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S;1 minute;A spectral

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

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

or carry more than 10 pounds. ;Ranger (Swarmkeeper)

Ranger 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

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Ranger cold

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration 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. ;Ranger

Ranger M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

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

  • components the spell ends.

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

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

S

  • casting time up to 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
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration 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.;Ranger (XGE)

Ranger M;Concentration

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

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

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

S;Concentration

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

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

but is blocked by 1 foot of stone

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

S

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

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

poisonous creature

1 inch of common metal M;Concentration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

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

fat

1 inch of common metal including your clothing

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time 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
  • range the vines shrivel away.
    While restrained by this spell

  • components 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
  • duration the target is freed.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

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

1 inch of common metal a writhing mass of thorny vines appears at the point of impact

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Ranger

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

S

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

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

up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time 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
  • range 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

  • components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ;Ranger
  • duration

1 inch of common metal this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time 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
  • range 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

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger

1 inch of common metal you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

S

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

S

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

1 inch of common metal M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.

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

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

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

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

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

fey but at minimum

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V

up to 1 minute;You move like the wind. Until the spell ends

  • casting time 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
  • range your walking speed increases by 30 feet until the end of that turn.;Ranger (XGE)

fey your movement doesn't provoke opportunity attacks.
Once before the spell ends

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

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

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

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

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

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

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

  • components and the affected creature or object can't benefit from being invisible. ;Ranger (Swarmkeeper)
  • duration

fey green

S;Concentration

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

  • components the conjured plants wilt away. ;Ranger (TCE)
  • duration

fey 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

up to 1 minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time 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
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration 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)

fey your weapon flares with white-hot intensity

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

fey M;24 hours;(a morsel of food)By means of this spell

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Ranger

fey M;Concentration

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Ranger
  • range

fey you can use your action to see through the beast's eyes and hear what it hears

S

  • casting time 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
  • range 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

  • components you can designate any creatures you choose
  • duration 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

fey M;8 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

1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V 2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V

S

  • casting time that creature has darkvision out to a range of 60 feet.;Ranger
  • range

fey M;8 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

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

fey for the purpose of this spell

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Ranger

fey deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Ranger

fey M;Instantaneous;(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

S

  • casting time 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
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration 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

fey M;Concentration

you teleport up to 30 feet to an unoccupied space that you can see.;Ranger (Horizon Walker)

fey

S

  • casting time 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
  • range masking you and your companions from detection. For the duration

  • components 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.;Ranger
  • duration

fey M;Concentration

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Ranger

fey you neutralize the poison. If more than one poison afflicts the target

S

  • casting time 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
  • range 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

  • components 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. ;Ranger (Gloom Stalker)
  • duration

fey M;1 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

2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V

S;Concentration

  • casting time 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
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Ranger

fey up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range 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

  • components 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. ;Ranger
  • duration

fey M;Concentration

S

  • casting time up to 1 hour;(a feather
  • range tuft of fur

  • components 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
  • duration choose an environment: Air

Land

fey M; Concentration

S;10 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

  • casting time 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. ;Ranger
  • range

fey 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

you teleport up to 30 feet to an unoccupied space that you can see.;Ranger (Fey Wanderer)

fey

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

fey M;Concentration

S

fey M;8 hours;(a strip of white cloth) Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration.

At higher level: Each target's Hit Points increase by 5 for each spell slot level above 2.;Ranger (TCE)

S

  • casting time 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
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components 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
  • duration you can target one additional creature for each slot level above 2nd.;Ranger (TCE)

fey M;Concentration

S

  • casting time 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
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

fey M;Concentration

2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Summon Beast;2nd-level conjuration;1 action;90 feet;V 2;Summon Beast;2nd-level conjuration;1 action;90 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V

S;Concentration

  • casting time 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
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Ranger (TCE)
  • duration

fey up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time 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
  • range 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

