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TASHA'S OTHERWORLDLY GUISE

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a
symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of
the Lower Planes or Upper Planes (your choice) to
transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage
(Upper Planes) .
• You are immune to the poisoned condition (Lower
Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a
flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when
you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or
Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore
this benefit if you already have a feature, like
Extra Attack, that lets you attack more than once
when you take the Attack action on your turn.

Wizard Transmutation

TASHA'S OTHERWORLDLY GUISE

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a
symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of
the Lower Planes or Upper Planes (your choice) to
transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage
(Upper Planes) .
• You are immune to the poisoned condition (Lower
Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a
flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when
you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or
Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore
this benefit if you already have a feature, like
Extra Attack, that lets you attack more than once
when you take the Attack action on your turn.

Warlock Transmutation

TASHA'S OTHERWORLDLY GUISE

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a
symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of
the Lower Planes or Upper Planes (your choice) to
transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage
(Upper Planes) .
• You are immune to the poisoned condition (Lower
Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a
flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when
you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or
Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore
this benefit if you already have a feature, like
Extra Attack, that lets you attack more than once
when you take the Attack action on your turn.

Sorcerer Transmutation

TASHA'S MIND WHIP

  • casting time 1 action
  • range 90 feet

  • components V
  • duration 1 round

You psychically lash out at one creature you can see
within range. The target must make an Intelligence
saving throw. On a failed save, the target takes 3d6
psychic damage, and it can't take a reaction until
the end of its next turn. Moreover, on its next turn, it
must choose whether it gets a move, an action, or a
bonus action, it gets only one of the three. On a successful save, the target takes half as much damage
and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
The creatures must be within 30 feet of each other
when you target them.

Wizard Enchantment

TASHA'S MIND WHIP

  • casting time 1 action
  • range 90 feet

  • components V
  • duration 1 round

You psychically lash out at one creature you can see
within range. The target must make an Intelligence
saving throw. On a failed save, the target takes 3d6
psychic damage, and it can't take a reaction until
the end of its next turn. Moreover, on its next turn, it
must choose whether it gets a move, an action, or a
bonus action, it gets only one of the three. On a successful save, the target takes half as much damage
and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
The creatures must be within 30 feet of each other
when you target them.

Sorcerer Enchantment

TASHA'S CAUSTIC BREW

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of rotten flesh

A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity
saving throw or be covered in acid for the spell's
duration or until a creature uses its action to scrape
or wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid damage
at start of each of its turns.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Wizard Evocation

TASHA'S CAUSTIC BREW

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of rotten flesh

A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity
saving throw or be covered in acid for the spell's
duration or until a creature uses its action to scrape
or wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid damage
at start of each of its turns.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Sorcerer Evocation

TASHA'S CAUSTIC BREW

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of rotten flesh

A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity
saving throw or be covered in acid for the spell's
duration or until a creature uses its action to scrape
or wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid damage
at start of each of its turns.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Artificer Evocation

SWORD BURST

  • casting time 1 action
  • range Self

  • components V
  • duration instantaneous

You create a momentary circle of spectral blades
that sweep around you. All other creatures within 5
feet of you must each succeed on a Dexterity saving
throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 1 1th level (3d6), and 17th
level (4d6).

Wizard Conjuration

6 6
6 6
6 6
2 2
2 2
1 1
1 1
1 1
0 0

SWORD BURST

  • casting time 1 action
  • range Self

  • components V
  • duration instantaneous

You create a momentary circle of spectral blades
that sweep around you. All other creatures within 5
feet of you must each succeed on a Dexterity saving
throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 1 1th level (3d6), and 17th
level (4d6).

Warlock Conjuration

SWORD BURST

  • casting time 1 action
  • range Self

  • components V
  • duration instantaneous

You create a momentary circle of spectral blades
that sweep around you. All other creatures within 5
feet of you must each succeed on a Dexterity saving
throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 1 1th level (3d6), and 17th
level (4d6).

