For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
You create the image of an object, a creature, 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, it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, 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, and each time it takes damage, 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.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You clench your hand in a grasping motion toward a creature within range, wrapping the target with twisting ribbons of shadow. The target must succeed on a Strength saving throw or have the Grappled condition & be held in place for the duration. A creature Grappled by this spell can take an action to make a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, it is no longer Grappled. If the target of this spell has attacked you or forced you to make a saving throw within the last minute & has never been damaged by you, it has Disadvantage on its saving throw. On a failure, you can choose for the target to take 1d8 Necrotic damage as part of the casting of this spell, & an additional 1d8 Necrotic damage at the start of each of its turns while Grappled by this spell. The spell ends if the target is ever outside the spell’s range.
Using a Higher-Level Spell Slot. When you cast this spell using a level 2+ spell slot, the initial damage increases by 1d8 for each spell slot level above 1.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
(None) You cackle wildly at one creature within range that
can hear you, unleashing the power of your scorn and animosity. The target must succeed on a Wisdom saving throw or take 1d8 Psychic damage and have Disadvantage on the next ability check or saving throw based on Strength or Dexterity it makes before the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
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. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, 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 has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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, the spell fails. Otherwise, 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, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words:
• Tiny toads, snakes, moths, or other vermin
• Short-lived wildflowers in full bloom
• Black filth or bile
• Fairy tales and nursery rhymes
• Unflattering, unrelated truths about the target or those they are addressing
Attempts to circumvent the curse by writing about the subject result in crude drawings of the chosen phenomenon.
If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way.
If you have caught the target in a lie, or if it was rude or ungrateful after you granted a request from it, the target has Disadvantage on its saving throw, the spell doesn’t require Concentration, and the effect is permanent unless removed by Remove Curse, Greater Restoration, or similar magic. You can also choose to end
the spell by using an action to dismiss it.
Using a Higher-Level Spell Slot. When you cast this spell using a level 3+ spell slot, you can target one additional creature for each spell slot level above 2.
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
In a fit of shakes & spasms, you take on a monstrous semi-humanoid shape unique to you & your magic. When you cast this spell, you gain 20 Temporary Hit Points. Describe your new form & choose one of the following benefits:
• Huge, molting feathers & a flying speed of 30ft
• Squamous skin, the ability to breathe water, & a swimming speed of 60ft
• Shaggyfur hide&ACof13+your Wisdom modifier.
For the duration of the spell, you gain the chosen qualities & you have Advantage on Strength & Constitution saving throws & ability checks. As a Bonus Action, you can make a melee spell attack against a creature within reach. On a hit, you deal 2d10 acid damage. You can end the Wyrding early as an action. If the spell doesn’t end early, you become cursed until the curse is lifted by Remove Curse, Greater Restoration, or similar magic. While cursed in this way, you remain trapped in
your Wyrding form, & you lose the ability to speak, read, write, understand language, or cast spells with Verbal components.
Using a Higher-Level Spell Slot. When you cast this spell using a level 5+ spell slot, the Temporary Hit Points it grants increase by 5 & the damage you deal with your melee spell
attack increases by 1d10 for each spell level above 4.
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, 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.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, since things can pass through it.
You point 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, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, 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.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, since things can pass through it.
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
In a fit of shakes & spasms, you take on a monstrous semi-humanoid shape unique to you & your magic. When you cast this spell, you gain 20 Temporary Hit Points. Describe your new form & choose one of the following benefits:
• Huge, molting feathers & a flying speed of 30ft
• Squamous skin, the ability to breathe water, & a swimming speed of 60ft
• Shaggyfur hide&ACof13+your Wisdom modifier.
For the duration of the spell, you gain the chosen qualities & you have Advantage on Strength & Constitution saving throws & ability checks. As a Bonus Action, you can make a melee spell attack against a creature within reach. On a hit, you deal 2d10 acid damage. You can end the Wyrding early as an action. If the spell doesn’t end early, you become cursed until the curse is lifted by Remove Curse, Greater Restoration, or similar magic. While cursed in this way, you remain trapped in
your Wyrding form, & you lose the ability to speak, read, write, understand language, or cast spells with Verbal components.
