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Animate Objects [1/2]

  • casting time Action
  • range 120 feet

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

Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier, for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block, this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid

Bard, Sorcerer Transmutation

Animate Objects [2/2]

  • casting time Action
  • range 120 feet

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

harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.

Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

Bard, Sorcerer Transmutation

Awaken

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

An agate worth 1,000+ GP, which the spell consumes

You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.

The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.

Bard Transmutation

Bigby's Hand [1/3]

  • casting time Action
  • range 120 feet

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

An eggshell and a glove

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.

Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target

Sorcerer Evocation

Bigby's Hand [2/3]

  • casting time Action
  • range 120 feet

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

An eggshell and a glove

must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.

Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass

Sorcerer Evocation

Bigby's Hand [3/3]

  • casting time Action
  • range 120 feet

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

An eggshell and a glove

through it. In addition, its space counts as Difficult Terrain for your enemies.

Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.

Sorcerer Evocation

Cloudkill

  • casting time Action
  • range 120 feet

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

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.

Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The Sphere moves 10 feet away from you at the start of each of your turns.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Sorcerer Conjuration

Commune with Nature

  • casting time 1 minute or Ritual
  • range Self

  • components V, S
  • duration 1 minute

You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.

Choose three of the following facts, you learn those facts as they pertain to the spell's area:

- Locations of settlements
- Locations of portals to other planes of existence
- Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
- The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
- Locations of bodies of water

For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.

Ranger Divination

Cone of Cold

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

A small crystal or glass cone

You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Sorcerer Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Conjure Volley

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

A Melee or Ranged weapon worth at least 1 CP

You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.

Ranger Conjuration

Control Winds [1/2]

  • casting time Action
  • range 300 feet

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

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the

Sorcerer Transmutation

Control Winds [2/2]

  • casting time Action
  • range 300 feet

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

cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Sorcerer Transmutation

Creation [1/2]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Special

A paintbrush

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.

The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.

Materials
Material Duration
Vegetable matter 24 hours
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using a Higher-Level Spell Slot. The Cube increases

Sorcerer Illusion

Creation [2/2]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Special

A paintbrush

by 5 feet for each spell slot level above 5.

Sorcerer Illusion

Dominate Person

  • casting time Action
  • range 60 feet

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

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature, Move over there, or Fetch that object. The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

Bard, Sorcerer Enchantment

Dream [1/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 8 hours

A handful of sand

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a

Bard Illusion

Dream [2/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 8 hours

A handful of sand

Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Bard Illusion

Enervation

  • casting time Action
  • range 60 feet

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

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Sorcerer Necromancy

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Far Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Sorcerer Conjuration

Freedom of the Winds

  • casting time Action
  • range Self

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

A scrap of sailcloth

Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.

When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.

Ranger, Sorcerer Abjuration

Geas

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 30 days

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.

While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

A Remove Curse, Greater Restoration, or Wish spell ends this spell.

Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

Bard Enchantment

Greater Restoration

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Diamond dust worth 100+ GP, which the spell consumes

You touch a creature and magically remove one of the following effects from it:

- 1 Exhaustion level
- The Charmed or Petrified condition
- A curse, including the target's Attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- Any reduction to the target's Hit Point maximum

Bard, Ranger Abjuration

Hold Monster

  • casting time Action
  • range 90 feet

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

A straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Bard, Sorcerer Enchantment

Immolation

  • casting time Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Sorcerer Evocation

Insect Plague

  • casting time Action
  • range 300 feet

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

A locust

Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.

When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.

Sorcerer Conjuration

Legend Lore

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Instantaneous

Incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each

Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.

The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.

If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.

Bard, Draconic Sorcerer Divination

Mass Cure Wounds

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.

Bard Abjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Modify Memory [1/2]

  • casting time Action
  • range 30 feet

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

You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories

Bard Enchantment

Modify Memory [2/2]

  • casting time Action
  • range 30 feet

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

to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).

Bard Enchantment

Planar Binding [1/2]

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

A jewel worth 1,000+ GP, which the spell consumes

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a

Bard Abjuration

Planar Binding [2/2]

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

A jewel worth 1,000+ GP, which the spell consumes

different plane, it returns to the place where you bound it and remains there until the spell ends.

Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

Bard Abjuration

Raise Dead

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

A diamond worth 500+ GP, which the spell consumes

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.

The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Bard Necromancy

Rary's Telepathic Bond

  • casting time Action or Ritual
  • range 30 feet

  • components V, S, M
  • duration 1 hour

Two eggs

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.

Bard Divination

Scrying [1/2]

  • casting time 10 minutes
  • range Self

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

A focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target Is... Save Modifier
Secondhand (heard of the target) +5
Firsthand (met the target) +0
Extensive (know the target well) -5
You Have the Target's... Save Modifier
Picture or other likeness -2
Garment or other possession -4
Body part, lock of hair, or bit of nail -10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.

On a failed

Bard Divination

Scrying [2/2]

  • casting time 10 minutes
  • range Self

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

A focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.

Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Bard Divination

Seeming

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 8 hours

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.

A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Bard, Sorcerer Illusion

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Skill Empowerment

  • casting time Action
  • range Touch

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

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice, until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Bard, Sorcerer Transmutation

Steel Wind Strike

  • casting time Action
  • range 30 feet

  • components S, M
  • duration Instantaneous

A Melee weapon worth 1+ SP

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Ranger Conjuration

Summon Dragon

  • casting time Action
  • range 60 feet

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

An object with the image of a dragon engraved on it worth 500+ GP

You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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 allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Draconic Sorcerer Conjuration

Swift Quiver

  • casting time Bonus Action
  • range Self

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

A Quiver worth 1+ GP

When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.

Ranger Transmutation

Synaptic Static

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Bard, Sorcerer Enchantment

Telekinesis [1/2]

  • casting time Action
  • range 60 feet

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

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.

If

Sorcerer Transmutation

Telekinesis [2/2]

  • casting time Action
  • range 60 feet

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

the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Sorcerer Transmutation

Teleportation Circle [1/2]

  • casting time 1 minute
  • range 10 feet

  • components V, M
  • duration 1 round

rare inks worth 50+ GP, which the spell consumes

As you cast the spell, you draw a 5-foot-radius 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, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil

Bard, Sorcerer Conjuration

Teleportation Circle [2/2]

  • casting time 1 minute
  • range 10 feet

  • components V, M
  • duration 1 round

rare inks worth 50+ GP, which the spell consumes

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 365 days.

Bard, Sorcerer Conjuration

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Tree Stride

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, 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, as part of the move used to enter the tree, 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, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.

Ranger Conjuration

Wall of Light [1/2]

  • casting time Action
  • range 120 feet

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

A hand mirror

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends,

Sorcerer Evocation

Wall of Light [2/2]

  • casting time Action
  • range 120 feet

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

A hand mirror

you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Sorcerer Evocation

Wall of Stone [1/2]

  • casting time Action
  • range 120 feet

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

A cube of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must,

Sorcerer Evocation

Wall of Stone [2/2]

  • casting time Action
  • range 120 feet

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

A cube of granite

however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Sorcerer Evocation

Wrath of Nature [1/2]

  • casting time Action
  • range 120 feet

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

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in

Ranger Evocation

Wrath of Nature [2/2]

  • casting time Action
  • range 120 feet

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

the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Ranger Evocation

Yolande's Regal Presence

  • casting time Action
  • range Self

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

A miniature tiara

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Bard Enchantment

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