Sorcerer Conjuration

SUMMON UNDEAD

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded skull worth at
least 300 gp

You call forth an undead spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Undead Spirit stat
block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit
resembles an undead creature with the chosen
form, which determines certain traits in its stat
block. The creature disappears when it drops to 0
. hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Warlock Necromancy

SUMMON UNDEAD

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded skull worth at
least 300 gp

You call forth an undead spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Undead Spirit stat
block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit
resembles an undead creature with the chosen
form, which determines certain traits in its stat
block. The creature disappears when it drops to 0
. hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Wizard Necromancy

SWORD BURST

  • casting time 1 action
  • range Self

  • components V
  • duration instantaneous

You create a momentary circle of spectral blades
that sweep around you. All other creatures within 5
feet of you must each succeed on a Dexterity saving
throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 1 1th level (3d6), and 17th
level (4d6).

Artificer Conjuration

SUMMON SHADOWSPAWN

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

tears inside a gem worth at
least 300 gp

You call forth a shadowy spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Shadow Spirit stat
block. When you cast the spell, choose an emotion:
Fury, Despair, or Fear. The creature resembles a
misshapen biped marked by the chosen emotion,
which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or
when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Wizard Conjuration

SUMMON SHADOWSPAWN

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

tears inside a gem worth at
least 300 gp

You call forth a shadowy spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Shadow Spirit stat
block. When you cast the spell, choose an emotion:
Fury, Despair, or Fear. The creature resembles a
misshapen biped marked by the chosen emotion,
which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or
when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Warlock Conjuration

SUMMON FIEND

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

humanoid blood inside a
ruby vial worth at least 600 gp

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fiendish Spirit stat block.
When you cast the spell, choose Demon, Devil, or
Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat
block. The creature disappears when it drops to 0
hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, use the higher level
wherever the spell's level appears in the stat block

Wizard Conjuration

SUMMON FIEND

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

humanoid blood inside a
ruby vial worth at least 600 gp

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fiendish Spirit stat block.
When you cast the spell, choose Demon, Devil, or
Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat
block. The creature disappears when it drops to 0
hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, use the higher level
wherever the spell's level appears in the stat block

Warlock Conjuration

0 0
0 0
3 3
3 3
0 0
3 3
3 3
6 6
6 6

SUMMON FEY

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded flower worth at
least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming,
Mirthful, or Tricksy. The creature resembles a fey
creature of your choice marked by the chosen mood,
which determines one of the traits in its stat block.
The creature disappears when it drops to 0 hit
points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block

Wizard Conjuration

SUMMON FEY

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded flower worth at
least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming,
Mirthful, or Tricksy. The creature resembles a fey
creature of your choice marked by the chosen mood,
which determines one of the traits in its stat block.
The creature disappears when it drops to 0 hit
points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block

Warlock Conjuration

SUMMON FEY

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded flower worth at
least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming,
Mirthful, or Tricksy. The creature resembles a fey
creature of your choice marked by the chosen mood,
which determines one of the traits in its stat block.
The creature disappears when it drops to 0 hit
points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block

Ranger Conjuration

SUMMON FEY

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration concentration, up to 1 hour

a gilded flower worth at
least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming,
Mirthful, or Tricksy. The creature resembles a fey
creature of your choice marked by the chosen mood,
which determines one of the traits in its stat block.
The creature disappears when it drops to 0 hit
points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block

Druid Conjuration

SUMMON ELEMENTAL

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

air, a pebble, ash, and water
inside a gold-inlaid vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Elemental Spirit stat
block. When you cast the spell, choose an element:
Air, Earth, Fire, or Water. The creature resembles
a bipedal form wreathed in the chosen element,
which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or
when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat block

Wizard Conjuration

SUMMON ELEMENTAL

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

air, a pebble, ash, and water
inside a gold-inlaid vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Elemental Spirit stat
block. When you cast the spell, choose an element:
Air, Earth, Fire, or Water. The creature resembles
a bipedal form wreathed in the chosen element,
which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or
when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat block

