days, there is a cumulative 5 percent chance per
|
||
day that the spell's effect ends. This effect ends if you cast
|
||
this spell again, if the smaller replica rack is destroyed, or if
|
||
you choose to end the spell as an action. If the spell ends and
|
||
the larger weapon rack is on the Ethereal Plane, it is
|
||
irretrievably lost.
|
||
|
||
Gift of Vivacity
|
||
4th-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: 60 feet
|
||
Components: V
|
||
Duration: Instantaneous
|
||
Classes: Cleric, Paladin
|
||
You call upon your divine grace to bestow strength upon an
|
||
ally at the expense of your own. Select a creature that you
|
||
can see within range and grant them a number of temporary
|
||
hit points equal to your maximum hit points, but you
|
||
immediately take 4 levels of exhaustion.
|
||
|
||
Grimlore's Withering Coils
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You create three spectral coils gleaming with green
|
||
necrotic energy. Make a ranged spell attack against up to
|
||
three separate targets within range, one for each coil. Each
|
||
successful attack deals 2d12 necrotic damage and the target
|
||
must succeed on a Wisdom saving throw or become
|
||
frightened of you until the end of your next turn. If the target
|
||
makes a successful saving throw, it cannot be frightened by
|
||
this spell for 24 hours.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, the damage of each coil increases
|
||
by 1d12 for every two slot levels above 4th.
|
||
|
||
Hallowing Curse
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Bard, Cleric, Warlock, Wizard
|
||
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, an ill omen is placed on
|
||
the target, causing disadvantage on Strength and
|
||
Constitution ability checks and saving throws for the
|
||
duration. While cursed, the target gains 5d10 worth of
|
||
negative temporary hit points. These negative temporary hit
|
||
points must be healed through before a target's normal hit
|
||
points can be healed. A remove curse spell ends this effect.
|
||
**At Higher Levels.** If you cast this spell using 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.
|
||
|
||
Healing Stone
|
||
4th-level transmutation (ritual)
|
||
Casting Time: 1 hour
|
||
Range: Touch
|
||
Components: V, S, M (incense worth 50gp, which the spell
|
||
consumes, and a bloodstone worth 300gp)
|
||
Duration: Up to 10 days
|
||
Classes: Druid
|
||
You infuse a bloodstone with restorative magics. As an
|
||
action on your turn within the next 10 days, you can use the
|
||
stone to heal yourself or a creature within 5 feet of you for
|
||
6d4 + 6 hit points, returning the stone to its non-magical
|
||
state. You may only infuse one bloodstone with this magic at
|
||
a time.
|
||
|
||
Hemorrhage
|
||
4th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Druid, Ranger, Sorcerer, Warlock
|
||
You cause a target's previously healed battle scars to
|
||
rupture as blood begins exit from these opened wounds.
|
||
Select a creature within range to make a Constitution saving
|
||
throw, taking 2d8 slashing damage on a failed save.
|
||
Additionally, roll a d8 for every two hit dice belonging to the
|
||
creature. If this number is higher than the target's total hit
|
||
points at the end of its next turn, it falls to 0 hit points.
|
||
Temporary hit points do not count towards this total. If the
|
||
target saves on the initial save, this spell has no effect.
|
||
|
||
Improved Mage Armor
|
||
4th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (A link of a metal chain)
|
||
Duration: 8 hours
|
||
Classes: Sorcerer, Wizard
|
||
You touch a willing creature who isn't wearing armor, and a
|
||
protective magical force surrounds it until the spell ends. The
|
||
target's base AC becomes 15 + its Dexterity modifier. The
|
||
spell ends if the target dons armor or if you dismiss the spell
|
||
as an action.
|
||
|
||
Lathander's Blessing
|
||
4th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Cleric, Paladin
|
||
You invoke the blessing of Lathander, god of birth and
|
||
renewal, to aid you in your quest by protecting you against
|
||
being slain by your foes. For the duration, if a single attack
|
||
would knock you unconscious or kill you outright, you are
|
||
instead lowered to 1 hit point and may roll 4d6 and receive
|
||
that many temporary hit points.
|
||
|
||
Observance
|
||
4th-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Cleric, Ranger
|
||
You heighten the senses of one of your allies. Select a
|
||
creature that you can see within range and grant them
|
||
advantage on all Wisdom (Perception) and Intelligence
|
||
(Investigation) skill checks for the duration. Additionally, the
|
||
target can attack twice, instead of once, whenever it makes
|
||
an attack of opportunity using its reaction for the duration.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, you can select one additional
|
||
creature for each slot level above 4th.
|
||
|
||
Plague
|
||
4th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Warlock, Wizard
|
||
You point at a creature within range, causing a dark green
|
||
glow to pass over their body. The creature must make a
|
||
Constitution saving throw or take 4d10 poison damage and
|
||
become diseased; suffering disadvantage on all attack and
|
||
skill checks for the duration as their skin begins to pustules
|
||
all over their body.
|
||
If the disease is not removed within 1 hour, the creature
|
||
must make another Constitution saving throw or die. If a
|
||
creature dies as the result of this spell, every creature within
|
||
10 feet must make a Constitution saving throw or become
|
||
affected by this spell, as if it was initially cast on them.
|
||
Constructs and undead are immune to the spell.
|
||
|
||
Raze
|
||
4th-level evocation
|
||
Casting Time: 1 action
|
||
Range: Self (15-foot radius)
|
||
Components: V, S, M (a red dragon's scale worth 300 gp)
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
You summon a fiery floor of bubbling lava below your feet.
|
||
Each creature other than you in that area must make a
|
||
Dexterity saving throw. On a failed save, a creature takes
|
||
4d10 fire damage and may only move up to half of their
|
||
movement speed until the end of their next turn. Creatures
|
||
that are within 5 feet of you must make the Dexterity saving
|
||
throw with disadvantage. Creatures take half damage and do
|
||
not lose any movement speed on a successful saving throw.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 5th level or higher, the radius of the spell increases by
|
||
5 feet for every slot level above 4th.
|
||
|
||
Spellsteal
|
||
4th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Wizard
|
||
You cause a creature you can see within range to make a
|
||
Wisdom saving throw. On a failed save, you place a minor hex
|
||
on them. The next spell they attempt to cast of 3rd level or
|
||
lower fails and has no effect. When they fail to cast a spell in
|
||
this manner, you are able to immediately cast it using your
|
||
reaction instead. Casting a spell in this manner grants you
|
||
temporary insight into how the spell is cast even if it is not on
|
||
your available spell list and does not use a spell slot. The
|
||
spell is not added to your spellbook.
|
||
**At Higher Levels.** If you cast this spell using a spell slot of
|
||
5th level or higher, the spell level that you can affect increases
|
||
by one level for each spell level above 4th.
|
||
|
||
Sticks to Snakes
|
||
4th-level transmutation (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a handful of sticks)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Ranger
|
||
You transform a bundle of sticks into a Swarm of
|
||
Poisonous Snakes. The swarm turns back into sticks when it
|
||
drops to 0 hit points or when the spell ends. The summoned
|
||
swarm is friendly to you and your companions. The swarm
|
||
has its own turn, which immediately follows your own on the
|
||
initiative order. It obeys any verbal commands that you issue
|
||
to it (no action required by you). If you don't issue any
|
||
commands to it, the swarm defends itself from hostile
|
||
creatures, but otherwise takes no actions. The DM has the
|
||
creatures' statistics.
