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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6) 11th level (3d6) and 17th level (4d6).

Artificer, Sorcerer, Wizard Conjuration cantrip

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn you have resistance against bludgeoning piercing and slashing damage dealt by weapon attacks.

Bard, Sorcerer, Warlock, Wizard Abjuration cantrip

Booming Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS M
  • duration1 round

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then the target takes 1d8 thunder damage and the spell ends.
At Higher Levels. At 5th level the melee attack deals an extra 1d8 thunder damage to the target on a hit and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Artificer, Sorcerer, Warlock, Wizard Evocation cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV S
  • duration1 round

You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit the target takes 1d8 necrotic damage and it can't regain hit points until the start of your next turn. Until then the hand clings to the target.
If you hit an undead target it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Druid, Sorcerer, Warlock, Wizard Necromancy cantrip

Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature an inanimate object or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times you can have up to three non-instantaneous effects created by it active at a time and you can dismiss such an effect as an action.

Druid, Sorcerer, Wizard Transmutation cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Druid, Sorcerer, Wizard Conjuration cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

You create up to four torch-sized lights within range making them appear as torches lanterns or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose each light sheds dim light in a 10-foot radius.
As a bonus action on your turn you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell and a light winks out if it exceeds the spell's range.

Artificer, Bard, Sorcerer, Wizard Evocation cantrip

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

Whispering to the spirits of nature you create one of the following effects within range.
• You create a tiny 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 a cloud for rain falling snowflakes for snow and so on. This effect persists for 1 round.
• You instantly make a flower blossom a seed pod open or a leaf bud bloom.
• You create an instantaneous harmless sensory effect such as falling leaves a puff of wind the sound of a small animal or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle a torch or a small campfire.

Druid Transmutation cantrip

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level three beams at 11th level and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock Evocation cantrip

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Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10).

Artificer, Sorcerer, Wizard Evocation cantrip

Friends

  • casting time1 action
  • rangeSelf

  • componentsS M
  • durationConcentration up to 1 minute

A bit of makeup [applied to your face] or an arcane focus

For the duration you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends 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) depending on the nature of your interaction with it.

Bard, Sorcerer, Warlock, Wizard Enchantment cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save the target takes 1d6 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Bard, Sorcerer, Warlock, Wizard Evocation cantrip

Green-Flame Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS M
  • durationInstantaneous

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit the target suffers the weapon attack's normal effects and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level the melee attack deals an extra 1d8 fire damage to the target on a hit and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Artificer, Sorcerer, Warlock, Wizard Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You touch one willing creature. Once before the spell ends 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.

Artificer, Cleric, Druid Divination cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air such as causing leaves to rustle wind to slam shutters closed or your clothing to ripple in a breeze.

Druid, Sorcerer, Wizard Transmutation cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

a living flea

You cause a cloud of mites fleas and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 north: 2 south: 3 east: or 4 west. This movement doesn't provoke opportunity attacks and if the direction rolled is blocked the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Druid, Sorcerer, Warlock, Wizard Conjuration cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.

Druid, Sorcerer, Warlock, Wizard Evocation cantrip

Lightning Lure

  • casting time1 action
  • range15 feet

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Artificer, Sorcerer, Warlock, Wizard Evocation cantrip

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Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 minute

A spectral 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 open an unlocked door or container stow or retrieve an item from an open container 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 activate magical items or carry more than 10 pounds.

Artificer, Sorcerer, Warlock, Wizard Conjuration cantrip

Magic Stone

  • casting time1 bonus action
  • rangeTouch

  • componentsV S
  • duration1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown a pebble has a range of 60 feet. If someone else attacks with a pebble that attacker adds your spellcasting ability modifier not the attacker's to the attack roll. On a hit the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses the spell then ends on the stone.
If you cast this spell again the spell ends on any pebbles still affected by your previous casting.

Artificer, Druid, Warlock Transmutation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch such as broken chain link two halves of a broken key a torn clack 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 or construct but the spell can't restore magic to such an object.

Artificer, Druid, Warlock Transmutation cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV S M
  • duration1 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 1 foot of stone 1 inch of common metal a thin sheet of lead 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.

Artificer, Bard, Sorcerer, Wizard Transmutation cantrip

Mind Sliver

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Sorcerer, Warlock, Wizard Enchantment cantrip

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS M
  • duration1 minute

A bit of 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 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.
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 because things can pass through it.
If a creature uses its 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

Bard, Sorcerer, Warlock, Wizard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS M
  • duration1 minute

A bit of fleece

faint to the creature.

Bard, Sorcerer, Warlock, Wizard Illusion cantrip

Mold Earth

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth you can instantaneously excavate it move it along the ground and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
• You cause shapes colors or both to appear on the dirt or stone spelling out words creating images or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground you cause it to become difficult terrain. Alternatively you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times you can have no more than two of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.

Druid, Sorcerer, Wizard Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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) 11th level (3d12) and 17 level (4d12).

Druid, Sorcerer, Wizard Conjuration cantrip

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Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationUp 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 harmless sensory effect such as a shower of sparks a puff of wind faint musical notes or an odd odor.
• You instantaneously light or snuff out a candle a torch or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill warm or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color a small mark or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times you can have up to three of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.

Druid, Sorcerer, Wizard Transmutation cantrip

Primal Savagery

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

You channel primal magic to cause your teeth or fingernails to sharpen ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit the target takes 1d10 acid damage. After you make the attack your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) a nd 17th level (4d10).

Druid Transmutation cantrip

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration10 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 although doing so ends the spell. When you cast this spell or as an action on a later turn you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Druid Conjuration cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Artificer, Sorcerer, Wizard Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends 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.

Artificer, Cleric, Druid Abjuration cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

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) 11th level (3d8) and 17th level (4d8).

Cleric Evocation cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple timesyou can have no more than two of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.

Druid, Sorcerer, Wizard Transmutation cantrip

Shillelagh

  • casting time1 bonus action
  • rangeTouch

  • componentsV S M
  • duration1 minute

The wood of 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. The weapon also becomes magical if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Druid Transmutation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Artificer, Sorcerer, Wizard Evocation cantrip

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Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

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

Artificer, Cleric Necromancy cantrip

Sword Burst

  • casting time1 action
  • range5 feet

  • componentsV
  • durationInstantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range other than you must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Artificer, Sorcerer, Warlock, Wizard Conjuration cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder a sign of supernatural power 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 brighten dim 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 such as a rumble of thunder the cry of a raven or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times you can have up to three of its 1-minute effects active at a time and you can dismiss such an effect as an action.

Cleric Transmutation cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

the stem of a plant with thorns

You create a long 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 the creature takes 1d6 piercing damage and if the creature is Large or smaller 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).

Artificer, Druid Transmutation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range other than you must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Artificer, Druid Evocation cantrip

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

You point at one creature you can see within range and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).

Cleric, Warlock, Wizard Necromancy cantrip

True Strike

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn you gain advantage on your first attack roll against the target provided that this spell hasn't ended.

Bard, Sorcerer, Warlock, Wizard Divination cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4).

Bard Enchantment cantrip

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV M
  • durationInstantaneous

a holy symbol

You utter a divine word and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Cleric Evocation cantrip

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Absorb Elements

  • casting time1 reaction which you take when you take acid cold fire lightning or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

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.

Cleric 1st level Abjuration

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV S M
  • duration8 hours

a tiny bell and a piece of fine silver wire

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.

Cleric 1st level Abjuration

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration24 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 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 2nd level spell slot or higher you can affect 1 additional beast for each slot level above 1st.

Bard, Cleric, Druid, Ranger 1st level Enchantment

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration1 hour

a cup of water

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.

Paladin, Warlock 1st level Abjuration

Arms of Hadar

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV S
  • durationInstantaneous

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.

Sorcerer, Warlock 1st level Conjuration

Bane

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration 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 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 1 additional creature for each slot level above 1st.

Bard, Cleric, Paladin 1st level Enchantment

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

a bit of fur wrapped in a cloth

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 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 1st level Divination

Bless

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a sprinkling of holy water

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 1st level Enchantment

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV S
  • durationInstantaneous

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.

