With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.
When you reach higher levels, the size of the cloud you can create with this spell increases.
When you reach 5th level, the cloud has a maximum diameter and height of 15 feet. At 11th level this increases to 25 feet and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.
With a gesture, you cause an updraft in the air, slowing your descent. You ignore the first 30 feet when calculating falling damage.
This spell ignores an additional 30 feet of falling damage when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.
The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attackagainst a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards the source of water on a failure.
The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).
You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You peer into the divergent potentials of the future, your attention drawn to moments of your own harm. For the duration, any critical hits you suffer become normal hits, and opportunity attacks against you have disadvantage. In addition, when an attacker hits you with an attack or you fail a Strength or Dexterity saving throw, you can use your reaction to roll 1d4 and add the result to your AC against that attack or to the result of the saving throw, potentially turning a hit into a miss or a failure into a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 10 minutes (3rd level), 1 hour (5th level), 8 hours (7th level), or 24 hours (9th level). When you cast this spell using a spell slot of 2nd level or higher, the size of the die you can roll to add to your AC or saving throw increases to 1d6 (2nd level), 1d8 (4th level), 1d10 (6th level), or 1d12 (8th level).
You conjure a tempestuous drake of spiralling wind that moves with you, wielding it as an extension of your body for the duration. When you conjure the drake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
• Thunder Strike. The drake slams into a creature or object within 20 feet of you with a deafening boom. Make a melee spell attack against the target. On a hit, the target takes 1d6 thunder damage.
• Vortex Grapple. The drake billows towards a Large or smaller creature within 20 feet of you, attempting to encase it in a vortex of air. The target must succeed on a Dexterity saving throw or be restrained for the duration, or until you use another effect of the wind drake. A target can use an action to make a Strength or Dexterity check against your spell save DC, escaping the drake on a success and ending the spell.
• Windstrider. The drake forms a whirling eddy at your feet, increasing your speed by 10 feet, and preventingyour movement from provoking opportunity attacks. This effect lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from
the Thunder Strike option increases by 1d6, and the Windstrider option’s bonus to your speed increases by 10 feet, for each slot level above 1st.
You attempt to seize control of the blood inside a Humanoid you can see with range. The target must make a Constitution saving throw. On a failed save, you can force that creature to use its reaction to move up to its speed in a direction you choose, and then use its action on its next turn to do one of the following: fall prone, drop what it is holding, or make one weapon attack against a creature you choose within its reach or range. At the end of that creature’s compelled action, your command over its body fades. Creatures that have a challenge rating or level of 5 or higher automatically succeed on the Constitution saving throw to resist this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating or level of creatures that automatically succeed on this saving throw increases by 3 for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, it can target any creature with blood, not only Humanoids.
At your touch, the skin of a willing creature hardens with stone-like fortification. Its speed is reduced by 5 feet and, when you cast this spell and at the start of each of the target’s turns, it gains temporary hit points equal to 2d4. When the spell ends, the target loses any remaining temporary hit points granted by this 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.
You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attackagainst a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet, and your speed is increased by 15 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.
You attempt to capture and redirect lightning. Make an Arcana check using your spellcasting ability, with a DC equal to half the lightning damage taken. On a failure, you gain resistance to lightning damage until the end of the turn, including against the triggering damage. On a success, you gain immunity to lightning damage until the end of the turn, including against the triggering damage. In addition, if the source of the damage was a spell, the spell’s area stops at you if it is a line, and you can reflect the spell back at the source as though it originated from you, using your spell save DC or spell attack modifier, turning the caster into the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time of the spell changes to 1 reaction, which you take when a creature within a certain range of you takes lightning damage. This range is 10 feet at 3rd level, and increases by 10 feet for each slot level above 3rd. When you redirect lightning away from a target other than yourself, that creature gains resistance or immunity to lightning damage (on a failure or success, respectively) instead of you.
Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feetuntil the start of its next turn. On a success, the creature can move normally until the start of its next turn.
As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range or is no longer in water at least 2 feet deep
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.
You conjure a sinuous, fanged snake of shifting dirt and sliding sand that moves with you, wielding it like an extension of your body for the duration. When you conjure the snake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
• Earthroot. The snake coils around you or a willing creature of your choice within 30 feet of you as a fortification of earth. Until the start of your next turn, the affected creature automatically succeeds on ability checks and saving throws to avoid being moved against its will or knocked prone.
• Tetanus Tooth. The snake turns into a long, jagged tooth, stabbing at a creature within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 1d6 piercing damage and 1d6 poison damage, and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
• Sandstorm. The snake disintegrates into a cloud of fine particles, surging towards a creature within 30 feet of you. The target must succeed on a Constitution saving throw or be blinded 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 poison
damage from the Tetanus Tooth option increases by 1d6 for each slot level above 2nd.
With a series of looping cartwheels and magic-enhanced flips, you move up to 30 feet in a straight line, your hands and feet spewing jets of flame. This movement does not provoke opportunity attacks. When you move within 5 feet of a creature, that creature must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on successful one. A creature can only be forced to make this saving throw once on each turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet, and the damage increases by 1d6, for each slot level above 2nd
With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure, or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6for each slot level above 3rd.
With a boom that can be heard 300 feet away (or 1,000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw. A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid.
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.
You erupt from the ground like a firework of the College of Hanabi, but thankfully without exploding at your apex. Each creature within a 15-foot-radius, 5-foot-high cylinder centred on you must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed saving throw, or half as much damage on a successful one. Until the end of your turn, you gain a flying speed of 120 feet, and your movement doesn’t provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and your flying speed increases by 30 feet, for each slot level above 3rd.