|
||
|
||
Wax
|
||
4th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (1 ounce of sealing wax)
|
||
Duration: 1 minute
|
||
Classes: Wizard
|
||
An oleaginous wax covers the ground, walls and ceiling in a
|
||
30-foot radius sphere centered on a point within range and
|
||
turns it into difficult terrain for the duration. The wax spreads
|
||
around corners, covering all surfaces within range.
|
||
When the wax 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.
|
||
|
||
Armor of Bones
|
||
5th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a pinch of bone dust)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Druid, Warlock, Wizard
|
||
You encase the armor of a willing creature that you can see
|
||
within range in solid bone. While not impervious to
|
||
degradation, this bone armor will grant the target a +3 bonus
|
||
to AC for the duration.
|
||
Additionally, every time a creature within 5 feet lands a
|
||
successful attack against the target, the attacker takes 3d6
|
||
piercing damage as bone shrapnel chips off and strikes the
|
||
assailant.
|
||
|
||
Blood of the Martyr
|
||
5th-level abjuration
|
||
Casting Time: 1 reaction
|
||
Range: Self
|
||
Components: S
|
||
Duration: Instantaneous
|
||
Classes: Paladin
|
||
When you receive damage from a melee attack from a
|
||
creature that is within 5 feet of you, you can choose to take an
|
||
additional 8d6 damage of that damage type. Upon doing so,
|
||
you can then use your reaction to make a
|
||
melee attack with advantage against the
|
||
creature that just attacked you. If your
|
||
attack is successful, you deal your normal
|
||
weapon damage plus an additional 6d6
|
||
weapon damage.
|
||
|
||
Chaotic Wellspring
|
||
5th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Sorcerer
|
||
Select up to three creatures that you can see within range
|
||
and force each of them to make a Wisdom saving throw. On a
|
||
failed save, a creature experiences difficulty focusing on their
|
||
spellcasting. The next time it casts a spell during the
|
||
duration, it must immediately roll on the Wild Magic table,
|
||
suffering the effect.
|
||
|
||
Cognition
|
||
5th-level enchantment
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: 1 hour
|
||
Classes: Wizard
|
||
You are able to use your vast intellect
|
||
to overcome obstacles that would otherwise
|
||
seem impossible. For the duration, you are able to use your
|
||
Intelligence modifier in place of Dexterity or Wisdom (your
|
||
choice) for any saving throws or skill checks.
|
||
|
||
Defile
|
||
5th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Self (30-foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Druid, Sorcerer, Warlock, Wizard
|
||
A wave of noxious energy flows out from your hands over
|
||
the land, infecting everything in its path. Each creature you
|
||
choose within a 30-foot cone must make a Constitution
|
||
saving throw. A target takes 4d10 poison damage and
|
||
becomes poisoned for 1 minute on a failed save, or half as
|
||
much damage and is not poisoned on a successful one.
|
||
Undead and Constructs automatically succeed on the save.
|
||
|
||
Frost Nova
|
||
5th-level evocation
|
||
Casting Time: 1 action
|
||
Range: Self (20-foot radius)
|
||
Components: V, S, M (white dragon scales worth 450 gp)
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
You invoke the arctic cold to freeze your foes. All creatures
|
||
other than yourself within 20 feet of you must succeed on a
|
||
Dexterity saving throw or take 8d8 cold damage and suffer
|
||
disadvantage on all Dexterity saving throws until the start of
|
||
your next turn. On a successful save, a target takes half
|
||
damage and does not suffer disadvantage on Dexterity saving
|
||
throws.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage of this spell increases
|
||
by 1d8 for each slot level above 5th.
|
||
|
||
Grimlore's Touch of Undeath
|
||
5th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You touch a creature, causing it to make a Constitution
|
||
saving throw. For the duration, the target becomes
|
||
incapacitated on a failed save. The target can make a
|
||
Constitution save at the end of its turns, removing the
|
||
incapacitated effect on a success. While incapacitated in this
|
||
manner, the target begins to give off a toxic odor. Any creature
|
||
that is within 5 feet of the target at the start of its turn must
|
||
succeed on a Constitution saving throw or be poisoned until
|
||
the end of its next turn. A remove curse spell ends this spell
|
||
on an incapacitated creature.
|
||
**At Higher Levels.** If you cast this spell using a spell slot of
|
||
6th level or higher, an additional creature may become
|
||
incapacited by this spell. When the primary target succeeds
|
||
on their Constitution saving throw and ends the incapacitated
|
||
effect on itself, another creature within 5 feet of it must
|
||
succeed on a Constitution save or become incapacitated for
|
||
the remaining duration. Only 1 creature can be incapacited
|
||
by this spell at a time.
|
||
If you use a spell slot of 6th level or higher, this effect can
|
||
spread to 1 additional creature. If you use a spell slot of 7th
|
||
level or higher, this effect can spread to 2 additional
|
||
creatures. If you use a spell slot of 8th level or higher, this
|
||
effect can spread to 3 additional creatures. If you use a spell
|
||
slot of 9th level or higher, this effect can spread to 4
|
||
additional creatures.
|
||
|
||
Hederan Embrace
|
||
5th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S, M (a piece of ivy)
|
||
Duration: Up to 24 hours
|
||
Classes: Druid, Ranger
|
||
Your limbs grow like the woody vines of a hedera plant. For
|
||
the duration, your melee attack range increases up to a
|
||
maximum of 15 feet. Additionally, other creatures provoke an
|
||
opportunity attack from you when they enter your reach.
|
||
|
||
Hellfire
|
||
5th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 90 feet
|
||
Components: V, S, M (a piece of coal)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
A fiery coal ignites in the palm of your hand. A creature that
|
||
you can see within range must make a Dexterity saving
|
||
throw, as the coal flies towards the target. On a failed save,
|
||
the target takes 6d8 fire damage initially and then 2d8 fire
|
||
damage at the start of each of their turns for the duration.
|
||
The target takes half as much initial damage and no
|
||
subsequent damage on a successful save.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 6th level or higher, all damage instances increase by
|
||
1d8 for each slot level above 5th.
|
||
|
||
Ilmater's Fortune
|
||
5th-level divination (ritual)
|
||
Casting Time: 1 action
|
||
Range: 1 mile
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Cleric, Druid, Paladin, Ranger
|
||
You focus on the suffering of creatures around you. For the
|
||
duration, you sense the health of any injured creatures within
|
||
1 mile of your current location that have less than half of
|
||
their total hit points. You learn how critically a target is
|
||
injured and the nature of any ailments affecting them, but not
|
||
their identity.
|
||
Additionally, all restorative spells you cast for the duration
|
||
gain 2d6 additional hit points of healing and you gain
|
||
advantage on any Wisdom (Medicine) checks you make.
