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Wormhole

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

A 5-foot radius wormhole centered on a point you touch opens from one side of the object to the other. Until the end of your next turn, creatures can see and move through the wormhole as if it was empty space. The structural integrity of the object is unaffected by this spell.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases to 1 minute, when it is cast using a spell slot of 6th level or higher, the duration of the spell increases to 10 minutes.

Bard, Druid Conjuration

Weakening Hex

  • casting time 1 bonus action
  • range 90 feet

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

a lit tallow candle

You place an exhausting hex on a creature of your choice you can see within range. Until the spell ends, the creature subtracts a d4 from its damage rolls on weapon attacks, and it has disadvantage on attacks of opportunity.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Cleric, Druid, Warlock Enchantment

Water Whips

  • casting time 1 action
  • range Self

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

You create a 15-foot length of whip-like water originating from one of your free hands. A whip is considered a weapon with the following statistics: [1d8 bludgeoning, reach, simple, one-handed, light], and uses your spellcasting ability modifier for attack and damage rolls.

While a hand is engulfed in a whip, it cannot hold anything else, but can perform the somatic components of spells. Until the spell ends, you can use your bonus action to dismiss a whip, causing it to vanish. Alternatively, you can use a bonus action while the spell persists to form a new whip in a free hand.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, a whip deals an extra 1d8 damage. When you use a spell slot of 7th level or higher, the extra damage increases to 2d8.

Druid, Sorcerer, Warlock Evocation

Uproar

  • casting time 1 action
  • range Self (15- foot radius sphere)

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

A cacophony of animalistic shrieks and roars echo around you in 15-foot radius sphere. Until the spell ends, the sphere moves with you, centered on you, and when a creature other than you enters the radius for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one.

In addition, creatures in the radius (including you) cannot be put to sleep.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 damage for each slot level above 2nd.

Druid, Ranger Evocation

Unforeseen Preparations

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 10 minutes

You see a flash of possible futures, allowing you to prepare spells more efficiently. For the spell’s duration, when you take the Ready action to cast a spell, you do not need to concentrate on the spell you are readying, and you do no expend its spell slot until you take the Ready action. This spell ends immediately after you expend a spell slot as part of a Ready action.

Artificer, Sorcerer, Wizard Divination

Thunder Veil

  • casting time 1 action
  • range Self

  • components V
  • duration 10 minutes

Ripples of thunder silently form into a suit of armor around you. The next time you are hit by a melee attack while the spell persists, the attacker must make a Constitution saving throw. On a failed save, the attacker takes 3d8 thunder damage and is deafened until the end of your next turn. On a successful save, it takes half as much damage and is not deafened. The spell then ends. Until the spell ends, you are immune to the deafened condition.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid, Ranger, Sorcerer Abjuration

Space Step

  • casting time 1 action
  • range 5 feet

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

a piece of clay shaped into a donut

You grant a willing creature the ability to briefly step though the boundaries of space. Until the spell ends, the target can use a bonus action to teleport up to 10 feet to an unoccupied space it can see.

In addition, you can use your bonus action to
teleport a willing creature within 5 feet of you to an unoccupied space you can see within 10 feet of you.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can target an additional creature for every slot level above 2nd.

Druid, Sorcerer, Wizard Conjuration

Soul Siphon

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You draw the life from a creature of your choice you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. If the target drops to 0 hit points as a result of this spell’s damage, you regain hit points equal to the damage dealt.

If the target is undead, it takes radiant instead of necrotic damage, and you do not regain hit points if the target drops to 0 hit points.

At higher levels: When you cast this spell using a spell slot of 3th level or higher, the damage increases by 1d8 for each slot level above 2nd.

Cleric, Sorcerer, Warlock, Wizard Necromancy

Sonar

  • casting time 1 action
  • range Self

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

a dolphin tooth

Imperceptible sonic waves radiate off you. Until the spell ends, you have blindsight (echolocation) to a range of 30 feet, or 60 feet if you are underwater. You cannot use this blindsight if you are deafened.

Druid, Ranger Divination

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Soothing Warmth

  • casting time 10 minutes (ritual)
  • range 10 feet

  • components V, S, M
  • duration 4 hours

10 copper pieces arranged around the fire, consumed

The light of a fire reinvigorates creatures who rest nearby. When a creature expends a hit die during a short rest to regain hit points after spending the entire duration of the rest within 25 feet of the target fire, it regains extra hit points equal to 1d8 + your spellcasting ability modifier. The spell ends early if the targeted flame is extinguished.

