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S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

Other although doing so ends the spell. When you cast this spell

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8. The weapon also becomes magical

  • components if it isn't already. The spell ends if you cast it again or if you let go of the weapon.;Druid
  • duration

Other M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Druid

Other M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Druid
  • duration

Other and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Druid M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

for each slot level above 1st. ;Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S;Concentration

  • casting time these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Druid
  • duration

1 inch of common metal up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

A;B;C;D;E;F;G;H;I0;Produce Flame;Conjuration cantrip;1 action;Self;V A;B;C;D;E;F;G;H;I0;Produce Flame;Conjuration cantrip;1 action;Self;V
0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Druid
  • duration

1 inch of common metal green

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Druid

1 inch of common metal up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Druid
  • range

1 inch of common metal M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

the healing increases by 1d4 for each slot level above 1st. ;Druid

1 inch of common metal

S

1 inch of common metal M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Druid

S

  • casting time you can target one additional creature for each slot level above 1st. ;Druid
  • range

1 inch of common metal M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Druid

1 inch of common metal

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Druid
  • duration

1 inch of common metal but at minimum

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Druid

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.

    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect 1 additional beast for each slot level above 1st. ;Bard

1 inch of common metal M;24 hours;(A morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time up to 1 minute;(A drop of blood)Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

1 inch of common metal M;Concentration

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Bard
  • duration

1 inch of common metal and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Bard

1 inch of common metal M;1 hour;(A pinch of soot and salt)For the duration

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

1 inch of common metal the healing increases by 1d8 for each slot level above 1st. ;Bard

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Bard

1 inch of common metal it takes 3d6 psychic damage and must immediately use its reaction

up to 1 minute;Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration

  • casting time and the affected creature or object can't benefit from being invisible. ;Bard
  • range

1 inch of common metal objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it

1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration

M;1 minute;(A white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Bard
  • range

1 inch of common metal it takes no falling damage and can land on its feet

the healing increases by 1d4 for each slot level above 1st. ;Bard

1 inch of common metal

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

1 inch of common metal up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration 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 M;Instantaneous;(A pearl worth at least 100 gp and an owl feather)You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

M;10 days;(A lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells Consumed)You write on parchment

S

  • casting time you can target 1 additional creature for each slot level above 1st. ;Bard
  • range

you learn what spells M;1 hour;(A pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time up to 10 minute;(A bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

you learn what spells M;Concentration

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components 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
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

you learn what spells M;1 minute;(A pinch of find sand

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Bard
  • duration

you learn what spells but at minimum

1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Identify (Ritual);1st level Divination;1 minute;Touch;V 1;Identify (Ritual);1st level Divination;1 minute;Touch;V
1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V

S

  • casting time up to 1 minute;(Tiny tarts and a feather waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Bard

you learn what spells M;Concentration

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Bard

you learn what spells a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

you learn what spells M;1 hour;(A piece of string and a bit of wood)This spell creates an invisible

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration 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 M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)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

S;Instantaneous;Whispering to the spirits of nature

  • casting time harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies
  • range a cloud for rain

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    • You instantly make a flower blossom

a seed pod open

you learn what spells you create one of the following effects within range.
• You create a tiny

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
  • range

you learn what spells up to 1 minute;You touch one willing creature. Once before the spell ends

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

you learn what spells M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Druid
  • range

you learn what spells 11th level (3d12)

1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
0;Druidcraft;Transmutation cantrip;1 action;30 feet;V 0;Druidcraft;Transmutation cantrip;1 action;30 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Druid

you learn what spells M;Concentration

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Druid M;Instantaneous;(the stem of a plant with thorns)You create a long

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Cleric
  • range

and 17th level (4d6). ;Druid up to 1 minute;You touch one willing creature. Once before the spell ends

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Cleric
  • range

and 17th level (4d6). ;Druid 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

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

and 17th level (4d6). ;Druid M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Cleric

and 17th level (4d6). ;Druid M;Concentration

S;Instantaneous;Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8)

  • casting time and 17th level (4d8). ;Cleric
  • range

and 17th level (4d6). ;Druid 11th level (3d8)

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;Cleric

and 17th level (4d6). ;Druid

a sign of supernatural power

  • casting time brighten
  • range dim

  • components or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range
  • duration such as a rumble of thunder

the cry of a raven

and 17th level (4d6). ;Druid within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker

0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
0;Sacred Flame;Evocation cantrip;1 action;60 feet;V 0;Sacred Flame;Evocation cantrip;1 action;60 feet;V
0;Spare the Dying;Necromancy cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy cantrip;1 action;Touch;V
0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder 0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Bard

and 17th level (4d6). ;Druid you have resistance against bludgeoning

S

  • casting time up to 1 minute;(Phosphorus
  • range wychwood or glowworm)You create up to 4 torch-sized lights within range

  • components making them appear as torches
  • duration lanterns

or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose

and 17th level (4d6). ;Druid M;Concentration

M;Concentration

  • casting time or an arcane focus)For the duration
  • range you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends

  • components the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion)
  • duration depending on the nature of your interaction with it.;Bard

and 17th level (4d6). ;Druid up to 1 minute;(A bit of makeup [applied to your face]

M;1 hour;(A firefly or phosphorescent moss)You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Bard
  • range

and 17th level (4d6). ;Druid 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

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Bard

and 17th level (4d6). ;Druid floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S

  • casting time such as broken chain link
  • range 2 halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

and 17th level (4d6). ;Druid M;Instantaneous;(2 lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Bard

and 17th level (4d6). ;Druid M;1 round;(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

M;1 minute;(Fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

S;Up to 1 hour;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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

muddy footprints harmless sensory effect

0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V