|
||
|
||
Linked Lifeblood
|
||
5th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Self (30-foot-radius)
|
||
Components: V, S
|
||
Duration: 1 minute
|
||
Classes: Paladin
|
||
You create a protective tether to your allies, siphoning their
|
||
pain for 1 minute. You gain temporary hit points equal to your
|
||
total maximum hit points. An ally within range that would
|
||
take damage for the duration takes none, and the damage is
|
||
transferred to you instead. If this damage exceeds your
|
||
temporary hit points, it is applied to your remaining hit
|
||
points. The spell ends after the duration or if you die,
|
||
whichever happens first.
|
||
**At Higher Levels.** If you cast this spell with a spell slot of
|
||
6th level or higher, the duration is 10 minutes. Spell slots
|
||
from 7th level increase the duration to an hour, and from 8th
|
||
level slots the spell lasts until dispelled. Using a spell slot of
|
||
8th level or higher allows you to end the spell as an action.
|
||
|
||
Manifest Mimic
|
||
5th-level transmutation (ritual)
|
||
Casting Time: 8 hours
|
||
Range: Touch
|
||
Components: V, S, M (an object worth
|
||
at least 500 gp, which the spell
|
||
consumes)
|
||
Duration: Instantaneous
|
||
Classes: Bard, Wizard
|
||
A non-magical object of Large size or smaller comes to life
|
||
at your command, in the form manifested mimic. The mimic
|
||
is charmed by you until you or your companions do anything
|
||
harmful to it. The charmed mimic regards you as a trusted
|
||
friend to be heeded and protected. Although the mimic isn't
|
||
under your control, it takes your requests or actions in the
|
||
most favorable way it can.
|
||
The manifested mimic can understand the languages of its
|
||
creator. It prefers to remain in its false appearance until
|
||
instructed otherwise. The size of the object used in the spell
|
||
dictates its combat statistics. A medium object becomes has
|
||
the same statistics as a mimic (your DM has the stats). Other
|
||
sizes of manifested mimics have different combat statistics
|
||
(all statistics are as they appear in the mimic's stat block
|
||
unless different below).
|
||
Manifested Mimic Statistics
|
||
Size HP AC Attack Str Dex
|
||
Tiny 41 18 +3 to hit, 1d4 + 1 damage 13 18
|
||
Small 50 16 +4 to hit, 1d6 + 2 damage 15 16
|
||
Medium 58 12 +5 to hit, 1d8 + 3 damage 17 12
|
||
Large 68 8 +6 to hit, 1d10 + 4 damage 19 8
|
||
You can only create one manifested mimic with this spell at
|
||
a time. If you cast the spell again, the other manifested mimic
|
||
is no longer charmed by you, it knows it was charmed, and it
|
||
becomes hostile. If the manifested mimic is killed, the object
|
||
used to create it is destroyed.
|
||
|
||
Midnight
|
||
5th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 120 feet
|
||
Components: V, S, M (Bat fur and a drop of pitch or piece of
|
||
coal)
|
||
Duration: Up to 1 hour
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
Magical darkness spreads from a point you choose within
|
||
range to fill a 60-foot-radius sphere for the duration. The
|
||
darkness spreads around corners. A creature with darkvision
|
||
can't see through this darkness, 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 5th level or lower, the spell that created
|
||
the light is dispelled.
|
||
|
||
Muffle
|
||
5th-level illusion (ritual)
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Up to 24 hours
|
||
Classes: Bard, Ranger, Wizard
|
||
You are able to magically reduce the noise an object makes
|
||
so that it becomes silent for the duration or until you cast this
|
||
spell again. If the target object would normally impose
|
||
disadvantage on Dexterity based skill checks, it no longer
|
||
does for the duration. You can dismiss this effect as a bonus
|
||
action.
|
||
|
||
Mystra's Bequest
|
||
5th-level enchantment
|
||
Casting Time: 1 action
|
||
Range: 10 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Bard, Ranger, Wizard
|
||
You select up to 2 targets within range. The next spell they
|
||
cast that targets only one creature and doesn't have a range
|
||
of self, can target a second creature in range with the same
|
||
spell.
|
||
|
||
Oghma's Knowledge Transferal
|
||
5th-level transmutation
|
||
Casting Time: 1 reaction
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
You are able to magically transfer your knowledge into
|
||
another willing creature, allowing them to gain some of your
|
||
arcane insight. When an ally would cast a spell of 3rd level or
|
||
lower on their turn, you may use your reaction to grant them
|
||
access to your list of prepared spells to select from, provided
|
||
they can be cast at the given level.
|
||
Your ally's casting of the spell uses their spell slot of the
|
||
appropriate level, and it behaves as though they cast it for the
|
||
purposes of concentration, spell attack rolls, and saving
|
||
throw DC.
|
||
**At Higher Levels.** If you cast this spell using a spell slot of
|
||
6th level or higher, the spell level that you can cast through an
|
||
ally increases by one level for each spell level above 5th.
|
||
|
||
Pride of the Wild
|
||
5th-level enchantment
|
||
Casting Time: 10 minutes
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Up to 8 hours
|
||
Classes: Druid, Ranger
|
||
Up to 10 creatures of your choosing within range have
|
||
their movement speed doubled for the duration. This effect is
|
||
removed if a target takes a hostile action towards any
|
||
creature.
|
||
|
||
Ruin
|
||
5th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Druid, Sorcerer, Warlock, Wizard
|
||
You create a maelstrom of fire and brimstone in a 20-footradius sphere at a point you can see within range. When a
|
||
creature enters the area for the first time on a turn or starts
|
||
its turn there, it must make a Constitution saving throw. On a
|
||
failed save, the creature takes 5d8 fire damage or half as
|
||
much on a success. Constructs and structures automatically
|
||
fail the save and the spell deals maximum damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d10 for
|
||
each slot level above 5th.
|
||
|
||
Sundering Smite
|
||
5th-level enchantment
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Paladin
|
||
The next time you hit with a melee weapon attack during
|
||
the spell's duration, your attack deals an extra 6d8 radiant
|
||
damage. The target must make a Strength save or suffer a -5
|
||
AC penalty until the end of its next turn.
|
||
|
||
Vehement Inquiry
|
||
5th-level enchantment (ritual)
|
||
Casting Time: 10 minutes
|
||
Range: Touch
|
||
Components: V, S, M (a drop of the target's blood)
|
||
Duration: Up to 1 hour
|
||
Classes: Bard, Paladin, Warlock
|
||
You can attempt to force a creature to truthfully answer
|
||
your questions. Upon casting this spell, you immediately gain
|
||
1d4+1 levels of exhaustion.
|
||
If your current level of exhaustion does not result in your
|
||
death, roll 1d4. This is the number of questions you can ask
|
||
the target. After each question is asked, the target can make a
|
||
Wisdom saving throw before it answers. You do not know if
|
||
the target succeeds on their save. If the target fails its save, it
|
||
must answer your question briefly in a truthful manner, while
|
||
not providing any misleading information or it will take 4d6
|
||
psychic damage. If the target does not know the answer, it
|
||
must say so or take 4d6 psychic damage as if it were lying. If
|
||
the target succeeds the save, it can answer the question in
|
||
any manner it wishes and does not take damage.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 6th level or higher, the number of questions increases
|
||
by 1d4 for each slot level above 5th.