Using a Higher-Level Spell Slot. When you cast this spell using a level 5+ spell slot, the Temporary Hit Points it grants increase by 5 & the damage you deal with your melee spell
attack increases by 1d10 for each spell level above 4.
(Which you take when a creature within range is reduced to 0 HP or fails a Death Saving Throw) With a burst of power, you preserve a creature in mortal peril in magical slumber. The creature instantly falls asleep & has Immunity to all damage for the duration of the spell. It has the Unconscious condition for 24 hours, then awakens as if it had finished a Long Rest. You can also end the spell prematurely as an action, awakening the creature with 1 Hit Point.
If you move the creature to an area of fertile soil & natural growth, the duration of its slumber extends to a year & 1day, as moss & vines grow over it. When you sleep within 60 ft of the creature, you can communicate with it in dreams. Many creatures preserved in this way are willing to share knowledge in exchange for eventual
release, & you have Advantage on Charisma checks that you make to interact with it.
You can extend the duration of the creature’s slumber by another year & a day by casting this spell again on the day that the duration would end. Otherwise, it wakes as if it had finished a Long Rest.
Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words:
• Tiny toads, snakes, moths, or other vermin
• Short-lived wildflowers in full bloom
• Black filth or bile
• Fairy tales and nursery rhymes
• Unflattering, unrelated truths about the target or those they are addressing
Attempts to circumvent the curse by writing about the subject result in crude drawings of the chosen phenomenon.
If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way.
If you have caught the target in a lie, or if it was rude or ungrateful after you granted a request from it, the target has Disadvantage on its saving throw, the spell doesn’t require Concentration, and the effect is permanent unless removed by Remove Curse, Greater Restoration, or similar magic. You can also choose to end
the spell by using an action to dismiss it.
Using a Higher-Level Spell Slot. When you cast this spell using a level 3+ spell slot, you can target one additional creature for each spell slot level above 2.
Choose a Humanoid within range that you can see / hear. The target must succeed on a Wisdom saving throw / become cursed. While cursed, target is shape-shifted into a Beast form for duration. Form can be any Beast you choose that has a Challenge Rating of 1 /lower. Target’s game statistics are replaced by the stat block of the chosen Beast, but target retains its alignment, personality, Hit Points, & Hit Point Dice. Target is limited in the actions it can perform by the anatomy of its new form, & it can’t speak / cast spells. Target’s gear melds into the new form. The creature can’t use /otherwise benefit from any of that equipment. The spell ends if the target is reduced to 0 Hit Points. Using a Higher-Level Spell Slot. Cast this spell w/ a level 6+ spell slot, if the target has eaten your food / slept in your home within the past 24 hrs, / if it has shown unkindness to another creature of the chosen form in the past 24 hrs, it has Disadvantage on saving throw & the effect is permanent unless removed by Remove Curse, Greater Restoration, / similar magic. You can also choose to end the spell by using an action to dismiss it.
A creature cursed permanently by this spell regains the
ability to speak after it finishes a Long Rest.
You place a curse on a creature within range. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While cursed in this way, the creature takes 1d8 + its spellcasting ability modifier (minimum of 1) Psychic damage each time it casts a spell or uses
a magical feature that deals damage or forces a creature to make a saving throw. Remove Curse spells that the target casts on itself can’t remove this curse.
Using a Higher-Level Spell Slot. When you cast this spell using a level 6+ spell slot and the target of this spell has ever targeted you with a harmful spell or magical effect against your will, they have Disadvantage on the saving throw and the effect is permanent unless removed by Remove Curse, Greater Restoration, or similar magic.
You can also choose to end the spell by using an action to dismiss it
When you cast this spell, choose a creature you can see within range. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While the target is cursed, it is compelled to give away all of its wealth, possessions, and positions of power to those who lack them, gifting at least ten percent of its wealth to each non-Beast creature it encounters.
If the target has broken its end of a bargain with you,
or refused your polite request for food and shelter despite having done it no harm, you can cast this spell as an action and the effect is permanent, ending only when the curse is broken or the target has nothing but rags to its name.
When you cast this spell, you fashion the Material components into a Tiny doll (or pull the doll from your shadow if you cast it without Material components). While you hold this doll, you can take any of the following actions:
Healing Gift. As a Bonus Action, choose one creature you can see within 15 feet of you. That creature regains Hit Points equal to 1d8 + your spellcasting ability modifier.