Cleric, Paladin 1st level Evocation

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Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

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 1st level Transmutation

Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration up to 1 minute

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 1st level Necromancy

Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

25 gp worth of powdered silver which the spell consumes

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

Cleric, Paladin 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

25 gp worth of powdered silver which the spell consumes

and for the next 7 days the target can't 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 1st level Abjuration

Chaos Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

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. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If 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 1st level Evocation

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 hour

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 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Sorcerer 1st level Enchantment

Chromatic Orb

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationInstantaneous

a diamond worth at least 50 gp

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 1st level Evocation

Color Spray

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV S M
  • duration1 round

a pinch of powder or sand that is colored red yellow and blue

A dazzling array of flashing colored light springs from your hand. Roll 6d10 the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d10 for each slot level above 1st.

Bard, Sorcerer, Wizard 1st level Illusion

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 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 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

Bard, Cleric, Paladin, Warlock 1st level Enchantment

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Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Bard, Cleric, Paladin, Warlock 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration up to 1 minute

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 if it succeeds on this saving throw this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature if you cast a spell that targets a hostile creature other than the target if a creature friendly to you damages the target or casts a harmful spell on it or if you end your turn more than 30 feet away from the target.

Paladin 1st level Enchantment

Comprehend Languages (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration1 hour

A pinch of soot and salt

For the duration 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 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 such as an arcane sigil that isn't part of a written language.

Bard, Sorcerer, Warlock, Wizard 1st level Divination

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

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 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, Warlock 1st level Transmutation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

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, Druid, Warlock 1st level Evocation

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 10 minutes

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 of 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, Warlock 1st level Divination

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 10 minutes

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 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, Warlock 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

a yew leaf

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 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, Druid, Paladin, Ranger 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 hour

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.

Cleric, Druid, Paladin, Ranger 1st level Illusion

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Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 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, Sorcerer, Warlock 1st level Enchantment

Divine Favor

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

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

Cleric, Paladin 1st level Evocation

Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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.

Bard, Druid, Sorcerer, Wizard 1st level Evocation

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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.

Paladin, Ranger 1st level Conjuration

Entangle

  • casting time1 action
  • range90 feet

  • componentsV S
  • durationConcentration 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 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, Ranger 1st level Conjuration

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 10 minutes

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, Sorcerer, Warlock, Wizard 1st level Transmutation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration up to 1 minute

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, Sorcerer, Warlock, Wizard 1st level Evocation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration1 hour

a small amount of alcohol or distilled spirits

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, Warlock, Wizard 1st level Necromancy

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV M
  • duration1 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 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.

Artificer, Bard, Sorcerer, Wizard 1st level Transmutation

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Find Familiar (ritual) [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

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.
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.
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

Wizard 1st level Conjuration

Find Familiar (ritual) [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

regard to your own senses.
As an action you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. 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.
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 modifier for the roll.

Wizard 1st level Conjuration

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 hour

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 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

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 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 1st level Transmutation

Grease

  • casting time1 action
  • range60 feet

  • componentsV S M
  • duration1 minute

a bit of pork rind or butter

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, Sorcerer, Wizard 1st level Conjuration

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • duration1 round

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, Paladin, Warlock 1st level Evocation

Hail of Thorns

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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 1st level Conjuration

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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.

Artificer, Bard, Cleric, Druid 1st level Evocation

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV S
  • durationInstantaneous

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.

Paladin, Warlock 1st level Evocation

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Heroism

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

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 1 additional creature for each slot level above 1st.

Artificer, Bard, Cleric, Paladin 1st level Enchantment

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

the petrified eye of a newt

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 1st level Enchantment

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration up to 1 hour

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.

Paladin, Ranger 1st level Divination

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS M
  • durationInstantaneous

a drop of water or piece of ice

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 aspell slot of 2nd level or higher the cold damage increases by 1d6 for each slot level above 1st.

Druid, Sorcerer, Wizard 1st level Conjuration

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

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 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, Cleric, Wizard 1st level Divination

Illusory Script (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration10 days

A lead-based ink worth at least 10 gp Consumed

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 1st level Illusion

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

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, Paladin 1st level Necromancy

Jump

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 minute

a grasshopper's hind leg

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

Cleric, Paladin 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 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 you can target one additional creature for each slot level above 1st.

Artificer, Bard, Druid, Ranger, Wizard 1st level Transmutation

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Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

a piece of cured leather

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 it if the target dons armor or if you dismiss the spell as an action.

Sorcerer, Wizard 1st level Abjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

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 above 1st.

Artificer, Cleric, Sorcerer, Wizard 1st level Evocation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

holy water or powdered silver and iron which the spell consumes

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.

Artificer, Cleric, Sorcerer, Wizard 1st level Abjuration

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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.

Artificer, Cleric, Druid, Paladin 1st level Transmutation

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

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.

Artificer, Cleric, Druid, Paladin 1st level Necromancy

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV S M
  • duration1 minute

a small silver mirror

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 or casts a spell that affects an enemy creature this spell ends.

Artificer, Cleric, Paladin, Warlock 1st level Abjuration

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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 above the 1st.

Cleric, Paladin, Ranger 1st level Evocation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV S
  • duration1 round

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.

Artificer, Sorcerer, Warlock, Wizard 1st level Abjuration

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a small parchment with a bit of holy text written on it

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 1st level Abjuration

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Silent Image

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minute

A bit of fleece

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.
You can use your action to 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 because things can pass through it. A creature that uses its 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.

Bard, Sorcerer, Wizard 1st level Illusion

Sleep

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration1 minute

A pinch of find sand rose petals or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.

Bard, Sorcerer, Wizard 1st level Enchantment

Snare [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration8 hours

25 feet of rope which the spell consumes

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

Artificer, Druid, Wizard 1st level Abjuration

Snare [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration8 hours

25 feet of rope which the spell consumes

restrained by it.

Artificer, Druid, Wizard 1st level Abjuration

Speak with Animals (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration10 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 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, Cleric, Druid, Paladin, Ranger 1st level Divination

Tasha's Caustic Brew

  • casting time1 action
  • rangeSelf (30-foot line)

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of rotten food

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 2nd level or higher the damage increases by 2d4 for each slot level above 1st.

Artificer, Sorcerer, Wizard 1st-level evocation

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration 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 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, Warlock, Wizard 1st level Enchantment

Tenser's Floating Disk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration1 hour

a drop of mercury

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 more 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 1st level Conjuration

Thunderous Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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 1st level Evocation

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Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV S
  • durationInstantaneous

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.

Paladin 1st level Evocation

Unseen Servant (Ritual)

  • casting time1 action
  • range60 feet

  • componentsV S M
  • duration1 hour

A piece of string and a bit of wood

This spell creates an invisible mindless 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 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 1st level Conjuration

Witch Bolt

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a twig from a tree that has been struck by lightning

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 1st level Evocation

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

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, Warlock 1st level Evocation

Zephyr Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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 1st level Transmutation

Aganazzar's Scorcher

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

a red dragon's scale

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 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 3rd level or higher the damage increases by 1d8 for each slot level above 2nd.

Sorcerer, Wizard 2nd level Evocation

Aid

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher a target's hit points increase by an additional 5 for each slot level above 2nd.

Sorcerer, Wizard 2nd level Abjuration

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 hour

You assume a different form. When you cast the spell choose one of the following options the effects of which last for the duration of the spell. While the spell lasts you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like including your height weight facial features sound of your voice hair length coloration and distinguishing characteristics if any. You can make yourself appear as a member of another race though none of your statistics change. You also don't appear as a creature of a different size than you and your basic shape stays the same if you're bipedal you can't use this spell to become quadrupedal for instance. At any time for the duration of the spell you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws fangs spines horns or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning piercing or

Artificer, Sorcerer, Wizard 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 hour

slashing damage as appropriate to the natural weapon you chose and you are proficient with you unarmed strikes. Finally the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer, Sorcerer, Wizard 2nd level Transmutation

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Animal Messenger (Ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration24 hours

A morsel of food

By means of this spell you use an animal to deliver a message. Choose a Tiny beast you can see within range such as a squirrel a blue ray or a bird. You specify a location which you must have visited and a recipient who matches a general description such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-5 words. The target beast travels for the duration of the spell towards the specified location covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives it delivers your message to the creature that you described replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends the message is lost and the beast makes its way back to where you cast this spell.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher the

Bard, Druid, Ranger 2nd level Enchantment

Animal Messenger (Ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration24 hours

A morsel of food

duration of the spell increases by 48 hours for each slot level above 2nd.