|
||
|
||
Vengeance of Talos
|
||
5th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 5 feet
|
||
Components: V, S, M (a weapon)
|
||
Duration: Instantaneous
|
||
Classes: Druid, Ranger, Sorcerer, Wizard
|
||
You channel the rage of Talos, god of storms, to strike down
|
||
a foe where it stands. Make a melee attack with a weapon. On
|
||
hit, the target suffers the attack's normal effects plus 6d8
|
||
lightning damage and becomes stunned until the start of its
|
||
next turn. Additionally, every creature of Large size or smaller
|
||
other than yourself within 20 feet of the target must make a
|
||
Dexterity saving throw or be knocked prone, regardless of
|
||
whether the initial attack was successful.
|
||
**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
|
||
5th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V
|
||
Duration: 1 round
|
||
Classes: Sorcerer, Wizard
|
||
An invisible barrier of magical force appears and protects
|
||
you. Until the start of your next turn, you have a +7 bonus to
|
||
AC and impose disadvantage on attacks made against you,
|
||
including against the triggering attack, and you take no
|
||
damage from magic missile.
|
||
|
||
Amplify Magic
|
||
6th-level transmutation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Sorcerer, Wizard
|
||
You use your bonus action to place a boon upon yourself,
|
||
empowering the spells. While are under the effects of this
|
||
spell, the next 3rd level spell that you cast using one of your
|
||
available spell slots gains benefits as though it had been cast
|
||
at 7th level.
|
||
|
||
Apocalypse
|
||
6th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Self (30-foot radius)
|
||
Components: V, S, M (a pinch of sulfur)
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Wizard
|
||
You cause demonic symbols to appear beneath the feet of
|
||
every creature you choose within range. Each creature must
|
||
make a Dexterity saving throw or take 3d8 fire damage and
|
||
become stunned until the end of its next turn. A creature
|
||
takes half damage and is not stunned on a successful one.
|
||
Creatures gain no benefit from cover for this save.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 7th level or higher, the damage increases by 1d8 for
|
||
each slot level above 6th.
|
||
|
||
Battle Beetle
|
||
6th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 24 hours
|
||
Classes: Sorcerer, Wizard
|
||
You a summon fey spirit, which takes the form of a huge
|
||
beetle that appears in unoccupied space that you can see
|
||
within range. The beast is considered fey, and it disappears
|
||
when it drops to 0 hit points or when the spell ends. The
|
||
summoned creature is friendly to you and your companions.
|
||
Roll initiative for the summoned creature, which has its own
|
||
turns. It obeys any verbal commands that you issue to them
|
||
(no action required by you). If you don't issue any commands,
|
||
it will defend itself from hostile creatures, but otherwise take
|
||
no actions. The DM has the creatures' game statistics (stats
|
||
as a Mammoth but gains 30 ft. fly speed).
|
||
Up to 5 creatures of medium size or smaller can mount the
|
||
beetle at a time, but it only responds to commands given by
|
||
you.
|
||
|
||
Borrowed Time
|
||
6th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
|
||
You open a rift and are able to reach through to borrow idle
|
||
time from your future self. Once per round for 1d6+4 rounds,
|
||
you may take an additional action or bonus action at the end
|
||
of another creature's turn. Acting in this manner consumes
|
||
your reaction. At any point for the duration, if you lose your
|
||
concentration, you become stunned for a number of rounds
|
||
equal to the initial roll of 1d6.
|
||
|
||
Bound into Obedience
|
||
6th-level enchantment
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (Black sapphire dust worth 100 gp,
|
||
which the spell consumes)
|
||
Duration: 10 days
|
||
Classes: Bard, Sorcerer, Warlock, Wizard
|
||
You touch a creature that is unconscious and cause
|
||
ethereal chains to bind the creature's hands. If the target
|
||
regains consciousness, it must succeed on a Wisdom saving
|
||
throw at disadvantage or become charmed by you for the
|
||
duration. While bound into your servitude in this manner, the
|
||
target must obey your verbal commands to the best of its
|
||
ability as your servant. The target will not willingly hurt itself.
|
||
If you command the target to perform an action strongly
|
||
opposed by its core values, or you or your companions take
|
||
an action harmful to it, your DM might allow the creature to
|
||
make another Wisdom saving throw to break its shackles and
|
||
end this effect.
|
||
When the spell ends, the creature is no longer bound to
|
||
you as a servant and has full knowledge of the tasks you
|
||
made it perform. A Remove Curse, Greater Restoration, or
|
||
Wish spell also ends it.
|
||
|
||
Grace of Shar
|
||
6th-level divination
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (a small black disk)
|
||
Duration: 1 hour
|
||
Classes: Bard, Cleric, Sorcerer, Wizard
|
||
A creature you touch is blessed with a sliver of Shar's
|
||
umbral omniscience. For the duration, they gain blindsight
|
||
out to a range of 30 feet.
|
||
**At Higher Levels.** When you cast this spell using a 9th
|
||
level spell slot, you can select one additional creature.
|
||
|
||
Grimlore's Aphotic Armor
|
||
6th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 1 hour
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You pull forth shadows that reside in the deepest corners of
|
||
the realm, forming a shroud of darkness around yourself.
|
||
Upon casting this spell, you gain 3d12 + 12 temporary hit
|
||
points. Additionally, while you have these hit points, you to
|
||
become heavily obscured to others and if you take damage
|
||
from any source, your attacker must make a Wisdom saving
|
||
throw or become frightened of you until the end of its next
|
||
turn.
|
||
|
||
Investiture of Necrosis
|
||
6th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
Necrotic energies race across your body, shedding dim
|
||
light in a 60-foot radius for the spell's duration. The necrosis
|
||
doesn't harm you. Until the spell ends, you gain the following
|
||
benefits:
|
||
You are immune to necrotic damage and resistant to
|
||
poison damage.
|
||
Any creature that moves within 5 feet of you for the first
|
||
time on a turn or ends its turn there takes 1d10 necrotic
|
||
damage.
|
||
You can use your action to create a line of necrotic energy
|
||
15 feet long and 5 feet wide extending from you in a
|
||
direction you choose. Each creature in the line must make
|
||
a Dexterity saving throw. A creature takes 4d8 necrotic
|
||
damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
Kossuth's Burning Mark
|
||
6th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Wizard
|
||
You burn a fiery rune in the shape of Kossuth's symbol into
|
||
the forehead of a creature. At the start of the targets turns, it
|
||
must make a Constitution saving throw. On a failed save, the
|
||
target takes 1d8 fire damage for every 5 feet it moves on
|
||
during that turn. On a failed save, the target is not affected by
|
||
during that turn but the spell does not end.
|
||
|
||
Lingering Vitality
|
||
6th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Cleric, Druid
|
||
You touch one willing creature, infusing its soul with pool
|
||
of restorative magics that are slowly released over time. Roll
|
||
10d8, which becomes the pool of hit points available to the
|
||
target. As a reaction, the you can heal the target an amount of
|
||
hit points equal to or less than those remaining in the in the
|
||
pool.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 7th level or higher, the pool of hit points increases by
|
||
2d8 for each slot level above 6th.