Ranger Conjuration

SUMMON ELEMENTAL

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

air, a pebble, ash, and water
inside a gold-inlaid vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Elemental Spirit stat
block. When you cast the spell, choose an element:
Air, Earth, Fire, or Water. The creature resembles
a bipedal form wreathed in the chosen element,
which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or
when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat block

Druid Conjuration

SUMMON C ONSTRUCT

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

an ornate stone and metal
lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests
in an unoccupied space that you can see within
range. This corporeal form uses the Construct
Spirit stat block. When you cast the spell, choose a
material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Wizard Conjuration

SUMMON C ONSTRUCT

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

an ornate stone and metal
lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests
in an unoccupied space that you can see within
range. This corporeal form uses the Construct
Spirit stat block. When you cast the spell, choose a
material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Artificer Conjuration

3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4
4 4

SUMMON CELESTIAL

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a golden reliquary worth at
least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see
within range. This corporeal form uses the Celestial
Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines the
creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes.its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Paladin Conjuration

SUMMON CELESTIAL

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a golden reliquary worth at
least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see
within range. This corporeal form uses the Celestial
Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines the
creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes.its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Cleric Conjuration

SUMMON BEAST

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish
tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Bestial Spirit stat block.
When you cast the spell, choose an environment:
Air, Land, or Water. The creature resembles an
animal of your choice that is native to the chosen
environment, which determines certain traits in its
stat block. The creature disappears when it drops to
0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using '*
a spell slot of 3rd level or higher, use the higher level
wherever the spell's level appears in the stat block.

Ranger Conjuration

SUMMON BEAST

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish
tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Bestial Spirit stat block.
When you cast the spell, choose an environment:
Air, Land, or Water. The creature resembles an
animal of your choice that is native to the chosen
environment, which determines certain traits in its
stat block. The creature disappears when it drops to
0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using '*
a spell slot of 3rd level or higher, use the higher level
wherever the spell's level appears in the stat block.

Druid Conjuration

SUMMON ABERRATION

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp

( You call forth an aberrant spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Aberrant Spirit stat
block. When you cast the spell, choose Beholderkin,
Slaad, or Star Spawn. The creature resembles an
aberration of that kind, which determines certain
traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat bloc

Wizard Conjuration

SUMMON ABERRATION

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp

( You call forth an aberrant spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Aberrant Spirit stat
block. When you cast the spell, choose Beholderkin,
Slaad, or Star Spawn. The creature resembles an
aberration of that kind, which determines certain
traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat bloc

Warlock Conjuration

SPIRIT SHROUD

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which flit around
you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals
ld8 extra damage when you hit a creature within 10
feet of you. This damage is radiant, necrotic, or cold
(your choice when you cast the spell). Any creature
that takes this damage can't regain hit points until
the start of your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
its speed reduced by 10 feet until the start of your
next turn.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases by ld8 for every two slot levels above 3rd.

Wizard Necromancy

SPIRIT SHROUD

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which flit around
you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals
ld8 extra damage when you hit a creature within 10
feet of you. This damage is radiant, necrotic, or cold
(your choice when you cast the spell). Any creature
that takes this damage can't regain hit points until
the start of your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
its speed reduced by 10 feet until the start of your
next turn.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases by ld8 for every two slot levels above 3rd.

Warlock Necromancy

SPIRIT SHROUD

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which flit around
you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals
ld8 extra damage when you hit a creature within 10
feet of you. This damage is radiant, necrotic, or cold
(your choice when you cast the spell). Any creature
that takes this damage can't regain hit points until
the start of your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
its speed reduced by 10 feet until the start of your
next turn.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases by ld8 for every two slot levels above 3rd.