You throw a tiny spark at a point within range where it erupts with a bright flash and thunderous bang which can be heard 600 feet away. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is blinded and deafened for 1 minute. On a success, a creature takes half as much damage and isn’t blinded or deafened. A creature can repeat this 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 4th level or higher, the damage increases by 1d8, and the radius increases by 5 feet, for each slot level above 3rd
A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone.
In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
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.
You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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.
You conjure a thrashing wyrm of frothing water that moves with you, wielding it as an extension of your body for the duration. When you conjure the wyrm and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
• Ice Fang. The wyrm grows frozen fangs—jagged icicles that it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.
• Engulf. The wyrm leaves your side, surging toward a Large of smaller creature within 40 feet of you and attempting to engulf it in a torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only effect you can use with the wyrm is Ice Fang, targeting the restrained creature regardless of range. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.
• Weird Water. The wyrm assumes a defensive formation around you. Until the start of your next turn, ranged attacks that hit you have
their damage reduced by 1d6plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the Ice Fang option and the damage reduction of the Weird Water option increase by 1d6 for each slot level above 3rd.
Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw. On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn’t blinded.
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.
This spell grants up to ten willing creatures you can see within range the ability to walk on heavily obscuring water vapour (such as cloud, fog, and mist) as if it were solid ground until the spell ends. An affected creature can suspend this effect on itself as a bonus action, allowing it to pass through water vapour until it restarts the effect, which it can do as a bonus action.
A creature affected by this spell falls at a rate of 60 feet per round, takes no falling damage when it lands, and can land on its feet. In addition, its jump distance is quadrupled when it jumps off of water vapour, but it leaves an obvious contrail in its wake.
You conjure a roaring lion’s head made of writhing flame that moves with you, wielding it like an extension of your body for the duration. When you conjure the lion and as a bonus action on your subsequent turns, you can cause one of the following effects with it.
• Fiery Maw. The lion bites a creature or object within 30 feet of you. Make a melee spell attack against the target. On a hit, it takes 4d6 fire damage.
• Flaming Mane. The lion’s head encases your own until the start of your next turn. When a creature within 10 feet of you hits you with a melee attack, the lion bites the attacker, dealing 3d6 fire damage to it.
• Roar of the Pride. The flames roar. Each creature within 20 feet of you must succeed on a Wisdom saving throw or be frightened of you until the spell ends. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this effect until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the Fiery Maw and Flaming Mane options each increase by 1d6 for each slot level above 4th.
You reinforce a willing creature’s skin with the tenacity and strength of steel. For the spell’s duration, the target’s AC can’t be lower than 19, and, at the start of each of the target’s turns, it gains 2d6 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d6 for each slot level above 4th.
With a flourish and a rush of air, you leap up to 60 feet to an unoccupied space you can see, landing with a thunderous boom that can be heard 600 feet away. Each creature within 10 feet of the space from which you jumped must make a Strength saving throw or be pushed 10 feet away from that space and knocked prone. Each creature within 20 feet of where you land must make a Dexterity saving throw, taking 5d10 thunder damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the distance you can leap increases by 30 feet, and the damage increases by 1d10, for each slot level above 4th.
You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.
A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature can choose to fail the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.
You endow yourself with the shapeless fluidity of the wind. Until the spell ends, you can’t cast spells, and you gain the following benefits:
• You gain a flying speed of 40 feet.
• You can move through gaps as small as 1 inch wide without squeezing, and your movement doesn’t provoke opportunity attacks.
• You have resistance to bludgeoning, lightning, piercing, slashing, and thunder damage.
• When you cast the spell and as a bonus action on your subsequent turns for the duration, you can force one creature you can see within 30 feet of you to make a Dexterity saving throw, as a stormy blast extends from you toward it. The target takes 2d8 lightning damage and 2d8 thunder damage on a failed save, or half as much damage on a successful one.
When this spell ends, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
You stamp your foot, causing the ground to fling upwards and form jagged spikes of rock in a 20-foot-radius circle centred on a point on a stone or earthen surface you can see within range. That area becomes difficult terrain, and each creature in the area must make a Strength saving throw. On a failure, a creature takes 4d8 piercing damage and is thrown 2d6 x 10 feet directly away from the surface (which can include vertically). On a success, a creature takes half as much damage and isn’t thrown. Creatures that are Huge or larger have advantage on this saving throw. Each 5-foot-diameter portion of the difficult terrain requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. In addition, the distance a creature is thrown increases to 2d8 x 10 feet (6th level), 2d10 x 10 feet (7th level), 2d12 x 10 feet (8th level), or 2d20 x 10 feet (9th level).
You eat a chilli pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.For the duration, your walking speed increases by 15 feet, and you gain 2d6 temporary hit points at the start of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
You create a wall of raging, turbulent water filled with debris. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque, and ranged attacks can’t pass through the wall.
If the wall cuts through a creature’s space when it appears, or a creature enters the wall's space, the creature must make a Strength saving throw. A Huge or larger creature automatically succeeds on this saving throw. On a failure a creature ceases to be grappled and becomes entrained by the water. Success or failure, a creature takes 3d10 bludgeoning damage. An entrained creature can’t breathe and has a speed of 0 feet.
A creature that starts its turn in the wall takes 3d10bludgeoning damage as it is battered by the turbulent flow and debris. An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds exits the wall prone within 5 feet of its current location.
White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10
slashing damage and be pulled into the wall where it becomes entrained by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw increases by one for each two slot levels above 5th (to Gargantuan at 7th level and all creatures having to make the saving throw at 9th level).