Bard, Druid, Ranger 2nd level Enchantment

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled

gold dust worth at least 25 gp which the spell consumes

You touch a closed door window gate chest or other entryway and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that when spoken within 5 feet of the object suppresses this spell for 1 minute. Otherwise it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Artificer, Wizard 2nd level Abjuration

Augury (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV S M
  • durationInstantaneous

specially marked sticks bones or similar tokens worth at least 25 gp

By casting gem-inlaid sticks rolling dragon bones laying out ornate cards or employing some other divining tool you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
• Weal for good results
• Woe for bad results
• Weal and woe for both good and bad results
• Nothing for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric, Druid, Wizard 2nd level Divination

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

a handful of oak bark

You touch a willing creature. Until the spell ends the target's skin has a rough bark-like appearance and the target's AC can't be less than 16 regardless of what kind of armor it is wearing.

Cleric, Druid, Ranger 2nd level Transmutation

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration up to 1 hour

You touch a willing beast. For the duration of the spell you can use your action to see through the beast's eyes and hear what it hears and continue to do so until you use your action to return to your normal senses.

Druid, Ranger 2nd level Divination

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns the target can make a Constitution saving throw. On a success the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target 1 additional creature for each slot level above 2nd.

Druid, Ranger 2nd level Necromancy

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

Your body becomes blurred shifting and wavering to all who can see you. For the duration any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight as with blindsight or can see through illusions as with truesight.

Druid, Ranger 2nd level Illusion

Branding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target which becomes visible if it is invisible and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the extra damage increases by 1d6 for each slot level above 2nd.

Artificer, Paladin, Warlock 2nd level Evocation

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Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw choose 1 of the following 2 effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends any suppressed effect resumes provided that its duration has not expired in the meantime.
Alternatively you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends the creature becomes hostile again unless the DM rules otherwise.

Artificer, Paladin, Warlock 2nd level Enchantment

Cloud of Daggers

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

A sliver of glass

You fill the air with spinning daggers in a cube 5 feet on each side centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher the damage increases by 2d4 for each slot level above 2nd.

Bard, Sorcerer, Warlock, Wizard 2nd level Conjuration

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled

ruby dust worth 50 gp which the spell consumes

A flame equivalent in brightness to a torch springs forth from an object that you touch. The effect looks like a regular flame but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Artificer, Cleric, Druid, Wizard 2nd level Evocation

Cordon of Arrows

  • casting time1 action
  • range5 feet

  • componentsV S M
  • duration8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell you can designate any creatures you choose and the spell ignores them.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd level Transmutation

Crown of Madness

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

1 humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way a twisted crown of jagged iron appears on its head and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns you must use your action to maintain control over the target or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success the spell ends.

Ranger 2nd level Enchantment

Darkness

  • casting time1 action
  • range60 feet

  • componentsV M
  • durationConcentration up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object such as a bowl or a helm blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower the spell that created the light is dispelled.

Ranger 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration that creature has darkvision out to a range of 60 feet.

Ranger 2nd level Transmutation

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

A copper piece

For the duration you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper the target must make a Wisdom saving throw. If it fails you gain insight into its reasoning (if any) its emotional state and something that looms large in its mind (such as something it worries over loves or hates). If it succeeds the spell ends. Either way the target knows that you are probing into its mind and unless you shift your attention to another creature's thoughts the creature can use its action on its turn to make an

Bard, Sorcerer, Warlock, Wizard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

A copper piece

Intelligence check contested by your Intelligence check if it succeeds the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration you can search for thoughts within 30 feet of you. The spell can penetrate barriers but 2 feet of rock 2 inches of any metal other than lead or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way you can read its thoughts for the rest of the duration as described above even if you can't see it but it must still be within range.

Bard, Sorcerer, Warlock, Wizard 2nd level Divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Dragon's Breath

  • casting time1 bonus action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 minute

a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth provided it has one. Choose acid cold fire lightning or poison. Until the spell ends the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Sorcerer, Wizard 2nd level Transmutation

Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save the creature takes half as much damage and isn't pushed.
As a bonus action you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand dust loose dirt or light gravel it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot level above 2nd.

Druid, Sorcerer, Wizard 2nd level Conjuration

Earthbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Druid, Sorcerer, Warlock, Wizard 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.

Druid, Sorcerer, Warlock, Wizard 2nd level Transmutation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling it can make a Constitution saving throw. On a success the spell has no effect.
If the target is a creature everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large for example. If there isn't enough room for the target to double its size the creature or object attains the maximum possible size in the space available. Until the spell ends the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged the target's attack with them deal 1d4 extra damage.
Reduce. The target's size

Druid, Sorcerer, Warlock, Wizard 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of powdered iron

is halved in all dimensions and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small for example. Until the spell ends the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Druid, Sorcerer, Warlock, Wizard 2nd level Transmutation

Enthrall

  • casting time1 action
  • range60 feet

  • componentsV S
  • duration1 minute

You weave a distracting string of words causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically and if you or your companions are fighting a creature it has advantage on the save. On a failed save the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Bard, Warlock 2nd level Enchantment

Find Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV S
  • durationInstantaneous

You summon a spirit that assumes the form of an unusually intelligent strong and loyal steed creating a long-lasting bond with it. Appearing in an unoccupied space within range the steed takes on a form that you choose such as a warhorse a pony a camel an elk or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form though it is a celestial fey or fiend (your choice) instead of its normal type. Additionally if your steed has an Intelligence of 5 or less its Intelligence becomes 6 and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount both in combat and out and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points it disappears leaving behind no physical form. You can also dismiss your steed at any time as an action causing it to disappear. In either case casting this spell again summons the same steed restored to its hit point maximum.
While your steed is within 1 mile of you you can communicate with it

Paladin 2nd level Conjuration

Find Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV S
  • durationInstantaneous

telepathically.
You can't have more than one steed bonded by this spell at a time. As an action you can release the steed from its bond at any time causing it to disappear.

Paladin 2nd level Conjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You sense the presence of any trap within range that is within line of sight. A trap for the purpose of this spell includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable which was specifically intended as such by its creator. Thus the spell would sense an area affected by the alarm spell a glyph of warding or a mechanical pit trap but it would not reveal a natural weakness in the floor an unstable ceiling or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap but you do learn the general nature of the danger posed by a trap you sense.

Cleric, Druid, Ranger 2nd level Divination

Flame Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar and it lasts for the duration. If you let go of the blade it disappears but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for every two slot levels above 2nd.

Druid, Sorcerer 2nd level Evocation

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of tallow a pinch of brimstone and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save or half as much damage on a successful one.
As a bonus action you can move the sphere up to 30 feet. If you ram the sphere into a creature that creature must make the saving throw against the sphere's damage and the sphere stops moving this turn.
When you move the sphere you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Druid, Sorcerer 2nd level Conjuration

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes which must remain there for the duration

You touch a corpse or other remains. For the duration the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Cleric, Druid, Paladin, Wizard 2nd level Necromancy

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV S M
  • durationConcentration up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends you can change the direction in which the line blasts from you.

Cleric, Druid, Paladin, Wizard 2nd level Evocation

Healing Spirit

  • casting time1 bonus action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d6 for each slot level above 2nd.

Druid 2nd level Conjuration

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object such as a metal weapon or a suit of heavy or medium metal armor that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot above 2nd.

Artificer, Bard, Cleric, Druid 2nd level Transmutation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

A small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Artificer, Bard, Cleric, Druid 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.

Artificer, Bard, Cleric, Druid 2nd level Illusion

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2 2

Knock

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose an object that you can see within range. The object can be a door a box a chest a set of manacles a padlock or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked unstuck or unbarred. If the object has multiple locks only 1 of them is unlocked.
If you choose a target that is held shut with arcane lock that spell is suppressed for 10 minutes during which time the target can be opened and shut normally.
When you cast the spell a loud knock audible from as far away as 300 feet emanates from the target object.

Bard, Sorcerer, Wizard 2nd level Transmutation

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded deafened paralyzed or poisoned.