Paladin Necromancy

5 5
5 5
2 2
2 2
4 4
4 4
3 3
3 3
3 3

SPIRIT SHROUD

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which flit around
you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals
ld8 extra damage when you hit a creature within 10
feet of you. This damage is radiant, necrotic, or cold
(your choice when you cast the spell). Any creature
that takes this damage can't regain hit points until
the start of your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
its speed reduced by 10 feet until the start of your
next turn.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases by ld8 for every two slot levels above 3rd.

Cleric Necromancy

MIND SLIVER

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into
the mind of one creature you can see within range.
The target must succeed on an Intelligence saving
throw or take ld6 psychic damage and subtract ld4
from the next saving throw it makes before the end
of your next turn.
This spell's damage increases by ld6 when you
reach certain levels: 5th level (2d6), 1 1th level (3d6),
and 17th level (4d6).

Wizard Enchantment

MIND SLIVER

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into
the mind of one creature you can see within range.
The target must succeed on an Intelligence saving
throw or take ld6 psychic damage and subtract ld4
from the next saving throw it makes before the end
of your next turn.
This spell's damage increases by ld6 when you
reach certain levels: 5th level (2d6), 1 1th level (3d6),
and 17th level (4d6).

Warlock Enchantment

MIND SLIVER

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into
the mind of one creature you can see within range.
The target must succeed on an Intelligence saving
throw or take ld6 psychic damage and subtract ld4
from the next saving throw it makes before the end
of your next turn.
This spell's damage increases by ld6 when you
reach certain levels: 5th level (2d6), 1 1th level (3d6),
and 17th level (4d6).

Sorcerer Enchantment

LIGHTNING LURE

  • casting time 1 action
  • range self

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes
at one creature of your choice that you can see
within 15 feet of you. The target must succeed on a
Strength saving throw or be pulled up to 10 feet in a
straight line toward you and then take 1d8 lightning
damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 1 1th level (3d8), and 17th
level (4d8).

Wizard Evocation

LIGHTNING LURE

  • casting time 1 action
  • range self

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes
at one creature of your choice that you can see
within 15 feet of you. The target must succeed on a
Strength saving throw or be pulled up to 10 feet in a
straight line toward you and then take 1d8 lightning
damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 1 1th level (3d8), and 17th
level (4d8).

Warlock Evocation

LIGHTNING LURE

  • casting time 1 action
  • range self

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes
at one creature of your choice that you can see
within 15 feet of you. The target must succeed on a
Strength saving throw or be pulled up to 10 feet in a
straight line toward you and then take 1d8 lightning
damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 1 1th level (3d8), and 17th
level (4d8).

Sorcerer Evocation

LIGHTNING LURE

  • casting time 1 action
  • range self

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes
at one creature of your choice that you can see
within 15 feet of you. The target must succeed on a
Strength saving throw or be pulled up to 10 feet in a
straight line toward you and then take 1d8 lightning
damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 1 1th level (3d8), and 17th
level (4d8).

Artificer Evocation

INTELLECT FORTRESS

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you
can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom,
and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd. The
creatures must be within 30 feet of each other when
you target them.

Wizard Abjuration

3 3
0 0
0 0
0 0
0 0
0 0
0 0
0 0
3 3

INTELLECT FORTRESS

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you
can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom,
and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd. The
creatures must be within 30 feet of each other when
you target them.

Warlock Abjuration

INTELLECT FORTRESS

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you
can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom,
and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd. The
creatures must be within 30 feet of each other when
you target them.

Sorcerer Abjuration

INTELLECT FORTRESS

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you
can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom,
and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd. The
creatures must be within 30 feet of each other when
you target them.

Bard Abjuration

INTELLECT FORTRESS

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you
can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom,
and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd. The
creatures must be within 30 feet of each other when
you target them.

