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Zephyr Strike

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(XGE) You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Ranger Sub class Transmutation

Wrathful Smite

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(PHB) The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin Sub class Evocation

Witch Bolt

  • casting time Action
  • range 30 feet

  • components V, S, M (a twig from a tree that has been struck by lightning)
  • duration Concentration, up to 1 minute

PHB

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Sorcerer, Warlock, Wizard Sub class Evocation

Unseen Servant

  • casting time Action
  • range 60 feet

  • components V, S, M (a piece of string and a bit of wood)
  • duration 1 hour

PHB

This spell creates an invisible, mindless, shapeless, Medium 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, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Bard, Warlock, Wizard Sub class Conjuration (ritual)

Thunderwave

  • casting time Action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

(PHB) 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, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, 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, the damage increases by 1d8 for each slot level above 1st.

Bard, Warlock, Wizard Sub class Evocation

Thunderous Smite

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(PHB) The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Paladin Sub class Evocation

Tenser's Floating Disk

  • casting time Action
  • range 30 feet

  • components V, S, M (a drop of mercury)
  • duration 1 hour

PHB

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Wizard Sub class Conjuration (ritual)

Tasha's Hideous Laughter

  • casting time Action
  • range 30 feet

  • components V, S, M (tiny tarts and a feather that is waved in the air)
  • duration Concentration, up to 1 minute

PHB

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.

Bard, Wizard Sub class Enchantment

Tasha's Caustic Brew

  • casting time Action
  • range Self (30-foot line)

  • components V, S, M (a bit of rotten food)
  • duration Concentration, up to 1 minute

TCE

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 Sub class Sorcerer, Wizard Evocation

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Speak with Animals

  • casting time Action
  • range Self

  • components V, S
  • duration 10 minutes

(PHB) 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, but at minimum, beasts can give you information about nearby locations and monsters, 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, at the DM's discretion.

Bard, Druid, Ranger Sub class Divination (ritual)

Snare [1/2]

  • casting time 1 Min.
  • range Touch

  • components S, M (25 feet of rope, which the spell consumes)
  • duration 8 hours

XGE

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.After the trap is triggered, the spell ends when no creature is restrained

Bard, Druid, Ranger Sub class Abjuration

Snare [2/2]

  • casting time 1 Min.
  • range Touch

  • components S, M (25 feet of rope, which the spell consumes)
  • duration 8 hours

XGE

by it.

Bard, Druid, Ranger Sub class Abjuration

Sleep

  • casting time Action
  • range 90 feet

  • components V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • duration 1 minute

PHB

This spell sends creatures into a magical slumber. Roll 5d8

Bard, Druid, Ranger Sub class Enchantment

Silvery Barbs

  • casting time Reaction
  • range 60 feet

  • components V
  • duration Instantaneous

(SCC) You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard, Sorcerer, Wizard Sub class Enchantment

Silent Image

  • casting time Action
  • range 60 feet

  • components V, S, M (a bit of fleece)
  • duration Concentration, up to 10 minutes

PHB

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

Bard, Sorcerer, Wizard Sub class Illusion

Shield of Faith

  • casting time Bonus
  • range 60 feet

  • components V, S, M (a small parchment with a bit of holy text written on it)
  • duration Concentration, up to 10 minutes

PHB

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric, Paladin Sub class Abjuration

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round

(PHB) An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sorcerer, Wizard Sub class Abjuration

Searing Smite

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(PHB) The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Paladin Sub class Ranger Evocation

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Sanctuary

  • casting time Bonus
  • range 30 feet

  • components V, S, M (a small silver mirror)
  • duration 1 minute

PHB

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Artificer, Cleric Sub class Abjuration

Ray of Sickness

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

(PHB) A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sorcerer, Wizard Sub class Necromancy

Purify Food and Drink

  • casting time Action
  • range 10 feet

  • components V, S
  • duration Instantaneous

(PHB) 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.

Sorcerer, Wizard Sub class Transmutation (ritual)

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M (holy water or powdered silver and iron, which the spell consumes)
  • duration Concentration, up to 10 minutes

PHB

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sorcerer, Wizard Sub class Abjuration

Magnify Gravity

  • casting time Action
  • range 60 feet

  • components V, S
  • duration 1 round

(EGW) The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sub class Transmutation

Magic Missile

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

(PHB) You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Sorcerer, Wizard Sub class Evocation

Mage Armor

  • casting time Action
  • range Touch

  • components V, S, M (a piece of cured leather)
  • duration 8 hours

PHB

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Sorcerer, Wizard Sub class Abjuration

Longstrider

  • casting time Action
  • range Touch

  • components V, S, M (a pinch of dirt)
  • duration 1 hour

PHB

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, you can target one additional creature for each slot level above 1st.

Sorcerer, Wizard Sub class Transmutation

Jump

  • casting time Action
  • range Touch

  • components V, S, M (a grasshopper's hind leg)
  • duration 1 minute

PHB

You touch a creature. The creature's jump distance is tripled until the spell ends.