|
||
|
||
Lingering Vitality
|
||
6th-level abjuration
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Cleric, Druid
|
||
You touch one willing creature, infusing its soul with pool
|
||
of restorative magics that are slowly released over time. Roll
|
||
10d8, which becomes the pool of hit points available to the
|
||
target. As a reaction, the you can heal the target an amount of
|
||
hit points equal to or less than those remaining in the in the
|
||
pool.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 7th level or higher, the pool of hit points increases by
|
||
2d8 for each slot level above 6th.
|
||
|
||
Mantle of Malar
|
||
6th-level transmutation
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S, M (a tuft of werewolf fur)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Druid, Sorcerer
|
||
You adopt a spectral visage of a ravenous wolf
|
||
spirit. For the duration, creatures of your choice
|
||
within 30 feet of you gain advantage on attack
|
||
rolls against their target if at least one of their
|
||
allies is within 5 feet of that target and the ally
|
||
isn't incapacitated.
|
||
Additionally, actions you take on your turn gain
|
||
special aspects as you channel Malar's bestial will.
|
||
If you take the Attack action, creatures of your
|
||
choice within 10 feet of you when you make the
|
||
attack must make a Wisdom saving throw or be
|
||
frightened of you until the end of their next turn; if
|
||
you take the Dash action your jump distance is
|
||
tripled; if you take the Disengage action, your
|
||
movement speed increases by 10 feet; if you take
|
||
the Dodge action, you gain resistance to
|
||
bludgeoning, piercing, and slashing damage from
|
||
non-magical weapons that aren't silvered.
|
||
|
||
Myrkul's Power
|
||
6th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Self (30-foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Cleric, Warlock, Wizard
|
||
You hold your hands with fingers spread,
|
||
drawing forth life force into your outstretched
|
||
fingertips. Each creature in a 30-foot cone
|
||
must make a Constitution saving throw. A creature
|
||
takes 5d6 necrotic damage on a failed save, or half as much
|
||
damage on a successful one. You regain hit points equal to
|
||
half of the total damage dealt.
|
||
**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.
|
||
|
||
Oppression
|
||
6th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Bard, Wizard
|
||
Each creature in a 15-foot-radius sphere centered on a
|
||
point you choose must make a Wisdom save. On a failed
|
||
save, a target takes 6d6 force damage and suffers
|
||
disadvantage on saving throws vs magical effects until the
|
||
start of your next turn, or half as much damage and no other
|
||
effects on a successful one. A creature with magic resistance
|
||
automatically succeeds the save and the spell deals minimum
|
||
damage.
|
||
|
||
Permafrost
|
||
6th-level evocation
|
||
Casting Time: 1 bonus action
|
||
Range: Self
|
||
Components: V, S, M (white dragon scales worth 500 gp)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Sorcerer, Wizard
|
||
Each creature in a 15-foot-radius sphere centered on a
|
||
point you choose must make a Wisdom save. On a failed
|
||
save, a target takes An icy chill passes over your body, giving
|
||
you a better understanding of winter's fury. For the duration,
|
||
when you cast a spell that deals cold damage, you cause your
|
||
target to become vulnerable to this damage type for the
|
||
attack. When you cast any spells that deal cold damage to a
|
||
target that is resistant to that damage type, you cause the
|
||
target to lose their resistance to cold damage for the attack.
|
||
When you cast any spells that deal cold damage on a target
|
||
that is immune to this damage type, you cause your target to
|
||
become resistant for the attack instead.
|
||
|
||
Psyche Onslaught
|
||
6th-level enchantment
|
||
Casting Time: 1 bonus action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Bard, Cleric, Wizard
|
||
You create a 15-foot-radius sphere of thin hazy mist
|
||
centered on a point you can see within range. The mist
|
||
spreads around corners. It lasts for the duration or until
|
||
strong wind disperses it, ending the spell. The area is heavily
|
||
obscured. Creatures in to mist's area have disadvantage on
|
||
all Intelligence, Wisdom, and Charisma saving throws and
|
||
skill checks.
|
||
|
||
Rampart of Dispel Magic
|
||
6th-level abjuration
|
||
Casting Time: 1 bonus action
|
||
Range: 90 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Bard, Cleric, Sorcerer, Wizard
|
||
You create a pulsating wall of magical energy that
|
||
purges magical effects from any creature that passes
|
||
through it. The wall is a line that can be up to 40 feet
|
||
in length, 40 feet high, and 5 feet thick. When you cast
|
||
this spell, you cannot place it in any occupied space, and
|
||
it must be placed in a space that you can see. The wall is
|
||
visible to all creatures with an Intelligence score higher
|
||
than 11. A creature that passes through the wall has any
|
||
spell of 6th level or lower on it end. Spells of 7th level or
|
||
higher on the target are unaffected.
|
||
**At Higher Levels.** When you cast this spell using a
|
||
spell slot of 7th level or higher, the duration is 1 hour. If
|
||
you use a spell slot of 8th level or higher, the duration is
|
||
24 hours. If you use an 9th level spell slot, the spell lasts
|
||
for 1 month. Using a spell slot of 7th level or higher
|
||
grants a duration that does not require Concentration.
|
||
|
||
Soultap
|
||
6th-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You embrace the life-force that flows inside all living
|
||
creatures within range. As bonus action, you can take
|
||
1d6 necrotic damage for every creature that you choose
|
||
within range. When you make your next spell attack, you
|
||
can add this amount of damage to your attack.
|
||
|
||
Acid Rain
|
||
7th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Sorcerer, Wizard
|
||
You create gloomy storm clouds 50 feet above the ground,
|
||
creating a mixture of dense fog and pouring acidic rain in a
|
||
15-foot-radius, 50-foot-high cylinder centered on a point
|
||
within range. Until the spell ends, dim light fills the
|
||
cylinder. Its area is heavily obscured and acts as difficult
|
||
terrain. A creature that ends its turn in the cylinder must
|
||
make a Constitution saving throw. A creature takes 8d10 acid
|
||
damage on a failed save, or half on a success.
|
||
Additionally, each time a creature takes damage from the
|
||
acid rain, metal items held or worn are exposed to the rain
|
||
and might be destroyed. For metal weapons, armor, and
|
||
objects, roll a d8. Non-magical metal weapons, armor, and
|
||
objects are destroyed on a 3 or lower. Uncommon
|
||
items are destroyed on a 2 or lower. Rare items are
|
||
destroyed on a 1 or lower. Very Rare and Legendary items
|
||
are unaffected.
|
||
**At Higher Levels.** If you cast this spell using a spell slot of
|
||
8th level or higher, the Duration is 8 hours. If you use a 9th
|
||
level spell slot, the spell lasts until you dismiss it as a
|
||
bonus action.
|
||
|
||
Conjure Shambling Mound
|
||
7th-level conjuration
|
||
Casting Time: 1 minute
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid
|
||
You call forth an shambling mound created from any
|
||
vegetation around you. Choose an unoccupied area near a
|
||
source of vegetation that you can see within range. A
|
||
shambling mound will rise from the ground in this location.