  • components they defend themselves from hostile creatures
  • duration 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

fey 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

S

  • casting time 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.;Ranger
  • range

fey M;Instantaneous;(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

S;1 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

  • casting time such as a bowl or a helm
  • range blocks the light.
    • If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Ranger
  • duration

fey the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S

  • casting time 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
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components 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
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Ranger (Gloom Stalker)

fey M;Concentration

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range 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

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Ranger (XGE)
  • duration

fey 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

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration 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 M;Concentration

S;Concentration

  • casting time the weapon's ammunition
  • range or the weapon itself if it's a thrown weapon

  • components transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit
  • duration or half as much damage on a miss

instead of the weapon's normal damage.
Whether you hit or miss

Dash up to 1 minute;The next time you make a ranged weapon attack during the spell's duration

S

  • casting time which the spell consumes) You create a 10-foot-radius
  • range 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

  • components elementals
  • duration fey

fiends

Dash M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V
3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V 3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V 3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V

S

  • casting time which the spell consumes)For the duration
  • range 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.;Ranger

Dash M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time 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
  • range 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. ;Ranger

Dash granting either immediate or long-term benefits.
• If you cast this spell using 1 action

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Ranger

Dash up to 1 hour;For the duration

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components 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
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

Dash 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

S

  • casting time 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
  • range choose a mood. Fuming

  • components Mirthful
  • duration 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

Dash M;Concentration

S

Dash M;24 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.;Ranger

S

  • casting time acid
  • range mud

  • components snow
  • duration 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

Dash M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time 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
  • range 15 feet high

  • components 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
  • duration 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 M;Concentration

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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. ;Ranger (Fey Wanderer)

smoke object

3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components 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
  • duration 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 M;Concentration

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration 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

Dexterity up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time 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
  • range you can't see what occurs outside it

  • components 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
  • duration 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

Dexterity melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time 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
  • range nor can it restore any missing body parts.;Ranger (TCE)

Dexterity M;Instantaneous;(diamonds worth 300 gp

S;Concentration

  • casting time granting you explosive speed. For the duration
  • range your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
    When you move within 5 feet of a creature or an object that isn’t being worn or carried

  • components it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • duration increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.;Ranger (FToD)

Dexterity up to 1 minute;The billowing flames of a dragon blast from your feet

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another plane 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
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration 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 than the one you're on

the target is banished with a faint popping noise

Dexterity M;Concentration

S

  • casting time 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
  • range 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

  • components they defend themselves from hostile creatures
  • duration 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

Dexterity M;Concentration

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components 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
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Ranger

Dexterity M;1 hour;(a leather strap

S;Concentration

  • casting time 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
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Ranger

Dexterity 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

3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V 3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V 4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V

S;Concentration

Dexterity 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.;Ranger (Gloom Stalker)

S

  • casting time 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
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration 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)

Dexterity M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Ranger

Dexterity M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration 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 M;Concentration

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.
    • If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Ranger (Fey Wanderer)

Earth or one you can describe by stating distance and direction

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration 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

Earth M;Concentration

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

Earth 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

S;Instantaneous;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    terrain and bodies of water
    prevalent plants

  • components minerals
  • duration animals

or peoples
powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.;Ranger
  • range

fey M;Instantaneous;(one piece of ammunition or one thrown weapon)You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save

4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;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 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;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
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
5;Conjure Volley;5th level Conjuration;1 action;150 feet;V 5;Conjure Volley;5th level Conjuration;1 action;150 feet;V

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Ranger (Monster Slayer)

fey M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S

  • casting time up to 1 minute;(a quiver containing at least one piece of ammunition)You transmute your quiver so it produces an endless supply of nonmagical ammunition
  • range which seems to leap into your hand when you reach for it.
    On each of your turns until the spell ends

  • components you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack
  • duration your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession

the spell ends. ;Ranger

fat M;Concentration

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Ranger (Horizon Walker)

fat which the spell consumes)As you cast the spell

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Ranger

fat up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Ranger (Fey Wanderer)

fat but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

fat M;Concentration

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    One effect that charmed or petrified the target
    One curse