Sorcerer, Wizard Sub class Transmutation

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Jim's Magic Missile

  • casting time Action
  • range 120 feet

  • components V, S, R (1 gp)
  • duration Instantaneous

(AI) “Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.”— Jim DarkmagicAny apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

Wizard Sub class Evocation

Inflict Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

(PHB) Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Cleric Sub class Necromancy

Illusory Script

  • casting time 1 Min.
  • range Touch

  • components S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  • duration 10 days

PHB

You write on parchment, paper, 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, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.Should the spell be dispelled, the original script and the illusion both disappear.A creature with truesight can read the hidden message.

Bard, Warlock, Wizard Sub class Illusion (ritual)

Identify

  • casting time 1 Min.
  • range Touch

  • components V, S, M (a pearl worth at least 100 gp and an owl feather)
  • duration Instantaneous

PHB

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Artificer, Bard, Wizard Sub class Divination (ritual)

Ice Knife

  • casting time Action
  • range 60 feet

  • components S, M (a drop of water or piece of ice)
  • duration Instantaneous

XGE

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid, Sorcerer, Wizard Sub class Conjuration

Hunter's Mark

  • casting time Bonus
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

(PHB) You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger Sub class Divination

Hex

  • casting time Bonus
  • range 90 feet

  • components V, S, M (the petrified eye of a newt)
  • duration Concentration, up to 1 hour

PHB

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Warlock Sub class Enchantment

Heroism

  • casting time Action
  • range Touch

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

(PHB) A willing creature you touch is imbued with bravery. Until the spell ends, 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, 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, you can target one additional creature for each slot level above 1st.

Bard, Paladin Sub class Enchantment

Hellish Rebuke

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

(PHB) You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Warlock Sub class Evocation

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Healing Word

  • casting time Bonus
  • range 60 feet

  • components V
  • duration Instantaneous

(PHB) 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, the healing increases by 1d4 for each slot level above 1st.

Bard, Cleric, Druid Sub class Evocation

Hail of Thorns

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(PHB) The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Ranger Sub class Conjuration

Guiding Bolt

  • casting time Action
  • range 120 feet

  • components V, S
  • duration 1 round

(PHB) A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 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.

Cleric Sub class Evocation

Grease

  • casting time Action
  • range 60 feet

  • components V, S, M (a bit of pork rind or butter)
  • duration 1 minute

PHB

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Artificer, Wizard Sub class Sorcerer Conjuration

Goodberry

  • casting time Action
  • range Touch

  • components V, S, M (a sprig of mistletoe)
  • duration Instantaneous

PHB

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, 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, Ranger Sub class Transmutation

Gift of Alacrity

  • casting time 1 Min.
  • range Touch

  • components V, S
  • duration 8 hours

(EGW) You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Sub class Divination

Frost Fingers

  • casting time Action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

(IDRotF) Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.The cold freezes nonmagical liquids in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard Sub class Evocation

Fog Cloud

  • casting time Action
  • range 120 feet

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

(PHB) You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, 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, the radius of the fog increases by 20 feet for each slot level above 1st.

Wizard Sub class Conjuration

Find Familiar [1/3]

  • casting time 1 Hr.
  • range 10 feet

  • components V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • duration Instantaneous

PHB

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.Additional animal form choices may be available at the DM's discretion.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

Wizard Sub class Conjuration (ritual)

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Find Familiar [2/3]

  • casting time 1 Hr.
  • range 10 feet

  • components V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • duration Instantaneous

PHB

Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack

Wizard Sub class Conjuration (ritual)

Find Familiar [3/3]

  • casting time 1 Hr.
  • range 10 feet

  • components V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • duration Instantaneous

PHB

modifier for the roll.

Wizard Sub class Conjuration (ritual)

Feather Fall

  • casting time Reaction
  • range 60 feet

  • components V, M (a small feather or a piece of down)
  • duration 1 minute

PHB

Choose up to five 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, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Wizard Sub class Transmutation

False Life

  • casting time Action
  • range Self

  • components V, S, M (a small amount of alcohol or distilled spirits)
  • duration 1 hour

PHB

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Artificer, Sorcerer, Wizard Sub class Necromancy

Faerie Fire

  • casting time Action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

(PHB) Each object in a 20-foot cube within range is outlined in blue, green, 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, 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, and the affected creature or object can't benefit from being invisible.

Artificer, Bard, Druid Sub class Evocation

Expeditious Retreat

  • casting time Bonus
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

(PHB) This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Artificer, Bard, Druid Sub class Transmutation

Entangle

  • casting time Action
  • range 90 feet

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

(PHB) Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, 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, it frees itself.When the spell ends, the conjured plants wilt away.

Druid Sub class Ranger Conjuration

Ensnaring Strike

  • casting time Bonus
  • range Self

  • components V
  • duration Concentration, up to 1 minute

(PHB) The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ranger Sub class Conjuration

Earth Tremor

  • casting time Action
  • range 10 feet

  • components V, S
  • duration Instantaneous

(XGE) You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. 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.