Artificer Abjuration

GREEN-FLAME BLADE

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Instant

a melee weapon worth at
least 1 sp

You brandish the weapon used in the spell's casting
and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers
the weapon attack's normal effects, and you can
cause green fire to leap from the target to a different
creature of your choice that you can see within 5
feet of it. The second creature takes fire damage
equal to your spellcasting ability modifier.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra 1d8 fire damage to the target on a hit, and the
fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage
rolls increase by 1d8 at 1 1th level (2d8 and 2d8) and
17th level (3d8 and 3d8).

Wizard Evocation

GREEN-FLAME BLADE

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Instant

a melee weapon worth at
least 1 sp

You brandish the weapon used in the spell's casting
and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers
the weapon attack's normal effects, and you can
cause green fire to leap from the target to a different
creature of your choice that you can see within 5
feet of it. The second creature takes fire damage
equal to your spellcasting ability modifier.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra 1d8 fire damage to the target on a hit, and the
fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage
rolls increase by 1d8 at 1 1th level (2d8 and 2d8) and
17th level (3d8 and 3d8).

Warlock Evocation

GREEN-FLAME BLADE

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Instant

a melee weapon worth at
least 1 sp

You brandish the weapon used in the spell's casting
and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers
the weapon attack's normal effects, and you can
cause green fire to leap from the target to a different
creature of your choice that you can see within 5
feet of it. The second creature takes fire damage
equal to your spellcasting ability modifier.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra 1d8 fire damage to the target on a hit, and the
fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage
rolls increase by 1d8 at 1 1th level (2d8 and 2d8) and
17th level (3d8 and 3d8).

Sorcerer Evocation

GREEN-FLAME BLADE

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Instant

a melee weapon worth at
least 1 sp

You brandish the weapon used in the spell's casting
and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers
the weapon attack's normal effects, and you can
cause green fire to leap from the target to a different
creature of your choice that you can see within 5
feet of it. The second creature takes fire damage
equal to your spellcasting ability modifier.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra 1d8 fire damage to the target on a hit, and the
fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage
rolls increase by 1d8 at 1 1th level (2d8 and 2d8) and
17th level (3d8 and 3d8).

Artificer Evocation

DREAM OF THE BLUE VEIL [1/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

You and up to eight willing creatures within range
fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature
takes any damage, and the creature isn't transported.

Wizard Conjuration

3 3
3 3
3 3
3 3
0 0
0 0
0 0
0 0
7 7

DREAM OF THE BLUE VEIL [2/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

If you take any damage, the spell ends for you and all the other creatures, with none of you being transported. .

Wizard Conjuration

DREAM OF THE BLUE VEIL [1/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

You and up to eight willing creatures within range
fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature
takes any damage, and the creature isn't transported.

Warlock Conjuration

DREAM OF THE BLUE VEIL [2/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

If you take any damage, the spell ends for you and all the other creatures, with none of you being transported. .

Warlock Conjuration

DREAM OF THE BLUE VEIL [1/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

You and up to eight willing creatures within range
fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature
takes any damage, and the creature isn't transported.

Sorcerer Conjuration

DREAM OF THE BLUE VEIL [2/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

If you take any damage, the spell ends for you and all the other creatures, with none of you being transported. .

Sorcerer Conjuration

DREAM OF THE BLUE VEIL [1/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

You and up to eight willing creatures within range
fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature
takes any damage, and the creature isn't transported.

Bard Conjuration

DREAM OF THE BLUE VEIL [2/2]

  • casting time 10 minutes
  • range 20 feet

  • components V, S, M
  • duration 6 hours

a magic item or a willing
creature from the destination world

If you take any damage, the spell ends for you and all the other creatures, with none of you being transported. .