  • components including the target's attunement to a cursed magic item
    Any reduction to one of the target's ability scores
    One effect reducing the target's hit point maximum ;Ranger (TCE)
  • duration

fat M;Instantaneous;(diamond dust worth 100 gp

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

fat the healing increases by 1d4 for each slot level above 3rd. ;Cleric (*)(Order)

5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V 5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time 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
  • range you can't see what occurs outside it

  • components 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
  • duration 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

fat melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time which the spell consumes)For the duration
  • range 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.;Cleric (Knowledge)

fat M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time 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
  • range 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 (Nature)

fat granting either immediate or long-term benefits.
• If you cast this spell using 1 action

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Cleric (*)(Forge)

fat up to 1 hour;For the duration

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;Cleric

fat all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time 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
  • range nor can it restore any missing body parts.;Cleric (*)(Life)(Grave)

fat M;Instantaneous;(diamonds worth 300 gp

S

  • casting time recognizes you as the sender if it knows you
  • range 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

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Cleric (*)(Peace)

fat M;1 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

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range 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

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration 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

fat M;Concentration

S

  • casting time 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
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

fat M;Concentration

3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V

S

  • casting time 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
  • range you can ask the corpse up to 5 questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

fat M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S

  • casting time 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
  • range their spectral form appears angelic or fey (your choice). If you are evil

  • components they appear fiendish.
    When you cast this spell
  • duration 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

fat M;Concentration

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration 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

fat up to 1 minute;You call forth spirits of the dead

M;1 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

  • casting time any creature that knows at least one language and can hear the target understands what it says.;Cleric
  • range

fat when the target speaks

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components 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
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Cleric (Death)(Grave)

fat 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

S

  • casting time acid
  • range mud

  • components snow
  • duration 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

fat M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time 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
  • range 15 feet high

  • components 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
  • duration 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 M;Concentration

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Cleric (TCE)(Twilight)
  • range

smoke the aura moves with you

S

  • casting time up to 1 hour;(a bit of bat fur) You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration 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

smoke M;Concentration

3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V 3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another plane 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
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration 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 than the one you're on

the target is banished with a faint popping noise

smoke M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time 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
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    • If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

smoke draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range 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

  • components 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
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;Cleric (Order)

smoke 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

S

  • casting time up to 1 minute;(three nut shells) This spell assaults and twists creatures' minds
  • range 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

  • components 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
  • duration 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

smoke M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range 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

  • components 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
  • duration 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

smoke M;Concentration

S;8 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

  • casting time 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
  • range that effect is instead negated against the target

  • components and the spells ends.;Cleric (*)(Life)(Grave)
  • duration

smoke the target instead drops to 1 hit point

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.
    • If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Cleric (Trickery)

smoke or one you can describe by stating distance and direction

S

  • casting time together worth at least 25 gp
  • range 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

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

smoke M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

smoke 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

4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Compulsion;4th level Enchantment ;1 action;30 feet;V 4;Compulsion;4th level Enchantment ;1 action;30 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;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 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;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
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components 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
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Cleric (*)(War)

smoke M;1 hour;(a leather strap

S;Concentration

  • casting time 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
  • range 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 (Nature)

smoke 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

S;Concentration

smoke 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 (Twilight)

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Cleric (*)(Light)(Life)

smoke

S

  • casting time 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
  • range 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

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Cleric (Tempest)
  • duration

smoke M;Instantaneous;(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

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp) You hide a chest

and all its contents

smoke M;Instantaneous;(an exquisite chest

S

  • casting time 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
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration 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)

smoke M;Concentration

S

  • casting time 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
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S

  • casting time 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
  • range 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

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration 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

can pass through the barrier M;Concentration

4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 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
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 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
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V

S

  • casting time 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
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Cleric (War)

or make a small passage through a wall M;Concentration

S

  • casting time 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
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

or make a small passage through a wall M;Concentration

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Cleric (TCE)(Twilight)

or make a small passage through a wall the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight 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

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration 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 up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S;Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    • If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;Cleric (Death)(Grave)

or you can issue a general command up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and moves with you