|
||
The mound disappears when it drops to 0 hit points. The
|
||
mound is friendly to you and your companions for the
|
||
duration. Roll initiative for the mound, which has its own
|
||
turns. It obeys any verbal commands that you issue to it (no
|
||
action required by you). If you don't issue any commands to
|
||
the mound, it defends itself from hostile creatures but
|
||
otherwise takes no actions. If your concentration is broken
|
||
before the spell's duration is reached, you lose control of the
|
||
mound and it becomes hostile toward you and your
|
||
companions. A hostile shambling mound can't be dismissed
|
||
by you. It disappears when its hit points reach 0 or 1 hour
|
||
after you summoned it, whichever happens first. The DM has
|
||
the creature's game statistics.
|
||
**At Higher Levels.** When you cast this spell using a 9thlevel spell slot, you summon two shambling mounds in
|
||
unoccupied area that you can see.
|
||
|
||
Conjure Wyrmling
|
||
7th-level conjuration (ritual)
|
||
Casting Time: 1 minute
|
||
Range: 90 feet
|
||
Components: V, S, M (dragon scales and a jewel worth
|
||
10,000 gp, both of which the spell consumes)
|
||
Duration: Up to 8 hours
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You summon a dragon wyrmling of challenge rating 4 or
|
||
lower, which appears in an unoccupied space that you can
|
||
see within range. The color of dragon scales used in the
|
||
casting determines the type of wyrmling summoned. The
|
||
wyrmling disappears when it drops to 0 hit points or when
|
||
the spell ends. The wyrmling is friendly to you and your
|
||
companions for the duration. Roll initiative for the wyrmling,
|
||
which has its own turns. It obeys any verbal commands that
|
||
you issue to it (no action required by you), as long as they
|
||
don't violate its alignment. If you don't issue any commands
|
||
to the wyrmling, it defends itself from hostile creatures but
|
||
otherwise takes no actions. The DM has the wyrmling's
|
||
statistics. You can only have one wyrmling conjured at a time
|
||
with this spell. Any additional castings of the spell within the
|
||
duration will cause the prior wyrmling to cease existing or to
|
||
extend the duration, depending on the scale used.
|
||
**At Higher Levels.** When you cast this spell using an 8thlevel spell slot, the duration is up to 24 hours. When using a
|
||
9th-level spell slot, the duration is a year and a day.
|
||
|
||
Grimlore's Doom
|
||
7th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Up to 1 minute
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You spit an oath at a creature within range, who must
|
||
succeed on a Wisdom saving throw or take 5d12 necrotic
|
||
damage. They take half as much on a successful save.
|
||
Additionally, on a failed saving throw, the creature is
|
||
frightened of you and is incapacitated. The creature also
|
||
takes 2d12 necrotic damage at the end of each of its turns,
|
||
after which it may make the saving throw again. On a
|
||
success, the spell ends.
|
||
|
||
Kelemvor's Irradiating Beam
|
||
7th-level evocation
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (holy symbol of Kelemvor)
|
||
Duration: Concentration, up to 1 minute
|
||
Classes: Cleric, Wizard
|
||
You create a beam of radiant energy that burns undead
|
||
creatures in a 20-foot radius cylinder up to 100 feet tall
|
||
centered on a point that you can see within range. The
|
||
cylinder is considered difficult terrain for undead creatures.
|
||
When an undead creature enters the cylinder for the first
|
||
time on a turn or starts its turn there, it must make a
|
||
Constitution saving throw. On a failed save, the undead
|
||
creature takes 6d10 radiant damage or half as much on a
|
||
success. Incorporeal undead automatically fail the save and
|
||
take maximum damage from the spell. Living creatures are
|
||
unaffected by the cylinder and it is not difficult terrain for
|
||
them.
|
||
Additionally, the cylinder sheds bright light for 60 feet from
|
||
its center and dim light for another 20 feet.
|
||
If you're within 60 feet of the cylinder, you can move it up to
|
||
30 feet as a bonus action.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 8th level or higher, the damage increases by 1d10 for
|
||
each slot level above 7th.
|
||
|
||
Reveille
|
||
7th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S, M (a war horn)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Bard, Cleric, Wizard
|
||
You summon warriors to fight for you and your allies with a
|
||
blast through a war horn that calls them to arms. Choose
|
||
between a Knight or a Veteran; the chosen creature appears
|
||
within range, as well as a squad of auxiliary warriors
|
||
composed of 2d4+4 Guards or Bandits, respectively.
|
||
The summoned warriors are friendly to you and your
|
||
companions for the duration. Roll initiative for the warriors,
|
||
which have their own turns. They obey any verbal commands
|
||
that you issue to them (no action required by you). If you don't
|
||
issue any commands to the warriors, they defend themselves
|
||
from hostile creatures but otherwise take no actions.
|
||
If your concentration is broken, the warriors don't
|
||
disappear. Instead, you lose command of them, and they
|
||
become neutral to you and your companions, following the
|
||
command of the Knight or Veteran (as appropriate).
|
||
Uncontrolled warriors can't be dismissed by you and
|
||
disappear 1 hour after they are summoned. The DM has the
|
||
warriors' statistics.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 8th level, the number of auxiliary warriors you may
|
||
summon increases to 2d6+6. When you cast it using a spell
|
||
slot of 9th level, this number increases to 2d8+8, or you may
|
||
summon 12 auxiliary warriors and an additional Knight or
|
||
Veteran, which must be of the same type as the initial choice.
|
||
|
||
Vampiric Aura
|
||
7th-level necromancy
|
||
Casting Time: 1 bonus action
|
||
Range: Self (30-foot-radius)
|
||
Components: V, S
|
||
Duration: Up to 10 minutes
|
||
Classes: Warlock, Wizard
|
||
A necrotic aura emanates from you, leeching the life out of
|
||
your foes. When you cast this spell, you can designate any
|
||
number of allies you can see to receive its benefit. When you
|
||
or any allies within 30 feet of you damage an enemy, they gain
|
||
half of the damage done as temporary hit points.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 8th level or higher, you can extend the radius by 10
|
||
feet for each slot level above 7th.
|
||
|
||
Alluvial Pool
|
||
8th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: 90 feet
|
||
Components: V, S, M (a vial of ooze)
|
||
Duration: Concentration, up to 1 hour
|
||
Classes: Druid, Sorcerer, Warlock, Wizard
|
||
Thick ooze fills an area of the ground you choose within
|
||
range. The area by default is a 50-foot square, but its
|
||
dimensions may be whatever you wish, provided it is one
|
||
continuous pool and the total surface area does not exceed
|
||
2500 square feet. The resulting pool has a depth of 10 feet
|
||
and is difficult terrain. The area looks like a shallow pool of
|
||
water at first glance, and any creature that was not aware of
|
||
the spell being cast must make an Intelligence (Investigation)
|
||
or Wisdom (Perception) check against your spell DC to
|
||
believe otherwise before contact is made with the pool.
|
||
A creature entering the pool for the first time on a turn or
|
||
starting its turn there must make a Dexterity saving throw,
|
||
taking 4d6 acid damage on a failed save and sinking into the
|
||
pool, as the grappled condition. On a successful save, the
|
||
creature takes half as much acid damage and is not grappled.