Ranger Sub class Evocation

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Divine Favor

  • casting time Bonus
  • range Self

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

(PHB) Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Paladin Sub class Evocation

Distort Value

  • casting time 1 Min.
  • range Touch

  • components V
  • duration 8 hours

(AI) Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

Paladin Sub class Illusion

Dissonant Whispers

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

(PHB) You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, 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 Sub class Enchantment

Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 hour

(PHB) You make yourself—including your clothing, armor, weapons, and other belongings on your person—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, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. 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 or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bard Sub class Illusion

Detect Poison and Disease

  • casting time Action
  • range Self

  • components V, S, M (a yew leaf)
  • duration Concentration, up to 10 minutes

PHB

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bard Sub class Divination (ritual)

Detect Magic

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

(PHB) For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bard Sub class Divination (ritual)

Detect Evil and Good

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

(PHB) For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cleric, Paladin Sub class Divination

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

(PHB) 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, the healing increases by 1d8 for each slot level above 1st.

Cleric, Paladin Sub class Evocation

Create or Destroy Water

  • casting time Action
  • range 30 feet

  • components V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • duration Instantaneous

PHB

You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, 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, 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.

Cleric, Druid Sub class Transmutation

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Comprehend Languages

  • casting time Action
  • range Self

  • components V, S, M (a pinch of soot and salt)
  • duration 1 hour

PHB

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Cleric, Druid Sub class Divination (ritual)

Compelled Duel

  • casting time Bonus
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

(PHB) You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you

Cleric, Druid Sub class Enchantment

Command [1/2]

  • casting time Action
  • range 60 feet

  • components V
  • duration 1 round

(PHB) 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, if it doesn't understand your language, 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, the DM determines how the target behaves. If the target can't follow your command, the spell ends. 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 falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, 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 can affect one additional creature for each slot level above 1st. The creatures

Cleric, Paladin Sub class Bard Enchantment

Command [2/2]

  • casting time Action
  • range 60 feet

  • components V
  • duration 1 round

must be within 30 feet of each other when you target them.

Cleric, Paladin Sub class Bard Enchantment

Color Spray

  • casting time Action
  • range Self (15-foot cone)

  • components V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • duration 1 round

PHB

A dazzling array of flashing, colored light springs from your hand. Roll 6d10

Cleric, Paladin Sub class Bard Illusion

Chromatic Orb

  • casting time Action
  • range 90 feet

  • components V, S, M (a diamond worth at least 50 gp)
  • duration Instantaneous

PHB

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sorcerer, Wizard Sub class Evocation

Charm Person

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 hour

(PHB) You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, 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, 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, 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.

Sorcerer, Wizard Sub class Enchantment

Chaos Bolt

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

(XGE) You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.A creature can be targeted only once by each casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Sorcerer Sub class Evocation

Ceremony [1/2]

  • casting time 1 Hr.
  • range Touch

  • components V, S, M (25 gp worth of powdered silver, which the spell consumes)
  • duration Instantaneous

XGE

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't

Cleric, Paladin Sub class Abjuration (ritual)

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Ceremony [2/2]

  • casting time 1 Hr.
  • range Touch

  • components V, S, M (25 gp worth of powdered silver, which the spell consumes)
  • duration Instantaneous

XGE

become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cleric, Paladin Sub class Abjuration (ritual)

Cause Fear

  • casting time Action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

(XGE) You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, 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.

Warlock, Wizard Sub class Necromancy

Catapult

  • casting time Action
  • range 60 feet

  • components S
  • duration Instantaneous

(XGE) Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Artificer, Sorcerer, Wizard Sub class Transmutation

Burning Hands

  • casting time Action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

(PHB) As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sorcerer, Wizard Sub class Evocation

Bless

  • casting time Action
  • range 30 feet

  • components V, S, M (a sprinkling of holy water)
  • duration Concentration, up to 1 minute

PHB

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cleric, Paladin Sub class Enchantment

Beast Bond

  • casting time Action
  • range Touch

  • components V, S, M (a bit of fur wrapped in a cloth)
  • duration Concentration, up to 10 minutes

XGE

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Druid, Ranger Sub class Divination

Bane

  • casting time Action
  • range 30 feet

  • components V, S, M (a drop of blood)
  • duration Concentration, up to 1 minute

PHB

Up to three 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, 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, you can target one additional creature for each slot level above 1st.

Bard, Cleric Sub class Enchantment

Arms of Hadar

  • casting time Action
  • range Self (10-foot radius)

  • components V, S
  • duration Instantaneous

(PHB) You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. 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.

Warlock Sub class Conjuration

Armor of Agathys

  • casting time Action
  • range Self

  • components V, S, M (a cup of water)
  • duration 1 hour

PHB

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Warlock Sub class Abjuration

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Animal Friendship

  • casting time Action
  • range 30 feet

  • components V, S, M (a morsel of food)
  • duration 24 hours

PHB

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.

Bard, Druid, Ranger Sub class Enchantment

Alarm

  • casting time 1 Min.
  • range 30 feet

  • components V, S, M (a tiny bell and a piece of fine silver wire)
  • duration 8 hours

PHB

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer, Ranger, Wizard Sub class Abjuration (ritual)

Absorb Elements

  • casting time Reaction
  • range Self

  • components S
  • duration 1 round

(XGE) The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Artificer, Ranger, Wizard Sub class Abjuration

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