S;Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    • If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Cleric (*)(Order)
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V 5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

being heavier than air you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

being heavier than air M;Special;(a tiny piece of matter of the same type of the item you plan to create) You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

being heavier than air M;Concentration

creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage

  • casting time and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.;Cleric (Tempest)
  • range

being heavier than air as well as 5d6 radiant or necrotic damage (your choice)

S

  • casting time up to 1 minute;(holy water or powdered silver and iron)Shimmering energy surrounds and protects you from fey
  • range undead

  • components and creatures originating from beyond the Material Plane. For the duration
  • duration celestials

elementals

fey M;Concentration

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid 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

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Cleric (*)(War)(Light)
  • duration

fey M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

fey it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    One effect that charmed or petrified the target
    One curse

  • components including the target's attunement to a cursed magic item
    Any reduction to one of the target's ability scores
    One effect reducing the target's hit point maximum ;Cleric (*)(Peace)
  • duration

fey M;Instantaneous;(diamond dust worth 100 gp

5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Dawn;5th level Evocation;1 action;60 feet;V 5;Dawn;5th level Evocation;1 action;60 feet;V
5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground 5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground
5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V 5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V

S

  • casting time oils
  • range and incense worth at least 1

  • components000 gp
  • duration which the spell consumes)You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet

and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First

celestials M;Until dispelled;(herbs

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Cleric (War)

celestials M;Concentration

S;Concentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save

a creature takes 4d8 radiant damage

celestials up to 1 hour;You imbue a weapon you touch with holy power. Until the spell ends

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

celestials M;Concentration

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

celestials M;Instantaneous;(incense worth at least 250 gp

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher

celestials the healing increases by 1d8 for each slot level above 5th. ;Cleric (*)(Life)

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

celestials up to 1 minute;You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

celestials M;24 hours;(a jewel worth at least 1

S

  • casting time Consumed) You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(A diamond worth at least 500 gp

5;Hallow;5th level Evocation;24 hours;Touch;V 5;Hallow;5th level Evocation;24 hours;Touch;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V 5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water) You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

curses M;Concentration

S

  • casting time up to 1 hour;(a golden reliquary worth at least 500 gp)You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines the creature's attack 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

  • components the creature shares your initiative count
  • duration 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 6th level or higher

curses M;Concentration

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Cleric (Arcana)

curses which the spell consumes)As you cast the spell

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Cleric (Nature)

curses up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Cleric (Peace)
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

up to 10 minutes;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage

it instead takes no damage if it succeeds on the saving throw.;Cleric (Twilight)

curses distorting and diffusing magical energy within 30 feet of you. Until the spell ends

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Cleric (Twilight)

curses but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S;Concentration

  • casting time razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long
  • range 20 feet high

  • components and 5 feet thick
  • duration or a ringed wall up to 60 feet in diameter

20 feet high

curses up to 10 minutes;You create a vertical wall of whirling

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration 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 M;Instantaneous;(one clay pot filled with grave dirt

5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Summon Celestial;5th-level conjuration;1 action;90 feet;V 5;Summon Celestial;5th-level conjuration;1 action;90 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration 5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
6;Blade Barrier;6th level Evocation;1 action;90 feet;V 6;Blade Barrier;6th level Evocation;1 action;90 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V

S

  • casting time up to 1 day;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

or you can issue a general command M;Concentration

S

  • casting time rare incense
  • range and powdered ruby worth at least 1

  • components000 gp)You create a ward against magical travel that protects up to 40
  • duration000 square feet of floor space to a height of 30 feet above the floor. For the duration

creatures can't teleport into the area or use portals

or you can issue a general command M;1 day;(a sprinkling of holy water

S;Instantaneous;You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw
  • range its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.;Cleric

or you can issue a general command it takes 14d6 necrotic damage

S;Instantaneous;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.