Bard, Sorcerer, Wizard 2nd level Abjuration

Levitate

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling) which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target you can move up or down as part of your move. Otherwise you can use your action to move the target which must remain within the spell's range.
When the spell ends the target floats gently to the ground if it is still aloft.

Artificer, Sorcerer, Wizard 2nd level Transmutation

Locate Animals or Plants (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationInstantaneous

A bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings you learn the direction and distance to the closest creature or plant of that kind within 5 miles if any are present.

Bard, Druid, Ranger 2nd level Divination

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location as long as that object is within 1000 feet of you. If the object is in motion you know the direction of its movement.
The spell can locate a specific object known to you as long as you have seen it up close - within 30 feet - at least once. Alternatively the spell can locate the nearest object of a particular kind such as a certain kind of apparel jewelry furniture tool or weapon.
This spell can't locate an object if any thickness of lead even a thin sheet blocks a direct path between you and the object.

Bard, Druid, Ranger 2nd level Divination

Magic Mouth (ritual) [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV S M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp which the spell consumes

You implant a message within an object in range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message which must be 25 words or less though it can be delivered over as long as 10 minutes. Finally determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example the mouth of a statue) the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell you can have the spell end after it delivers its message or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like though it must be based on visual or audible conditions that occur within 30 feet of

Artificer, Bard, Wizard 2nd level Illusion

Magic Mouth (ritual) [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV S M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp which the spell consumes

the object. For example you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Artificer, Bard, Wizard 2nd level Illusion

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 hour

You touch a nonmagical weapon. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the bonus increases to +2. When you use a spell slot of 6th level or higher the bonus increases to +3.

Artificer, Bard, Wizard 2nd level Transmutation

Maximilian's Earthen Grasp

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a miniature hand sculpted from clay

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action you can cause the hand to crush the restrained target which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save or half as much damage on a successful one.
To break out the restrained target can use its action to make a Strength check against your spell save DC. On a success the target escapes and is no longer restrained by the hand.
As an action you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Sorcerer, Wizard 2nd level Transmutation

2 2
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2 2

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Artificer, Druid, Wizard 2nd level Evocation

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On a failed save you also always know the target's location until the spell ends but only while the two of you are on the same plane of existence. While you have this knowledge the target can't become hidden from you and if it's invisible it gains no benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Sorcerer, Warlock, Wizard 2nd level Divination

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends the duplicates move with you and mimic your actions shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates you must roll an 8 or higher. With one duplicate you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see if it relies on senses other than sight such as blindsight or if it can perceive illusions as false as with truesight.

Sorcerer, Warlock, Wizard 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.

Sorcerer, Warlock, Wizard 2nd level Conjuration

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius 40-foot-high cylinder centered on a point within range. Until the spell ends dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there it is engulfed in ghostly flames that cause searing pain and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d10 for each slot level above 2nd.

Cleric, Druid, Paladin 2nd level Evocation

Nystul's Magic Aura [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration24 hours

a small square of silk

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days placing the same effect on it each time the illusion lasts until it is dispelled.
False Aura: You change the way the target appears to spells and magical effects such as detect magic that detect magical auras. You can make a nonmagical object appear magical a magical object appear nonmagical or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object you can make the false magic apparent to any creature that handles the item.
Mask: You change the way the target appears to spells and magical effects that detect

Cleric, Wizard 2nd level Illusion

Nystul's Magic Aura [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration24 hours

a small square of silk

creature types such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Cleric, Wizard 2nd level Illusion

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you masking you and your companions from detection. For the duration each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Cleric, Druid, Ranger 2nd level Abjuration

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

A bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save you create a phantasmal object creature or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound temperature and other stimuli also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds the target realizes that the phantasm is an illusion and the spell ends.
While a target is affected by the spell the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall

Bard, Sorcerer, Warlock, Wizard 2nd level Illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

A bit of fleece

it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed it slipped or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly a phantasm created to appear as fire a pool of acid or lava can burn the target. Each round on your turn the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm provided that the illusion is of a creature or hazard that could logically deal damage such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Bard, Sorcerer, Warlock, Wizard 2nd level Illusion

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher the healing increases by 1d8 for each slot level above 2nd.

Cleric, Paladin 2nd level Evocation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV S
  • duration1 hour

You touch a creature. If it is poisoned you neutralize the poison. If more than one poison afflicts the target you neutralize on poison that you know is present or you neutralize one at random.
For the duration the target has advantage on saving throws against being poisoned and it has resistance to poison damage.

Cleric, Paladin 2nd level Abjuration

Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Artificer, Bard, Sorcerer, Wizard 2nd level Transmutation

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns it can make a Constitution saving throw against the spell. On a success the spell ends.

Cleric, Warlock, Wizard 2nd level Necromancy

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Artificer, Ranger, Wizard 2nd level Transmutation

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you create one additional ray for each slot level above 2nd.

Artificer, Ranger, Wizard 2nd level Evocation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration you see invisible creatures and objects as if they were visible and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Artificer, Ranger, Wizard 2nd level Divination

Shadow Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse light and thrown properties (range 20/60). In addition when you use the sword to attack a target that is in dim light or darkness you make the attack roll with advantage.
If you drop the weapon or throw it it dissipates at the end of the turn. Thereafter while the spell persists you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher the damage increases to 5d8.

Sorcerer, Warlock, Wizard 2nd level Illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Shatter

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationInstantaneous

A chip of mica

A sudden loud ringing noise painfully intense erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save or half as much damage on a successful one. A creature made of inorganic material such as stone crystal or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

Sorcerer, Warlock, Wizard 2nd level Evocation

Silence (Ritual)

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

For the duration no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Bard, Cleric, Druid, Ranger, Warlock 2nd level Illusion

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV S
  • durationConcentration up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Artificer, Bard, Druid, Wizard 2nd level Transmutation

Snilloc's Snowball Swarm

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationInstantaneous

a piece of ice or a small white rock chip

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Sorcerer, Wizard 2nd level Evocation

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

a drop of bitumen and a spider

Until the spell ends one willing creature you touch gains the ability to move up down and across vertical surfaces and upside down along ceilings while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Sorcerer, Wizard 2nd level Transmutation

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

seven sharp thorns or seven small twigs each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Cleric, Druid, Ranger, Warlock 2nd level Transmutation

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV S
  • duration1 minute

You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher the damage increases by 1d8 for every two slot levels above the 2nd.

Cleric, Paladin 2nd level Evocation

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself throw itself onto a spear immolate itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example you might suggest that a knight 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires the activity isn't performed.

Bard, Cleric, Sorcerer, Warlock, Wizard 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

If you or any of your companions damage the target the spell ends.

Bard, Cleric, Sorcerer, Warlock, Wizard 2nd level Enchantment

2 2
2 2
2 2
2 2
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2 2
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2 2

Summon Beast

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration Concentration up to 1 hour

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

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

Druid, Ranger 2nd-level conjuration

Tasha's Mind Whip

  • casting time1 action
  • range90 feet

  • componentsV
  • duration1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save the target takes 3d6 psychic damage and it can't take a reaction until the end of its next turn. Moreover on its next turn it must choose whether it gets a move an action or a bonus action

Sorcerer, Wizard 2nd-level enchantment

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you it gains a +1 bonus to AC and saving throws and it has resistance to all damage. Also each time it takes damage you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Artificer, Cleric, Paladin 2nd level Abjuration

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor gas and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Bard, Druid, Sorcerer, Wizard 2nd level Evocation

Web

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a bit of spider web

You conjure a mass of thick sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor wall or ceiling the conjured web collapses on itself and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 2d4 fire damage to any creature that starts its turn in the fire.

Bard, Druid, Sorcerer, Wizard 2nd level Conjuration

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Bard, Cleric, Paladin, Ranger 2nd level Enchantment

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • durationInstantaneous

a drop of blood a piece of flesh and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures you can command any or all of them at the same time issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn or you can issue a general command such as to guard a particular chamber or corridor. If you issue no commands the creature only defends itself against hostile creatures. Once given an order the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours after which it stops obeying any

Cleric, Druid, Paladin, Wizard 3rd level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • durationInstantaneous

a drop of blood a piece of flesh and a pinch of bone dust

command you've given it. To maintain the control of the creature for another 24 hours you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Cleric, Druid, Paladin, Wizard 3rd level Necromancy

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends the aura moves with you centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Artificer, Cleric, Druid, Paladin 3rd level Evocation

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2 2
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3 3
3 3

Beacon of Hope

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationConcentration up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing.