Cleric, Druid, Ranger Evocation

Slug Skin

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a dried slug

You are covered by a viscous membrane of mucous excreted from your skin. When you first cast this spell, choose either Slick or Stick. You gain the following benefits based on your choice.
• Slick. You have advantage on ability checks or saving throws to escape grapples and restraints, and you have disadvantage on ability checks and saving throws to make and maintain grapples.
• Stick. You have advantage on ability checks and saving throws to make and maintain grapples, and you have disadvantage on ability checks or saving throws to escape grapples and restraints.
Until the spell ends, you can switch the effect to the other option as a bonus action.

Druid, Ranger, Sorcerer Transmutation

Signal Smoke

  • casting time 1 minute (ritual)
  • range 10 feet

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

a piece of cloth

You alter the smoke of an open flame to carry a message. When you first cast this spell, chose any number of creatures who are familiar to you. Until the spell ends, while you are within the range of the target you can speak up to 20 words on each of your turns. If a chosen creature sees the smoke from the fire, they learn the words spoken for that turn. To any other creature, the smoke appears mundane. This spell does not change the amount of smoke a fire gives off or offer the smoke protection against environmental factors such as wind or rain.

Druid, Ranger Transmutation

Shown Fear

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 10 minutes

Your touch awakens a deep, primordial sense of self-preservation within creature of your choice within range. Make a melee spell attack against the target. On a hit, it loses immunity to the frightened condition until the spell ends. The target can use its action to make a Charisma saving throw if it is not currently frightened. On a successful save, the spell ends.

Bard, Cleric, Paladin, Warlock Enchantment

Shadow Path

  • casting time 1 action (ritual)
  • range Self (30- foot line)

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

A path of illusory shadows extends from your feet in a 30-foot long, 5-foot wide path. Until the spell ends, you and up to 3 creatures of your choice can move along the path as if it were solid ground. Creatures and objects other than you and the chosen creatures pass harmlessly through the path.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the length of the path increases by 10 feet for each slot level above 2nd.

Sorcerer, Warlock, Wizard Illusion

Seismic Shudder

  • casting time 1 action
  • range Touch

  • components V
  • duration Instantaneous

Powerful vibrations rock the target. It must make a Constitution saving throw. On a failed save, it takes 4d6 thunder damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and is not stunned.

If the target is an object, it takes an extra 4d4 thunder damage on a failed save.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Artificer, Ranger Transmutation

Scapegoat

  • casting time 10 minutes
  • range 5 feet

  • components V, S, M
  • duration 8 hours

1 gold piece, placed inside the target doll, consumed

The target doll animates and conceals itself within your garb. The first time you or a spell you cast with a range of self is targeted by a dispel magic spell during this spell’s duration, the dispel magic spell fails and has no effect if it was cast with a 3rd-level or lower spell slot. The doll is then destroyed, and this spell ends.

If the dispel magic was cast with a 4th-level spell slot or higher, make an ability check using your spellcasting ability modifier. The DC equals 10 + the dispel magic’s level. On a success, the dispel magic fails and has no effect. The doll is then destroyed, and this spell ends.

Sorcerer, Wizard Abjuration

Rotten Spear

  • casting time 1 action
  • range Self (15- foot line)

  • components S, M
  • duration Instantaneous

a small bundle of rotten wood fragments

A spear of rotting wood and thorns bursts from your palm in a 15-foot line in a direction of your choice. The first creature hit in the line must succeed on a Dexterity saving throw or take 1d12 piercing damage and 3d8 necrotic damage. On a successful save, the creature takes half as much damage.

If the creature fails the saving throw and was within 10 feet of you, you can choose to move yourself straight away from the creature a number of feet equal to the difference between 15 feet and its distance from you (minimum of 0 feet).

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each slot level above 2nd.

Druid, Ranger Necromancy

Repulsion Barrier

  • casting time 1 bonus action
  • range Self

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

Pulsing force surrounds you, pushing against creatures nearby. Until the spell ends, any creature that ends its turn within 5 feet of you must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you in a straight line.

Sorcerer, Wizard Abjuration

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Ray of Rigidity

  • casting time 1 action
  • range 30 feet

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

A sickly green bolt of energy flies from your palm toward a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the creature does not add its Dexterity ability modifier when calculating its AC for the spell’s duration. This change cannot reduce the target’s AC below 10.

