Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being charmed aren't affected by this spell.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Slow,PHB,3rd,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S, M (a drop of molasses),Sorcerer, Wizard,You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it., Thunderclap,XGE,Cantrip,Action,Instantaneous,Evocation,5 feet,S,Artificer, Artificer (Revisited), Bard, Druid, Sorcerer, Warlock, Wizard,You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Witch Bolt,PHB,1st,Action,Concentration, up to 1 minute,Evocation,30 feet,V, S, M (a twig from a tree that has been struck by lightning),Sorcerer, Warlock, Wizard,A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Wizard

Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Absorb Elements,XGE,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Artificer (Revisited), Druid, Ranger, Sorcerer, Wizard,The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Arcane Eye,PHB,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Artificer, Artificer (Revisited), Wizard,You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Blindness/Deafness,PHB,2nd,Action,1 minute,Necromancy,30 feet,V,Bard, Cleric, Sorcerer, Wizard,You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Counterspell,PHB,3rd,Reaction,Instantaneous,Abjuration,60 feet,S,Sorcerer, Warlock, Wizard,You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Detect Magic,PHB,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard,For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt., Fireball,PHB,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a tiny ball of bat guano and sulfur),Sorcerer, Wizard,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 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.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Haste,PHB,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Artificer, Artificer (Revisited), Sorcerer, Wizard,Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it., Hold Person,PHB,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a small, straight piece of iron),Bard, Cleric, Druid, Sorcerer, Warlock, Wizard,Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Identify,PHB,1st,1 Minute,Instantaneous,Divination,Touch,V, S, M (a pearl worth at least 100 gp and an owl feather),Artificer, Artificer (Revisited), Bard, Wizard,You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it., Invisibility,PHB,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash encased in gum arabic),Artificer, Artificer, Artificer (Revisited), Bard, Sorcerer, Warlock, Wizard,A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Light,PHB,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Artificer (Revisited), Bard, Cleric, Sorcerer, Wizard,You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell., Mage Armor,PHB,1st,Action,8 hours,Abjuration,Touch,V, S, M (a piece of cured leather),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 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Polymorph,PHB,4th,Action,Concentration, up to 1 hour,Transmutation,60 feet,V, S, M (a caterpillar cocoon),Bard, Druid, Sorcerer, Wizard,This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. 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., Prestidigitation,PHB,Cantrip,Action,Up to 1 hour,Transmutation,10 feet,V, S,Artificer, Artificer (Revisited), Bard, Sorcerer, Warlock, Wizard,This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.You instantaneously light or snuff out a candle, a torch, or a small campfire.You instantaneously clean or soil an object no larger than 1 cubic foot.You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., Ray of Frost,PHB,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Ray of Sickness,PHB,1st,Action,Instantaneous,Necromancy,60 feet,V, S,Sorcerer, Wizard,A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Scorching Ray,PHB,2nd,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Shield,PHB,1st,Reaction,1 round,Abjuration,Self,V, S,Sorcerer, Wizard,An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile., Shocking Grasp,PHB,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Sleep,PHB,1st,Action,1 minute,Enchantment,90 feet,V, S, M (a pinch of fine sand, rose petals, or a cricket),Bard, Sorcerer, Wizard,This spell sends creatures into a magical slumber. Roll 5d8 Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Absorb Elements,XGE,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Artificer (Revisited), Druid, Ranger, Sorcerer, Wizard,The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Arcane Eye,PHB,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Artificer, Artificer (Revisited), Wizard,You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Blindness/Deafness,PHB,2nd,Action,1 minute,Necromancy,30 feet,V,Bard, Cleric, Sorcerer, Wizard,You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Counterspell,PHB,3rd,Reaction,Instantaneous,Abjuration,60 feet,S,Sorcerer, Warlock, Wizard,You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Detect Magic,PHB,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard,For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt., Fireball,PHB,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a tiny ball of bat guano and sulfur),Sorcerer, Wizard,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 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.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Haste,PHB,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Artificer, Artificer (Revisited), Sorcerer, Wizard,Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it., Hold Person,PHB,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a small, straight piece of iron),Bard, Cleric, Druid, Sorcerer, Warlock, Wizard,Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Identify,PHB,1st,1 Minute,Instantaneous,Divination,Touch,V, S, M (a pearl worth at least 100 gp and an owl feather),Artificer, Artificer (Revisited), Bard, Wizard,You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it., Invisibility,PHB,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash encased in gum arabic),Artificer, Artificer, Artificer (Revisited), Bard, Sorcerer, Warlock, Wizard,A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Light,PHB,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Artificer (Revisited), Bard, Cleric, Sorcerer, Wizard,You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell., Mage Armor,PHB,1st,Action,8 hours,Abjuration,Touch,V, S, M (a piece of cured leather),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 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Polymorph,PHB,4th,Action,Concentration, up to 1 hour,Transmutation,60 feet,V, S, M (a caterpillar cocoon),Bard, Druid, Sorcerer, Wizard,This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. 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., Prestidigitation,PHB,Cantrip,Action,Up to 1 hour,Transmutation,10 feet,V, S,Artificer, Artificer (Revisited), Bard, Sorcerer, Warlock, Wizard,This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.You instantaneously light or snuff out a candle, a torch, or a small campfire.You instantaneously clean or soil an object no larger than 1 cubic foot.You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., Ray of Frost,PHB,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Ray of Sickness,PHB,1st,Action,Instantaneous,Necromancy,60 feet,V, S,Sorcerer, Wizard,A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Scorching Ray,PHB,2nd,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Shield,PHB,1st,Reaction,1 round,Abjuration,Self,V, S,Sorcerer, Wizard,An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile., Shocking Grasp,PHB,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Sleep,PHB,1st,Action,1 minute,Enchantment,90 feet,V, S, M (a pinch of fine sand, rose petals, or a cricket),Bard, Sorcerer, Wizard,This spell sends creatures into a magical slumber. Roll 5d8