Cleric, Paladin 3rd level Abjuration

Bestow Curse [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You touch a creature and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell choose the nature of the curse from the following options.
• Choose 1 ability score. While cursed the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed the target has disadvantage on attack rolls against you.
• While cursed the target must make a Wisdom saving throw at the start of each of its turns. If it fails it wastes its action that turn doing nothing.
• While the target is cursed your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option you may choose an alternative curse effect but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher the duration is concentration up to 10 minutes. If you use a spell slot of 5th level or higher the duration is 8 hours. -
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If you use a spell slot of 7th level or higher the

Bard, Cleric, Paladin, Wizard 3rd level Necromancy

Bestow Curse [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

duration If you use a spell slot of 7th level or higher the duration is 24 hours. If you use a 9th level spell slot the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Bard, Cleric, Paladin, Wizard 3rd level Necromancy

Blinding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration you weapon flares with a bright light and the attack deals an extra 3d8 radiant damage to the target. Additionally the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save it is no longer blinded.

Paladin 3rd level Evocation

Blink

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn and when the spell ends if you are on the Ethereal Plane you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane you can see and hear the plane you originated from which is cast in shades of gray and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you unless they have the ability to do so.

Paladin 3rd level Transmutation

Call Lightning

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example if you are in a room that can't accommodate the cloud).
When you cast the spell choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save or half as much damage on a successful one. On each of your turns until the spell ends you can use your action to call down lightning in this way again targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell the spell gives you control over the existing storm instead of creating a new one. Under such conditions the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level the damage increases by 1d10 for each slot level above 3rd.

Cleric, Druid 3rd level Conjuration

Catnap

  • casting time1 action
  • range30 feet

  • componentsS M
  • duration10 minutes

a pinch of sand

You make a calming gesture and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration that target gains the benefit of a short rest and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you can target one additional willing creature for each slot level above 3rd.

Artificer, Bard, Sorcerer, Wizard 3rd level Enchantment

Clairvoyance [1/2]

  • casting time10 minutes
  • range1 mile

  • componentsV S M
  • durationConcentration up to 10 minutes

A focus worth at least 100 gp either a jeweled horn for hearing or a glass eye for scrying

You create an invisible sensor within range in a location familiar to you (A place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door around a corner or in a grove of trees). The sensor remains in place for the duration and it can't be attacked or otherwise interacted with. When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
A

Bard, Cleric, Sorcerer, Warlock, Wizard 3rd level Divination

Clairvoyance [2/2]

  • casting time10 minutes
  • range1 mile

  • componentsV S M
  • durationConcentration up to 10 minutes

A focus worth at least 100 gp either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.

Bard, Cleric, Sorcerer, Warlock, Wizard 3rd level Divination

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them they defend themselves from hostile creatures but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots you choose one of the summoning options above and more creatures appear - twice as many with a 5th-level slot three times as many with a 7th-level slot and four times as many with a 9th-level slot.

Druid, Ranger 3rd level Conjuration

Conjure Barrage

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV S M
  • durationInstantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Artificer, Ranger 3rd level Conjuration

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower its spell fails and has no effect. If it is casting a spell of 4th level or higher make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Paladin, Sorcerer, Warlock, Wizard 3rd level Abjuration

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Paladin, Sorcerer, Warlock, Wizard 3rd level Conjuration

Crusader's Mantle

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius awakening boldness in friendly creatures. Until the spell ends the aura moves with you centered on you. While in the aura each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Artificer, Cleric, Paladin 3rd level Evocation

Daylight

  • casting time1 action
  • range60 feet

  • componentsV S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried the light shines from the object with and moves with it. Completely covering the affected object with an opaque object such as a bowl or a helm blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower the spell that created the darkness is dispelled.

Artificer, Cleric, Paladin 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

Choose any creature object or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Artificer, Cleric, Paladin 3rd level Abjuration

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid cold fire lightning or thunder. For the duration the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher the bonus increases to +3 and the extra damage increases to 3d4.

Artificer, Cleric, Paladin 3rd level Transmutation

Enemies Abound

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save the target loses the ability to distinguish friend from foe regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage it can repeat the saving throw ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target it must choose the target at random from among the creatures it can see within range of the attack spell or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.

Bard, Sorcerer, Warlock, Wizard 3rd level Enchantment

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationInstantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much damage on a successful one. Additionally the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d12 for each slot level above 3rd.

Druid, Sorcerer, Wizard 3rd level Transmutation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV S M
  • durationConcentration up to 1 minute

A white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell a creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you the creature can make a Wisdom saving throw. On a successful save the spell ends for that creature.

Druid, Sorcerer, Wizard 3rd level Illusion

Feign Death (Ritual)

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

A pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration or until you use an action to touch the target and dismiss the spell the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell or becomes diseased or poisoned while under the spell's effect the disease and poison have no effect until the spell ends.

Bard, Cleric, Druid, Warlock, Wizard 3rd level Necromancy

Fireball

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

Bard, Cleric, Druid, Warlock, Wizard 3rd level Evocation

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Bard, Cleric, Druid, Warlock, Wizard 3rd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you can target one additional creature for each slot level above 3rd.

Artificer, Sorcerer, Warlock, Wizard 3rd level Transmutation

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch along with everything it's wearing and carrying into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage and it has advantage on Strength Dexterity and Constitution saving throws. The target can pass through small holes narrow openings and even mere cracks though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud the target can't talk or manipulate objects and any objects it was carrying or holding can't be dropped used or otherwise interacted with. The target can't attack or cast spells.

Artificer, Sorcerer, Warlock, Wizard 3rd level Transmutation

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

When you cast this spell you inscribe a glyph that harms other creatures either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book a scroll or a treasure chest) to conceal the glyph. If you choose a surface the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object that object must remain in its place if the object is moved more than 10 feet from where you cast this spell the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface the most typical triggers include touching or standing on the glyph removing another object covering the glyph approaching within a certain distance of the glyph or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object the

Artificer, Bard, Cleric, Wizard 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

most common triggers include opening that object approaching within a certain distance of the object or seeing or reading the glyph. Once a glyph is triggered this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight) creature kind (for example the ward could be set to affect aberrations or drow) or alignment. You can also set conditions for creatures that don't trigger the glyph such as those who say a certain password.
When you inscribe the glyph choose explosive runes or a spell glyph.
Explosive Runes: When triggered the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid cold fire lightning or thunder damage on a failed saving throw (your choice when you create the glyph) or half as much damage on a successful one.
Spell Glyph: You

Artificer, Bard, Cleric, Wizard 3rd level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered the stored spell is cast. If the spell has a target it targets the creature that triggered the glyph. If the spell affects an area the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps they appear as close as possible to the intruder and attack it. If the spell requires concentration it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph you can store any spell of up to the same level as the slot you use for the glyph of warding.

Artificer, Bard, Cleric, Wizard 3rd level Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends the target's speed is doubled it gains a +2 bonus to AC it has advantage on Dexterity saving throws and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) Dash Disengage Hide or Use an Object action.
When the spell ends the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.

Artificer, Bard, Cleric, Wizard 3rd level Transmutation

Hunger of Hadar

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pickled octopus tentacle

You open a gateway to the dark between the stars a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light magical or otherwise can illuminate the area and creatures fully within the area are blinded.
The void creates a warp in the fabric of space and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky otherworldly tentacles rub against it.

Sorcerer, Warlock 3rd level Conjuration

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS M
  • durationConcentration up to 1 minute

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save the creature becomes charmed for the duration. While charmed by this spell the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Sorcerer, Warlock 3rd level Illusion

Intellect Fortress

  • casting time1 action
  • range30 feet

  • componentsV
  • durationConcentration up to 1 hour

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

Sorcerer, Warlock 3rd-level abjuration

Leomund's Tiny Hut (Ritual)

  • casting time1 minute
  • rangeSelf (10-foot-radius hemisphere)

  • componentsV S M
  • duration8 hours

A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry regardless of the weather outside.
Until the spell ends you can command the interior to become dimly lit or dark. The dome is opaque from the outside of any color you choose but it is transparent from the inside.