The target can make a Constitution saving throw at the end of each of its turns, ending the spell on a success.

Bard, Druid, Sorcerer, Warlock, Wizard Necromancy

Mycelial Feelers

  • casting time 1 action
  • range 30 feet

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

A thin network of near invisible fungus mycelia spreads over a solid surface you can see in a 20-foot radius centered on a point of your choice. Until the spell ends, you are alerted when a tiny or larger creature touches the surface the mycelia. The alert awakens you if you are sleeping. You learn the creature’s size, how many legs it has, and if it is wearing or carrying metal.

The mycelia are invisible to creatures unless they succeed on an Intelligence (Investigation) ability check against your spell save DC, or it’s passive Intelligence (Investigation) skill is higher than your spell save DC. It has advantage on this check if it saw you cast the spell.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Druid Conjuration

Moonlight

  • casting time 1 action
  • range Touch

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

a lit torch and gently powdered ball

An object you touch emits a gentle silver light for the spell’s duration. Until the spell ends, the object sheds dim light in a 60-foot radius. Completely covering the object with something opaque blocks the light. If a creature with lycanthropy ends its turn in the light, it must make a Charisma saving throw. On a failed save, it is polymorphed into its hybrid form and cannot change back until the spell ends.

If a creature polymorphed in this way ends its turn outside of the light, it can make a Charisma saving throw. On a successful save, it can polymorph normally again.

Cleric, Druid, Ranger Evocation

Mold the Flesh

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a lump of clay

You shape the flesh of a willing creature of your choice within range into a new form until the spell ends. The size category of the creature cannot change, but all other features such as pigment color, hair style, weight, sex, voice, and race are shaped to your desire. The target’s game statistics do not change, and the new form must have the same general arrangement of limbs.

The target’s nonmagical equipment and clothes are unaffected by this change, and the target returns to its normal form when the spell ends.

This spell cannot be ended by dispel magic and has no effect on a shapechanger. A remove curse spell cast on the target ends the spell early.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Druid, Wizard Transmutation

Magic Mirror

  • casting time 1 reaction, in response to being targeted by a ranged spell attack cantrip
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a small length of silver cord

A gilded mirror interposes itself between you and a magic projectile. You are unaffected by the attack if it would hit, and the spell is reflected back at the caster as if it originated from you, turning the caster into the target. The reflected spell uses the same attack roll as the original.

At higher levels. When you cast this spell using a higher-level spell slot, you can reflect higher level spells. To reflect a spell, this spell must be cast at 2 spell slot levels or higher than the base spell slot level of the triggering spell.

Bard, Sorcerer, Wizard Abjuration

Lightspeed Dash

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 10 minutes

Your touch grants a creature the ability to briefly transmute its body to light when it moves. When the target takes the dash action on its turn, it can choose to become light for the duration of its movement, it takes another action, or its turn ends.

While moving in this way, it has resistance to nonmagical bludgeoning, piercing, and slashing damage, it can move through other creature’s space, and when it moves through a creature’s space, that creature must make a Dexterity saving throw. On a failed save, it takes 1d4 radiant damage. A creature can only take damage in this way once per turn.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for every slot level above 2nd.

Sorcerer, Warlock, Wizard Transmutation

Killian's Muzzle

  • casting time 1 action
  • range 30 feet

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

a small length of silver cord

Arcane cord lashes from your hand to muzzle a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the cords bind the target’s mouth until the spell ends. While its mouth is bound by this spell, a creature cannot make an attack with its mouth, and if it uses a breath weapon, the breath weapon’s size is reduced by 5 feet.

A muzzled creature can use its action to make a Strength saving throw, breaking the bindings and ending the spell on a success.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the breath weapon of a muzzled creature is reduced by an additional 5 feet for each slot level above 2nd.