|
||
A grappled creature can use its action to make a Strength
|
||
(Athletics) or Dexterity (Acrobatics) check (its choice) against
|
||
your spell save DC. On a success, it frees itself. A creature of
|
||
size Large or smaller that fails the saving throw while already
|
||
grappled by the pool is also restrained against your
|
||
spell save DC.
|
||
A restrained creature can't breathe, and
|
||
any non-magical metal objects it
|
||
carries begin to corrode. When the
|
||
restrained creature takes acid
|
||
damage from the pool, non-magical
|
||
metal weapons and armor
|
||
take a permanent, cumulative
|
||
-1 penalty to their damage
|
||
rolls and AC, respectively. If
|
||
this penalty on a weapon
|
||
reaches -5, the weapon is
|
||
destroyed; similarly, armor
|
||
is destroyed if its AC is
|
||
reduced to 10. Other
|
||
metal objects take
|
||
cumulative damage as
|
||
well, as the pool eats
|
||
through a 1-inchthickness of nonmagical metal each
|
||
round it is immersed.
|
||
|
||
Armor of Irritants
|
||
8th-level conjuration
|
||
Casting Time: 1 action
|
||
Range: Self
|
||
Components: V, S
|
||
Duration: Up to 24 hours
|
||
Classes: Druid
|
||
One hundred tiny insects
|
||
cover your body and grant you
|
||
100 temporary hit points. Also, you
|
||
are immune to poisons and diseases
|
||
for the duration. You gain additional
|
||
effects depending on how many
|
||
temporary hit points are remaining:
|
||
75 or more. You have 3/4 cover.
|
||
45 or more. You have half cover.
|
||
Additionally, once per round, if a single
|
||
source of damage would remove more than 50
|
||
temporary hit points, you can use your reaction
|
||
to only lose half of the temporary hit points
|
||
instead. The spell lasts for the duration or when the
|
||
temporary hit points are depleted, whichever happens first.
|
||
You can only have one instance of this spell active at a time.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 9th level, you gain an additional 20 temporary hit
|
||
points and the spell lasts for 10 days.
|
||
|
||
Chalice of the Night
|
||
8th-level necromancy
|
||
Casting Time: 1 hour
|
||
Range: Self
|
||
Components: V, S, M (1 ounce of vampire's blood, which the
|
||
spell consumes, and a chalice worth 2,500 gp)
|
||
Duration: Up to 24 hours
|
||
Classes: Warlock, Wizard
|
||
You assume the form of a vampire until the next dawn, or
|
||
the spell's duration, whichever happens first. You transform
|
||
into an average vampire, one without any class levels or
|
||
the Spellcasting trait.
|
||
Your game statistics are replaced by the statistics of a
|
||
vampire, though you retain your alignment and
|
||
Intelligence, Wisdom, and Charisma scores if they are
|
||
greater. You also retain all of your skill and saving throw
|
||
proficiencies, in addition to gaining those of a vampire. If
|
||
the vampire has the same proficiency as you and the bonus
|
||
listed in its statistics is higher than yours, use the vampire's
|
||
bonus in place of yours. You cannot use its Legendary
|
||
Resistance or its legendary actions in the new form. As a
|
||
vampire, you do not age.
|
||
You assume the hit points and Hit Dice of the new form.
|
||
When you revert to your normal form, you return to the
|
||
number of hit points you had before you transformed.
|
||
If you revert as a result of dropping to 0 hit points, any
|
||
excess damage carries over to your normal form. As long
|
||
as the excess damage doesn't reduce your normal form to
|
||
0 hit points, you aren't knocked unconscious. You retain the
|
||
benefit of any features from your class, race, or other source
|
||
and can use them, provided that your vampiric form is
|
||
physically capable of doing so. You can speak all of the
|
||
languages you knew before the transformation.
|
||
When you transform, you choose whether your equipment
|
||
falls to the ground or is worn by your new form. 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 vampire's shape and size compared to those of
|
||
your original form. Your equipment doesn't change shape or
|
||
size to match the new form, and any equipment that the new
|
||
form can't wear must fall to the ground. During this spell's
|
||
duration, you cannot end the spell prematurely.
|
||
You can assume your vampiric form permanently by
|
||
casting this spell and drinking from the same chalice every
|
||
day for 10 days. During the night of the 10th consecutive
|
||
casting of this spell, you must feed on blood from a living
|
||
humanoid creature to complete your transformation.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 9th level, you gain one use of the vampire's Legendary
|
||
Resistance per day. To gain this effect permanently by casting
|
||
this spell and drinking from the same chalice every day for 10
|
||
days, each casting must be done using a 9th level spell slot.
|
||
|
||
Grimlore's Crippling Incursion
|
||
8th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Self (30-foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You point an outstretched hand with fingers spread and
|
||
emanate a blanket of necrotic energy from your fingertips.
|
||
Each creature that you choose in a 30-foot cone must make a
|
||
Constitution saving throw. A creature takes 5d12 necrotic
|
||
damage and suffers 2 levels of exhaustion on a failed save, as
|
||
their bones become frail and strength leaves their body. On a
|
||
successful save, they take half as much damage and do not
|
||
become exhausted but become frightened of you until the end
|
||
of their next turn.
|
||
|
||
Levitate Landscape
|
||
8th-level transmutation
|
||
Casting Time: 8 hours
|
||
Range: Touch
|
||
Components: V, S, M (a blue sapphire worth at least
|
||
30,000 gp, which the spell consumes)
|
||
Duration: Instantaneous
|
||
Classes: Wizard
|
||
You bury a gemstone 1 foot below the surface and
|
||
begin to enchant the surrounding area with magical
|
||
energies native to the Elemental Plane of Air. After a
|
||
strenuous casting recital consisting of 8 hours of
|
||
uninterrupted devotion, the landscape begins to tear
|
||
away from its surroundings up to a 250-foot-radius
|
||
sphere in any direction from the gemstone, forming an
|
||
island.
|
||
Once the spell has been completed, the island begins
|
||
to lift into the air at a rate of 100 feet per 1 hour. You
|
||
are able to use your action to stop the island from
|
||
elevating at any point up to 1 mile above the surface.
|
||
Once stopped, you are able to move the island by
|
||
spending 1 hour in an uninterrupted recitation. Doing
|
||
so will allow you to move the island in any direction at
|
||
a rate of 20 feet per 1 hour. You may stop the island
|
||
from moving at any time using your action. The buried
|
||
gemstone can never be higher than 1 mile above the
|
||
surrounding ground's surface. Removing the gemstone
|
||
from the place it was buried requires a successful
|
||
Intelligence (Arcana) and Strength (Athletic) check,
|
||
each contested by your spell save DC. Succeeding on
|
||
both checks ends the spell, causing the island to fall
|
||
back towards the surface at a rate of 192 feet per round.
|
||
You may only have one instance of this spell active at
|
||
a time. Casting the spell again will cause the other
|
||
casting of this spell to lose its magical properties and
|
||
the spell will end.
|
||
**At Higher Levels.** When you cast this spell using a
|
||
slot of 9th level, you may have multiple instances of this
|
||
spell active at a time, and casting the spell again no
|
||
longer causes previous castings of this spell to end.