Bard, Cleric, Wizard 3rd level Evocation

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd.

Cleric, Wizard 3rd level Necromancy

Lightning Arrow

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

The next time you make a ranged weapon attack during the spell's duration the weapon's ammunition or the weapon itself if it's a thrown weapon transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit or half as much damage on a miss instead of the weapon's normal damage.
Whether you hit or miss each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger 3rd level Transmutation

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV S M
  • durationInstantaneous

a bit of fur and a rod of amber crystal or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot above 3rd.

Ranger 3rd level Evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp which the spell consumes

You create a 10-foot-radius 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials elementals fey fiends or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed frightened or possessed by the creature. When you cast this spell you can elect to cause its magic to operate in the reverse direction preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell

Ranger 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp which the spell consumes

using a spell slot of 4th level or higher the duration increases by 1 hour for each slot level above 3rd.

Ranger 3rd level Abjuration

Major Image [1/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

A bit of fleece

You create the image of an object a creature or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real including sounds smells and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage a sound loud enough to deal thunder damage or deafen a creature or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion you can use your action to cause the image to move to any other 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. Similarly you can cause the illusion to make different sounds at different times even making it carry on a conversation for example.
Physical interaction with the image reveals it to be

Bard, Sorcerer, Warlock, Wizard 3rd level Illusion

Major Image [2/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

A bit of fleece

an illusion because things can pass through it. A creature that uses its 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 and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the spell lasts until dispelled without requiring your concentration.

Bard, Sorcerer, Warlock, Wizard 3rd level Illusion

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration up to six creatures of your choice that you can see within range regain 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 4th level or higher the healing increases by 1d4 for each slot level above 3rd.

Artificer, Bard, Cleric 3rd level Evocation

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body melding yourself and all the equipment you carry with the stone for the duration. Using your movement you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone you can't see what occurs outside it and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled you fall prone in an unoccupied space closest to where you first entered.

Cleric, Druid, Ranger, Warlock 3rd level Transmutation

Melf's Minute Meteors

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

niter sulfur and pine tar formed into a bead

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher the number of meteors created increases by two for each slot level above 3rd.

Sorcerer, Wizard 3rd level Evocation

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

A pinch of diamond dust worth 25 gp sprinkled over the target Consumed

For the duration you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Bard, Cleric, Paladin, Ranger, Wizard 3rd level Abjuration

Phantom Steed (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV S
  • duration1 hour

A Large quasi-real horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance but it is equipped with a saddle bit and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse except it has a speed of 100 feet and can travel 10 miles in an hour or 13 miles at a fast pace. When the spell ends the steed gradually fades giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Wizard 3rd level Illusion

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell granting either immediate or long-term benefits.
If you cast this spell using 1 action choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Cleric, Druid, Paladin, Ranger, Warlock 3rd level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 hour

For the duration the willing creature you touch has resistance to one damage type of your choice: acid cold fire lightning or thunder.

Cleric, Druid, Paladin, Ranger, Warlock 3rd level Abjuration

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

At your touch all curses affecting one creature or object end. If the object is a cursed magic item its curse remains but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Cleric, Paladin, Warlock, Wizard 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

diamonds worth 300 gp which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age nor can it restore any missing body parts.

Cleric, Paladin, Warlock, Wizard 3rd level Necromancy

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV S M
  • duration1 round

A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind recognizes you as the sender if it knows you and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence but if the target is on a different plane than you there is a 5 percent chance that the message doesn't arrive.

Cleric, Sorcerer, Warlock, Wizard 3rd level Evocation

Sleet Storm

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dust and a few drops of water

Until the spell ends freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured and exposed flames in the area are doused.
The ground in the area is covered with slick ice making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there it must make a Dexterity saving throw. On a failed save it falls prone.
If a creature is concentrating in the spell's area the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Cleric, Sorcerer, Warlock, Wizard 3rd level Conjuration

Slow

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved it takes a -2 penalty to AC and Dexterity saving throws and it can't use reactions. On its turn it can use either an action or a bonus action not both. Regardless of the creature's abilities or magic items it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action roll a d20. On an 11 or higher the spell doesn't take effect until the creature's next turn and the creature must use its action on that turn to complete the spell. If it can't the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save the effect ends for it.

Bard, Cleric, Druid, Sorcerer, Wizard 3rd level Transmutation

Speak with Dead

  • casting time1 action
  • range10 feet

  • componentsV S M
  • duration10 minutes

Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends you can ask the corpse up to 5 questions. The corpse knows only what it knew in life including the languages it knew. Answers are usually brief cryptic or repetitive and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body only its animating spirit. Thus the corpse can't learn new information doesn't comprehend anything that has happened since it died and can't speculate about future events.

Bard, Cleric, Warlock, Wizard 3rd level Necromancy

Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV S
  • duration10 minutes

You imbue plants within 30 feet of you with limited sentience and animation giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day gaining information about creatures that have passed weather and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration causing vines and branches to hinder pursuers for example.
Plants might be able to perform other tasks on your behalf at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about but they can freely move branches tendrils and stalks.
If a plant creature is in the area you can communicate with it as if you shared a common language but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Bard, Druid, Ranger 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Spirit Guardians

  • casting time1 action
  • rangeSelf (15-foot-radius)

  • componentsV S M
  • durationConcentration up to 10 minutes

a holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral their spectral form appears angelic or fey (your choice). If you are evil they appear fiendish.
When you cast this spell you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area and when the creature enters the area for the first time on a turn or starts its turn there it must make a Wisdom saving throw. On a failed save the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd.

Cleric, Paladin 3rd level Conjuration

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

You call forth spirits of the dead which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant necrotic or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for every two slot levels above 3rd.

Cleric, Paladin, Warlock, Wizard 3rd-level necromancy

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

A rotten egg or several skunk cabbage leaves

You create a 20-foot-radius sphere of yellow nauseating gas centered on a point within range. The cloud spreads around corners and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Bard, Druid, Sorcerer, Warlock, Wizard 3rd level Conjuration

Summon Fey

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a gilded flower worth at least 300 gp

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

Ranger, Warlock, Wizard 3rd-level conjuration

Summon Lesser demons [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
The DM chooses the demons such as manes or dretches and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures including you. Roll initiative for the summoned demons as a group which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts the summoned demons can't cross the circle or harm it and they can't target anyone within it. Using the material component in this manner consumes it when the spell

Warlock, Wizard 3rd level Conjuration

Summon Lesser demons [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

ends.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level you summon three times as many demons.

Warlock, Wizard 3rd level Conjuration

Summon Shadowspawn

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

tears inside a crystal vial worth at least 300 gp

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

Warlock, Wizard 3rd-level conjuration

Summon Undead

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a gilded skull worth at least 300 gp

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

Warlock, Wizard 3rd-level necromancy

Thunder Step

  • casting time1 action
  • range90 feet

  • componentsV
  • durationInstantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear a thunderous boom sounds and each creature within 10 feet of the space you left must make a Constitution saving throw taking 3d10 thunder damage on a failed save or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise the creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d10 for each slot level above 3rd.

Sorcerer, Warlock, Wizard 3rd level Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationInstantaneous

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long up to 10 feet wide and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions extinguishing unprotected flames in its area and within 30 feet of it and then it vanishes.

Druid, Sorcerer, Wizard 3rd level Conjuration

Tiny Servant [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV S
  • duration8 hours

You touch one Tiny nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
As a bonus action you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell you can command any or all of them at the same time issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn or you can issue a simple general command such as to fetch a key stand watch or stack some books. If you issue no commands the servant does nothing other than defend itself against hostile creatures. Once given an order the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points it reverts to its original form and any remaining damage carries over to that form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you can animate two additional objects for each slot level

Artificer, Wizard 3rd level Transmutation

Tiny Servant [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV S
  • duration8 hours

above 3rd.

Artificer, Wizard 3rd level Transmutation

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

A small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover when the target speaks any creature that knows at least 1 language and can hear the target understands what it says.