    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;Cleric
  • duration

or you can issue a general command causing it to regain 70 hit points. The spell also ends blindness

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

or you can issue a general command M;Instantaneous;(a gem-encrusted bowl worth at least 1

S;Instantaneous;You beseech an otherworldly entity for aid. The being must be known to you - a god

  • casting time a demon prince
  • range or some other being of cosmic power. That entity sends a celestial

  • components an elemental
  • duration or a fiend loyal to it to aid you

making the creature appear in an unoccupied space within range. If you know a specific creature's name

or you can issue a general command a primordial

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time the spell has no effect.
    You must designate a sanctuary by casting this spell within a location
  • range such as a temple

  • components dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity
  • duration the spell has no effect. ;Cleric

notices secret doors hidden by magic M;Instantaneous;You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Cleric (TCE)

notices secret doors hidden by magic M;Concentration

6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V 6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V
6;Harm;6th level Necromancy;1 action;60 feet;V 6;Harm;6th level Necromancy;1 action;60 feet;V
6;Heal;6th level Evocation;1 action;60 feet;V 6;Heal;6th level Evocation;1 action;60 feet;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V 6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;Word of Recall;6th level Conjuration;1 action;5 feet;V 6;Word of Recall;6th level Conjuration;1 action;5 feet;V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V

S;Concentration

  • casting time which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
    The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the celestial
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    The DM has the celestial's statistics.

    At Higher Levels: When you cast this spell using a 9th-level spell slot

you summon a celestial of challenge rating 5 or lower. ;Cleric

notices secret doors hidden by magic up to 1 hour;You summon a celestial of challenge rating 4 or lower

imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save

  • casting time deafened
  • range and stunned for 1 hour
    • 20 hit points or fewer: killed instantly
    Regardless of its current hit points

  • components a celestial
  • duration an elemental

a fey

notices secret doors hidden by magic a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

notices secret doors hidden by magic in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Cleric

notices secret doors hidden by magic which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

notices secret doors hidden by magic M;Instantaneous;(a forked

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

notices secret doors hidden by magic M;1 hour;(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead creature that has been dead for no more than a century

  • components that didn't die of old age
  • duration and that isn't undead. If its soul is free and willing

the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't

however M;Instantaneous;(a diamond worth at least 1

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed) When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(Mercury

S

  • casting time up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
  • range pantheon

  • components or philosophy is represented by the holy symbol used in the casting.
    You make all decisions about the temple's appearance. The interior is enclosed by a floor
  • duration walls

and a roof

a wall M;24 hours;You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space

7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V 7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V
7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word 7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
7;Resurrection;7th level Necromancy;1 hour;Touch;V 7;Resurrection;7th level Necromancy;1 hour;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V 7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V

S M;Concentration

  • casting time spells can't be cast
  • range summoned creatures disappear

  • components and even magic items become mundane. Until the spell ends
  • duration the sphere moves with you

centered on you.
Spells and other magical effects

a wall up to 1 hour;(a pinch of powdered iron or iron filings) A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

a wall M;Concentration

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

a wall M;Concentration

S

  • casting time up to 1 minute;(a tiny reliquary worth at least 1
  • range000 gp containing a sacred relic

  • components such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws
  • duration and other creatures have disadvantage on attack rolls against them until the spell ends. In addition

when a fiend or an undead hits an affected creature with a melee attack

a wall M;Concentration

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Cleric (TCE)
  • duration

a wall M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

a wall M;Special;(for each creature you affect with this spell

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

S;Instantaneous;A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points

title divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.;Cleric

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

title M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V 8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
8;Holy Aura;8th level Abjuration;1 action;Self;V 8;Holy Aura;8th level Abjuration;1 action;Self;V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Mass Heal;9th level Evocation;1 action;60 feet;V 9;Mass Heal;9th level Evocation;1 action;60 feet;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V

S;Instantaneous;A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed

  • casting time paralyzed
  • range or stunned

  • components the condition ends. If the creature is prone
  • duration it can use its reaction to stand up. This spell has no effect on undead or constructs.;Cleric (TCE)

title frightened

9;Power Word Heal;9th level Evocation;1 action;Touch;V 9;Power Word Heal;9th level Evocation;1 action;Touch;V