Cleansing Gift. As a Bonus Action, choose one creature you can see within 15 feet of you. You can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Poisoned, or Stunned.
Curse-Warding Gift. As a Reaction when you are targeted by a curse spell, you negate its effect on you.
When you use the doll for the third time, it is destroyed, leaving its heart behind in the form of a seed. Until the spell ends, any creature can eat the seed as a Bonus Action. A creature that does so gains 2d8 Temporary Hit Points.
You imbue a crystal with magic to absorb harmful influences. For the duration of the spell, when a creature carrying the crystal would take damage as a result of a spell or magical effect in the space it occupies at the start of its turn, the crystal reduces the damage it takes by 2d6. When the creature would make a saving throw to avoid an effect based on the space it occupies at the start of its turn, it has Advantage on the saving throw For the spell’s duration, when a creature carrying the crystal would take Necrotic, Poison, or Psychic damage, you can end the spell as a Reaction to give the creature Resistance to the triggering damage type until the end of its next turn.
Using a Higher-Level Spell Slot. When you cast this spell using a level 4+ spell slot, creatures within 10 feet of the crystal also gain its benefits.
You can call an allied Beast to your side in times of need, drawing on your reciprocal connection to the living things around you. When you summon this ally, choose its native environment: Air, Land, or Water. The creature uses the Allied Hunter stat block and has the form of an animal 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. In combat, it 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 defends itself against hostile creatures or takes the Dodge action, using its movement to avoid danger.
Using a Higher-Level Spell Slot. When you cast this
spell using a level 3+ spell slot, use the higher level wherever the spell’s level appears in the stat block
(None) You cackle wildly at one creature within range that
can hear you, unleashing the power of your scorn and animosity. The target must succeed on a Wisdom saving throw or take 1d8 Psychic damage and have Disadvantage on the next ability check or saving throw based on Strength or Dexterity it makes before the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You consume the belladonna berries used as a Material component, taking 3 Poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot Cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 Poison damage and has
the Poisoned condition until the start of your next turn.
On a success, the creature takes half as much damage only. A creature that doesn’t need to breathe automatically succeeds on its saving throw.
Using a Higher-Level Spell Slot. If you use a level 3+
spell slot to cast this spell, the damage you deal increases by 1d10 for each spell slot level above 2. The damage you take doesn’t increase
() When you cast this spell, you touch one building of up to 30 feet long by 30 feet wide and up to two stories tall. You must have either claim to ownership/residency of the building/ permission from its owners, or else the spell fails. The building becomes a Construct that follows your verbal commands and acts immediately after your turn in Initiative. Ten-foot-long legs resembling the creature whose bones you used as a Material component (or chicken legs, if you cast this spell without Material components) sprout under the building, and it gains a Speed of 40 feet. The building can stand up or sit down using half its Speed, and it must sit down to lower its doorways to ground level. While you concentrate on the spell, the building can use its action to stomp its legs, making a melee weapon attack using your spell attack bonus, on a hit it deals 3d10 Bludgeoning damage. The building has AC 15, 100 HP, and Immunity to Poison and Psychic damage. It uses your saving throw bonuses. If the building is reduced to 0 Hit Points, the
spell ends and it settles to the ground. If your Concentration on the spell ends, the building remains animate and continues to follow your verbal directions for the remainder of the spell’s duration, but it can no longer take actions.
You clench your hand in a grasping motion toward a creature within range, wrapping the target with twisting ribbons of shadow. The target must succeed on a Strength saving throw or have the Grappled condition & be held in place for the duration. A creature Grappled by this spell can take an action to make a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, it is no longer Grappled. If the target of this spell has attacked you or forced you to make a saving throw within the last minute & has never been damaged by you, it has Disadvantage on its saving throw. On a failure, you can choose for the target to take 1d8 Necrotic damage as part of the casting of this spell, & an additional 1d8 Necrotic damage at the start of each of its turns while Grappled by this spell. The spell ends if the target is ever outside the spell’s range.
Using a Higher-Level Spell Slot. When you cast this spell using a level 2+ spell slot, the initial damage increases by 1d8 for each spell slot level above 1.