Bard, Cleric, Sorcerer, Warlock, Wizard 3rd level Divination

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

Cleric, Sorcerer, Warlock, Wizard 3rd level Necromancy

Wall of Sand

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a handful of sand

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long 10 feet high and 10 feet thick and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

Wizard 3rd level Evocation

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long 10 feet high and 1 foot thick or you can make a ringed wall up to 20 feet in diameter 20 feet high and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed the wall's water doesn't fill it.

Druid, Sorcerer, Wizard 3rd level Evocation

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druid, Sorcerer, Wizard 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water acid mud snow quicksand or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Druid, Sorcerer, Wizard 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long 15 feet high and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog smoke and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose lightweight materials brought into the wall fly upward. Arrows bolts and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines and similar projectiles are unaffected.) Creatures in gaseous form can't pass through it.

Druid, Sorcerer, Wizard 3rd level Evocation

Arcane Eye

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a bit of bat fur

You create an invisible magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move but it can't enter another plane of existence. A solid barrier blocks the eye's movement but the eye can pass through an opening as small as 1 inch in diameter.

Artificer, Cleric, Ranger, Wizard 4th level Divination

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends the aura moves with you centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage and its hit point maximum can't be reduced. In addition a non-hostile living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Cleric, Druid, Paladin, Warlock 4th level Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends the aura moves with you centered on you. Each non-hostile creature in the aura (including you) can't become diseased has resistance to poison damage and has advantage on saving throws against effects that cause any of the following conditions: blinded charmed deafened frightened paralyzed poisoned and stunned.

Artificer, Cleric, Paladin 4th level Abjuration

Banishment

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

an item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on you banish the target to a harmless demiplane. While there the target is incapacitated. The target remains there until the spell ends at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on the target is banished with a faint popping noise returning to its home plane. If the spell ends before 1 minute has passed the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th.

Artificer, Cleric, Paladin 4th level Abjuration

Blight

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant it makes the saving throw with disadvantage and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature such as a tree or shrub it doesn't make a saving throw it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 4th.

Artificer, Cleric, Paladin 4th level Necromancy

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw and it 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 is friendly to you. 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 5th level or higher you can target 1 additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Bard, Druid, Sorcerer, Warlock, Wizard 4th level Enchantment

Compulsion

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationConcentration up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save a target is affected by this spell. Until the spell ends you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard such as a fire pit but it will provoke opportunity attacks to move in the designated direction.

Bard, Cleric, Paladin 4th level Enchantment

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

3 nut shells

This spell assaults and twists creatures' minds spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns an affected target can make a Wisdom saving throw. If it succeeds this effect ends for that

Bard, Cleric, Paladin 4th level Enchantment

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

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

3 nut shells

target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the radius of the sphere increases by 5 feet for each slot above 4th.

Bard, Cleric, Paladin 4th level Enchantment

Conjure Minor Elementals

  • casting time1 minute
  • range90 feet

  • componentsV S
  • durationConcentration up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them they defend themselves from hostile creatures but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots you choose one of the summoning options above and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .

Druid, Wizard 4th level Conjuration

Conjure Woodland Beings [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them they defend themselves from hostile creatures but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots you choose one of the summoning options above and more creatures appear - twice as

Druid, Ranger 4th level Conjuration

Conjure Woodland Beings [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

one holly berry per creature summoned

many with a 6th-level slot and three times as many with an 8th-level slot.

Druid, Ranger 4th level Conjuration

Control Water [1/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

Until the spell ends you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore the flooding water spills over onto dry land.
If you choose an area in a large body of water you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in

Cleric, Druid, Warlock, Wizard 4th level Transmutation

Control Water [2/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

the area to move apart and create a trench. The trench extends across the spell's area and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose even if the water has to flow over obstacles up walls or in other unlikely directions. The water in the area moves as you direct it but once it moves beyond the spell's area it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base up to 50 feet wide at the top and 25 feet tall. Any creature or

Cleric, Druid, Warlock, Wizard 4th level Transmutation

Control Water [3/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there it must make a Strength saving throw. On a failed save the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex the object takes 2d8 bludgeoning damage this damage occurs each round it remains in the vortex.

Cleric, Druid, Warlock, Wizard 4th level Transmutation

Death Ward

  • casting time1 action
  • rangeTouch

  • componentsV S
  • duration8 hours

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage the target instead drops to 1 hit point and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage that effect is instead negated against the target and the spells ends.

Artificer, Cleric, Paladin, Warlock 4th level Abjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see one you can visualize or one you can describe by stating distance and direction such as 200 feet straight downward or upward to the northwest at a 45-degree angle 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature you and any creature traveling with you each take 4d6 force damage and the spell fails to teleport you.

Artificer, Cleric, Paladin, Warlock 4th level Conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Divination (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationInstantaneous

incense and a sacrificial offering appropriate to your religion together worth at least 25 gp which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal event or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase a cryptic rhyme or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric, Druid, Wizard 4th level Divination

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it it has advantage on the saving throw.
While the beast is charmed you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required) which it does its best to obey. You can specify a simple and general course of action such as Attack that creature Run over there or Fetch that object. If the creature completes the order and doesn't receive further direction from you it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction but this requires you to use your own reaction as well.
Each time the target takes damage it makes a new Wisdom saving throw against the spell. If the saving throw succeeds

Cleric, Druid, Wizard 4th level Enchantment

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot the duration is concentration up to 10 minutes. When you use a 6th-level spell slot the duration is concentration up to 1 hour. When you use a spell slot of 7th level or higher the duration is concentration up to 8 hours.

Cleric, Druid, Wizard 4th level Enchantment

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV S
  • durationConcentration up to 1 minute

Choose one creature you can see within range and choose one of the following damage types - acid cold fire lightning or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type the target takes an extra 2d6 damage of that type. Moreover the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Artificer, Druid, Warlock, Wizard 4th level Transmutation

Evard's Black Tentacles

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a piece of tentacle from a giant octopus or a giant squid

Squirming ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success it frees itself.

Sorcerer, Warlock, Wizard 4th level Conjuration

Fabricate

  • casting time10 minutes
  • range120 feet

  • componentsV S
  • durationInstantaneous

You convert raw materials into products of the same material. For example you can fabricate a wooden bridge from a clump of trees a rope from a patch of hemp and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube or eight connected 5-foot cubes) given a sufficient quantity of raw material. If you are working with metal stone or another mineral substance however the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship such as jewelry weapons glass or armor unless you have proficiency with the type of artisan's tools used to craft such objects.

Artificer, Wizard 4th level Evocation

Find Greater Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV S
  • durationInstantaneous

You summon a spirit that assumes the form of a loyal majestic mount. Appearing in an unoccupied space within range the spirit takes on a form you choose: a griffon a pegasus a peryton a dire wolf a rhinoceros or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form though it is a celestial a fey or a fiend (your choice) instead of its normal creature type. Additionally if it has an Intelligence score of 5 or lower its Intelligence becomes 6 and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you you can communicate with it telepathically. While mounted on it you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action you can release a mount from its bond causing it to disappear permanently.
Whenever the mount

Paladin 4th level Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV S
  • durationInstantaneous

disappears it leaves behind any objects it was wearing or carrying.

Paladin 4th level Conjuration

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield as you choose. The warm shield grants you resistance to cold damage and the chill shield grants you resistance to fire damage.
In addition whenever a creature within 5 feet of you hits you with a melee attack the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield or 2d8 cold damage from a cold shield.

Paladin 4th level Evocation

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Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

a leather strap bound around the arm or a similar appendage

You touch a willing creature. For the duration the target's movement is unaffected by difficult terrain and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints such as manacles or a creature that has it grappled. Finally being underwater imposes no penalties on the target's movement or attacks.

Paladin 4th level Abjuration

Giant Insect

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationConcentration up to 10 minutes

You transform up to ten centipedes three spiders five wasps or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede a spider becomes a giant spider a wasp becomes a giant wasp and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands and in combat they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration until it drops to 0 hit points or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example if you transform a bee its giant version might have the same statistics as a giant wasp.