Bard Conjuration

BOOMING BLADE

  • casting time 1 action
  • range self

  • components S, M
  • duration 1 round

a melee weapon worth at
least 1 sp

( You brandish the weapon used in the spell's casting and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target
suffers the weapon attack's normal effects and then
becomes sheathed in booming energy until the start
of your next turn. If the target willingly moves 5 feet
or more before then, the target takes ld8 thunder
damage, and the spell ends.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra ld8 thunder damage to the target on a hit, and
the damage the target takes for moving increases to
2d8. Both damage rolls increase by ld8 at 1 1th level
(2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Wizard Evocation

BOOMING BLADE

  • casting time 1 action
  • range self

  • components S, M
  • duration 1 round

a melee weapon worth at
least 1 sp

( You brandish the weapon used in the spell's casting and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target
suffers the weapon attack's normal effects and then
becomes sheathed in booming energy until the start
of your next turn. If the target willingly moves 5 feet
or more before then, the target takes ld8 thunder
damage, and the spell ends.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra ld8 thunder damage to the target on a hit, and
the damage the target takes for moving increases to
2d8. Both damage rolls increase by ld8 at 1 1th level
(2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Warlock Evocation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
0 0
0 0

BOOMING BLADE

  • casting time 1 action
  • range self

  • components S, M
  • duration 1 round

a melee weapon worth at
least 1 sp

( You brandish the weapon used in the spell's casting and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target
suffers the weapon attack's normal effects and then
becomes sheathed in booming energy until the start
of your next turn. If the target willingly moves 5 feet
or more before then, the target takes ld8 thunder
damage, and the spell ends.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra ld8 thunder damage to the target on a hit, and
the damage the target takes for moving increases to
2d8. Both damage rolls increase by ld8 at 1 1th level
(2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Sorcerer Evocation

BOOMING BLADE

  • casting time 1 action
  • range self

  • components S, M
  • duration 1 round

a melee weapon worth at
least 1 sp

( You brandish the weapon used in the spell's casting and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target
suffers the weapon attack's normal effects and then
becomes sheathed in booming energy until the start
of your next turn. If the target willingly moves 5 feet
or more before then, the target takes ld8 thunder
damage, and the spell ends.
This spell's damage increases when you reach
certain levels. At 5th level, the melee attack deals an
extra ld8 thunder damage to the target on a hit, and
the damage the target takes for moving increases to
2d8. Both damage rolls increase by ld8 at 1 1th level
(2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Artificer Evocation

BLADE OF DISASTER

  • casting time 1 bonus action
  • range 60 ft

  • components V, S
  • duration Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet
long in an unoccupied space you can see within
range. The blade lasts for the duration. When you
cast this spell, you can make up to two melee spell
attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade.
On a hit, the target takes 4d12 force damage. This
attack scores a critical hit if the number on the d20
is 18 or higher. On a critical hit, the blade deals
an extra 8dl2 force damage (for a total of 12d12
force damage).
As a bonus action on your turn, you can move the
blade up to 30 feet to an unoccupied space you can
see and then make up to two melee spell attacks
with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

Wizard Conjuration

BLADE OF DISASTER

  • casting time 1 bonus action
  • range 60 ft

  • components V, S
  • duration Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet
long in an unoccupied space you can see within
range. The blade lasts for the duration. When you
cast this spell, you can make up to two melee spell
attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade.
On a hit, the target takes 4d12 force damage. This
attack scores a critical hit if the number on the d20
is 18 or higher. On a critical hit, the blade deals
an extra 8dl2 force damage (for a total of 12d12
force damage).
As a bonus action on your turn, you can move the
blade up to 30 feet to an unoccupied space you can
see and then make up to two melee spell attacks
with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

Warlock Conjuration

BLADE OF DISASTER

  • casting time 1 bonus action
  • range 60 ft

  • components V, S
  • duration Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet
long in an unoccupied space you can see within
range. The blade lasts for the duration. When you
cast this spell, you can make up to two melee spell
attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade.
On a hit, the target takes 4d12 force damage. This
attack scores a critical hit if the number on the d20
is 18 or higher. On a critical hit, the blade deals
an extra 8dl2 force damage (for a total of 12d12
force damage).
As a bonus action on your turn, you can move the
blade up to 30 feet to an unoccupied space you can
see and then make up to two melee spell attacks
with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

Sorcerer Conjuration

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