|
||
When you complete the 1-hour recitation to move a
|
||
Levitated Landscape, you instead move all Levitated
|
||
Landscapes that you control.
|
||
|
||
Scornful Mantle of the Undaunted
|
||
8th-level abjuration
|
||
Casting Time: 8 hours
|
||
Range: Touch
|
||
Components: V, S, M (a ruby worth 1,000 gp)
|
||
Duration: Up to 1 minute
|
||
Classes: Bard, Cleric
|
||
You touch a willing creature and strengthen its resolve,
|
||
allowing it to become dauntless in the face of untold danger.
|
||
For the duration, the target becomes immune to all
|
||
conditions. If the target is currently affected with any
|
||
condition other than exhaustion or is unconscious, casting
|
||
this spell will remove those conditions from the target.
|
||
Additionally, if a single source of damage would kill the target
|
||
while the spell is active, the target's health is set to 1 hit point
|
||
instead, and the spell ends.
|
||
Bixmodeus' Binding of Perduring
|
||
|
||
Possession
|
||
9th-level abjuration
|
||
Casting Time: 1 hour
|
||
Range: Touch
|
||
Components: V, S, M (an item to serve as a receptacle, made
|
||
of materials worth at least 1,000gp per Hit Die of the
|
||
target)
|
||
Duration: Until dispelled
|
||
Classes: Wizard
|
||
You embed the soul and personality of a willing target into
|
||
an item. While affected by this spell, the target doesn't need
|
||
to breathe, eat, or drink, and it doesn't age or die. It retains its
|
||
senses. Divination spells can't locate or perceive the target.
|
||
The target's perception of the vessel may vary and is
|
||
chosen by the caster as they form a mental image of the
|
||
target's place of voluntary imprisonment. The target will be
|
||
able to verbally communicate with creatures outside of the
|
||
vessel, and to communicate telepathically with creatures
|
||
attuned to the item. While within the vessel, the target may
|
||
summon any mundane items they desire.
|
||
The item used as a vessel gains a magical aura about it and is
|
||
inured to wear and damage. It also has advantage on saving
|
||
throws against spells and other magical effects, and resistant
|
||
to damage originating from such. The item uses the statistics
|
||
of the bound creature for saving throws, and the maximum
|
||
value of the bound creature's Hit Dice (including its
|
||
Constitution modifier) for determining the item's HP. Its AC is
|
||
25, and any damage to it is repaired at a rate of 5 HP per
|
||
round.
|
||
**Ending the Spell.** The spell may be ended through a
|
||
ceremonial ritual where diamonds worth at least 500gp per
|
||
Hit Die of the bound target are fired in a brazier for 24 hours,
|
||
stoked and fueled with rare herbs native to the target's place
|
||
of birth. The item must be laid upon the diamonds for the
|
||
duration of the ceremony, and the true name of the target
|
||
chanted at its zenith. Performing this ritual will expunge the
|
||
target's soul from the item, releasing it to its expected
|
||
destination upon death, and destroying the possessed item
|
||
along with all resources used in the ritual.
|
||
A dispel magic spell can end the spell only if it is cast as a
|
||
9th-level spell, targeting the item.
|
||
|
||
Grimlore's Calamity
|
||
9th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: 90 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 10 minutes
|
||
Classes: Sorcerer, Warlock, Wizard
|
||
You create a shadowy pool centered on a flat surface that
|
||
you can see within range. The pool is 30 feet in diameter and
|
||
connects your plane to the Shadowfell. A spectral hand rises
|
||
from the center of the pool and remains there for the
|
||
duration of the spell. The spectral hand does not occupy its
|
||
space.
|
||
When a creature enters the pool for the first time on a turn
|
||
or starts its turn there, the creature must succeed on a
|
||
Constitution saving throw or take 10d12 necrotic damage, or
|
||
half as much damage on a success. Any creature that is
|
||
reduced to 0 hit points while in the pool sinks to the bottom
|
||
and is immediately transported to the Plane of Shadow,
|
||
becoming trapped there.
|
||
Additionally, as a bonus action on your turn, you may
|
||
command the spectral hand to beckon a creature within 120
|
||
feet of it. The target must make a Wisdom saving throw or
|
||
have an enchantment placed upon it, causing to approach the
|
||
spectral hand. The creature must spend its turns trying to
|
||
move as close to the spectral hand as it can, using the Dash
|
||
action.
|
||
A creature enchanted in this manner can make a Wisdom
|
||
saving throw at the end of each of its turns. If it successfully
|
||
saves three times, the enchantment ends and the creature is
|
||
immune to this effect for 24 hours. If it fails its save three
|
||
times, it becomes stunned and the enchantment ends. The
|
||
spectral hand can only enchant one target at a time in this
|
||
manner.
|
||
|
||
Replicate
|
||
9th-level conjuration
|
||
Casting Time: 12 hours
|
||
Range: Self
|
||
Components: V, S, M (Some hair, fingernail clippings, or
|
||
other piece of your body; and a ruby worth 2,500 gp, which
|
||
is consumed by the spell)
|
||
Duration: Permanent
|
||
Classes: Wizard
|
||
You create a duplicate of yourself that is similar to you in
|
||
every way at the time of casting. You can communicate with
|
||
your duplicate telepathically, and it obeys all of your
|
||
commands. Your duplicate has all of the same abilities
|
||
(though none of your equipment), spells and features that you
|
||
do, but these become shared resources between you both. If
|
||
your duplicate casts a spell, you both lose the corresponding
|
||
spell slot, for example. Your duplicate ages at the same rate
|
||
as you do and is immune to the dispel magic spell. You may
|
||
only have one duplicate active at a time, and your duplicate is
|
||
not able to cast the replicate spell.
|
||
The duplicate dies when it drops to 0 hit points, ending the
|
||
spell. If you die while your duplicate is still alive, your soul is
|
||
transferred to it, and it becomes your new form, ending the
|
||
spell.
|
||
|
||
Tamara's Rebirth
|
||
9th-level necromancy
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S, M (diamonds worth at least 10,000 gp,
|
||
which the spell consumes)
|
||
Duration: Up to 24 hours
|
||
Classes: Bard, Cleric, Druid
|
||
You touch a willing creature that has 1 or more hit points,
|
||
infusing it with a blessing from Tamara, dragon goddess of
|
||
life, light and mercy. If the target dies during the duration, for
|
||
any reason except old age, the blessing is triggered. If its soul
|
||
is free and willing, the target returns to life at the start of its
|
||
next turn with hit points equal to half its hit point maximum.
|
||
As a bonus action on the same turn, the target can expend as
|
||
many of its hit dice as it chooses to heal itself. Roll each die
|
||
spent, adding your Constitution modifier to each, and regain
|
||
a number of hit points equal to the total.
|
||
This spell closes all wounds, neutralizes any poison, cures
|
||
all diseases, and lifts any curses affecting the creature when
|
||
it died. The spell replaces damaged or missing organs and
|
||
limbs.
|
||
The spell can even provide a new body if the original no
|
||
longer exists. The target then appears in an unoccupied
|
||
space within 10 feet of where it died. |