Druid 4th level Transmutation

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV S
  • durationConcentration up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Cleric, Druid, Ranger 4th level Conjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Cleric, Druid, Ranger 4th level Illusion

Guardian of Faith

  • casting time1 action
  • range30 feet

  • componentsV
  • duration8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Cleric, Paladin, Warlock 4th level Conjuration

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body your facial features become feral and you gain the following benefits:
• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky leaves sprout from your hair and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground the ground within 15 feet of you is difficult terrain for your enemies.

Druid 4th level Transmutation

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV S M
  • duration24 hours

A stone a twig and a bit of green plant

You make natural terrain in a 150-foot cube in range look sound and smell like some other sort of natural terrain. Thus open fields or a road can be made to resemble a swamp hill crevasse or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow a precipice like a gentle slope or a rock-strewn gully like a wide and smooth road. Manufactured structures equipment and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain.

Bard, Druid, Warlock, Wizard 4th level Illusion

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationInstantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the bludgeoning damage increases by 1d8 for each slot level above 4th.

Bard, Druid, Warlock, Wizard 4th level Evocation

Leomund's Secret Chest

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

an exquisite chest 3 feet by 2 feet by 2 feet constructed from rare materials worth at least 5000 gp and a Tiny replica made from the same materials worth at least 50 gp

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again if the smaller replica chest is destroyed or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane it is irretrievably lost.

Artificer, Cleric, Wizard 4th level Conjuration

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Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 hour

A bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location as long as that creature is within 1000 feet of you. If the creature is moving you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form such as being under the effects of a polymorph spell this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Artificer, Cleric, Wizard 4th level Divination

Mordenkainen's Faithful Hound

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration8 hours

a tiny silver whistle a piece of bone and a thread

You conjure a phantom watchdog in an unoccupied space that you can see within range where it remains for the duration until you dismiss it as an action or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit it deals 4d8 piercing damage.

Artificer, Wizard 4th level Conjuration

Mordenkainen's Private Sanctum [1/2]

  • casting time10 minutes
  • range120 feet

  • componentsV S M
  • duration24 hours

a thin sheet of lead a piece of opaque glass a wad of cotton or cloth and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell you decide what sort of security the spell provides choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy preventing vision (including darkvision) through it.
• Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
• Creatures in the area can't be targeted by divination spells.
• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels: When you cast this spell using a spell slot of 5th

Wizard 4th level Abjuration

Mordenkainen's Private Sanctum [2/2]

  • casting time10 minutes
  • range120 feet

  • componentsV S M
  • duration24 hours

a thin sheet of lead a piece of opaque glass a wad of cotton or cloth and powdered chrysolite

level or higher you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Wizard 4th level Abjuration

Otiluke's Resilient Sphere

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save the creature is enclosed for the duration.
Nothing not physical objects energy or other spell effects can pass through the barrier in or out though a creature in the sphere can breathe there. The sphere is immune to all damage and a creature or object inside can't be damaged by attacks or effects originating from outside nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Artificer, Cleric, Paladin, Wizard 4th level Evocation

Phantasmal Killer

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears visible only to that creature. The target must make a Wisdom saving throw. On a failed save the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d10 for each slot level above 4th.

Bard, Warlock, Wizard 4th level Illusion

Polymorph [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level if it doesn't have a challenge rating). The target's game statistics including mental ability scores are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points it isn't knocked unconscious.
The

Bard, Cleric, Druid, Sorcerer, Wizard 4th level Transmutation

Polymorph [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

A caterpillar cocoon

creature is limited in the actions it can perform by the nature of its new form and it can't speak cast spells or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate use wield or otherwise benefit from any of its equipment.

Bard, Cleric, Druid, Sorcerer, Wizard 4th level Transmutation

Shadow of Moil

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

an undead eyeball encased in a gem worth at least 150 gp

Flame-like shadows wreathe your body until the spell ends causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness and bright light in the same area to dim light.
Until the spell ends you have resistance to radiant damage. In addition whenever a creature within 10 feet of you hits you with an attack the shadows lash out at that creature dealing it 2d8 necrotic damage.

Warlock 4th level Necromancy

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Sickening Radiance

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

Dim greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there that creature must succeed on a Constitution saving throw or take 4d10 radiant damage and it suffers one level of exhaustion and emits a dim greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Sorcerer, Warlock, Wizard 4th level Evocation

Staggering Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration your weapon pierces both body and mind and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save it has disadvantage on attack rolls and ability checks and can't take reactions until the end of its next turn.

Paladin, Warlock 4th level Evocation

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

soft clay which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So for example you could shape a large rock into a weapon idol or coffer or make a small passage through a wall as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch but finer mechanical detail isn't possible.

Cleric, Druid, Warlock, Wizard 4th level Transmutation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

diamond dust worth 100 gp which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends the target has resistance to nonmagical bludgeoning piercing and slashing damage.

Cleric, Druid, Warlock, Wizard 4th level Abjuration

Storm Sphere

  • casting time1 action
  • range150 feet

  • componentsV S
  • durationConcentration up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage for each of its effects increases by 1d6 for each slot level above 4th.

Sorcerer, Wizard 4th level Evocation

Summon Aberration

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

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

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

Sorcerer, Warlock, Wizard 4th-level conjuration

Summon Construct

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

an ornate stone and metal lockbox worth at least 400 gp

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

Artificer, Sorcerer, Wizard 4th-level conjuration

Summon Elemental

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 hour

air a pebble ash and water inside a crystal vial worth at least 400 gp

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

Druid, Ranger, Warlock, Wizard 4th-level conjuration

Summon Greater Demon [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words summoning one demon from the chaos of the Abyss. You choose the demon's type which must be one of challenge rating 5 or lower such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon which has its own turns. When you summon it and on each of your turns thereafter you can issue a verbal command to it (requfring no action on your part) telling it what it must do on its next turn. If you issue no command it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save the demon continues to obey you. On a successful save your control of the demon ends for the rest of the duration and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its

Warlock, Wizard 4th level Conjuration

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Summon Greater Demon [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

ability. If you stop concentrating on the spell before it reaches its full duration an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts the summoned demon can't cross the circle or harm it and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the challenge rating increases by 1 for each slot level above 4th.

Warlock, Wizard 4th level Conjuration

Vitriolic Sphere

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationInstantaneous

a drop of giant slug bile

You point at a location within range and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the initial damage increases by 2d4 for each slot level above 4th.

Sorcerer, Wizard 4th level Evocation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long 20 feet high and 1 foot think or a ringed wall up to 20 feet in diameter 20 feet high and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears each creature within its area must make a Dexterity saving throw. On a failed save a creature takes 5d8 fire damage or half as much damage on a successful save.
One side of the wall selected by you when you cast this spell deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 4th.

Sorcerer, Wizard 4th level Evocation

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically and a Large or smaller creature can choose to fail it. On a failed save a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns a restrained target can repeat the saving throw ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an

Druid, Sorcerer, Wizard 4th level Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a droplet of water

action you can move the sphere up to 30 feet in a straight line. If it moves over a pit a cliff or other drop-off it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures forcing them to make the saving throw.
When the spell ends the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Druid, Sorcerer, Wizard 4th level Conjuration

Animate Objects [1/2]

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

Objects come to life at your command. Choose up to 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects Large targets count as 4 objects Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action you can mentally command any animated object if it is within 500 feet of you (if you control multiple you can command any or all of them at the same time issuing the same command to each.) You decide what action ti takes and where it moves during its next turn or you can issue a general command such as to guard an area. If you issue no command the creature only defends itself against hostile creatures. Once given an order the creature continues to follow it until the task is complete.
An animated object is a construct with AC hit points attacks Strength and Dexterity determined by its size. Its Cons is 10 and its Int and Wis are 3 and its Char is 1. Speed is 30 ft if the objects lack legs or other appendages it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a

Druid, Sorcerer, Wizard 5th level Transmutation

Animate Objects [2/2]

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

surface or larger object such as a chain on a wall its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 hit points it reverts to its original object form and any remaining damage carries over to its original object form.
If you command an object to attack it can make a single melee attack within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning damage is determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. . HP AC Hit DamageStrDex
Tiny. . 20188 1d4 + 4. 4 18
Small 25166 1d8 + 2. 6 14
Med. .40135 2d6 + 1 10 12
Large 50106 2d10 +214 10
Huge