Bard, Warlock, Wizard Conjuration

Inexorable

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 10 minutes

a bonsai tree

Mediocrity is created in the future of a willing creature of your choice you can see within range. Once per turn, until the spell ends, when the target would roll any number of d6s, d8s, d10s, or d12s, it can instead choose to make each dice equal to its average (rounded up). It must make this choice before it rolls any of the dice.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer, Druid, Sorcerer, Wizard Divination

Immutable

  • casting time 1 action
  • range 30 feet

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

a stone

You seal a willing creature of your choice’s fundamental biological makeup. Until the spell ends, the target is unaffected by spells and other magical effects that would alter its form, such as polymorph, Wildshape or lycanthropy.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Sorcerer, Warlock, Wizard Transmutation

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Ice Sheen

  • casting time 1 bonus action
  • range 120 feet

  • components S
  • duration 1 hour

A 30-foot square sheet of ice forms over a solid surface centered on a point of your choice within range, spreading around corners. Each 5-foot square of ice has an armor class of 13 and hit points equal to double your spellcaster level. Area-of-effect spells that deal fire damage, such as fireball, deals damage to the ice. When a creature ends its turn on the ice or moves onto it for the first time on its turn, it must succeed on a Dexterity saving throw or fall prone.

Each creature that starts its turn prone on the ice it takes 1d8 cold damage. If an effect moves a creature on the ice, it slides an extra 10 feet or to the edge of the ice sheet, whichever is shorter.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid, Sorcerer, Wizard Conjuration

Hydroplane

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a flying fish scale

You create a glider of water and move up to 60 feet in a straight line. You are considered both flying and swimming during this movement. If you cast this spell while completely submerged, the distance you can move becomes 90 feet. Creatures have disadvantage on opportunity attacks against you during this movement.

Druid, Range Conjuration

Heighten Beast

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a handful of coffee beans

A beast you touch is enhanced by fey magic. For the duration, its natural weapons deal magic damage and its Intelligence ability score becomes 11, unless it is already higher. You can end this spell early as a bonus action.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional beast for each slot level above 2nd.

Druid, Ranger Enchantment

Hedge of Protection

  • casting time 1 action
  • range 30 feet

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

A 5-foot thick, 10-foot tall, vibrantly colored and bushy hedge wall appears in ring at the edge of a 15-foot radius centered on a solid surface of your choice for the duration. The hedge lightly obscures anything being viewed through it, and a creature moving through its space must expend an extra 2 feet of movement for every foot it travels. If any portion of the hedge is not supported by a solid surface, that portion vanishes early, leaving a gap in the ring.

Each creature completely inside of the ring adds +1 to its AC and saving throws. Until the spell ends, you can use a bonus action to thicken the hedge, heavily obscuring anything seen through it until the start of your next turn.

Cleric, Druid, Paladin, Ranger Conjuration

Gravitational Pull

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

You create a small gravitational anomaly in your space, pulling up to 3 creatures of your choice that you can see within range toward you. Each creature must make a Strength saving throw. On a failed save, it is moved in a straight line 15 feet closer to you.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can choose an additional creature for every slot level above 2nd.

Cleric, Druid, Paladin, Ranger Transmutation

Force Attunement

  • casting time 1 action
  • range 10 feet

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

a piece of fulgurite worth at least 50 gp

A creature of your choice within range who is holding an item that they can and wish to attune to begins rapidly attuning with that item. If you maintain concentration for on this spell for its entire duration, the creature immediately attunes to the item. If the target creature is already attuned to the maximum number of items, it chooses one item to become unattuned to.

The spell fails and immediately ends if you or the target start a turn more than 10 feet apart.

If the item is sapient and unwilling, or the object is attuned to another creature, the object or creature attuned to it makes a Charisma saving throw. On a successful save, the spell fails and the object cannot be attuned to a creature through this spell for 24 hours.

Artificer, Cleric, Wizard Transmutation

Flux

  • casting time 1 action
  • range Self (90-foot cone)

  • components V, S
  • duration Instantaneous

A blast of concussive force in a 90-foot cone issues from your palm in a direction you choose. Each creature in the cone must make a Strength saving throw. A creature takes 2d6 force damage and is knocked prone on a failed save.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an extra 1d6 force damage for each slot level above 2nd.

Artificer, Sorcerer, Wizard Evocation

Flesh of Holding

  • casting time 1 action
  • range Self

  • components S, M
  • duration 8 hours

a small leather pouch

You trace your finger in a straight line up to a foot long at a point on your body. Until the spell ends, you can open up the place you traced, revealing a fleshy pocket dimension. The mouth of the pocket dimension can be opened to a radius equal to the length of the traced line. The pocket can hold up to 65lbs worth of objects, and objects it contains do not count against your carry capacity.

If a creature other than you attempts to open the pocket, it must succeed on a contested Strength (Athletics) check against you. You can choose to lose this contest.

It takes an action to remove up to 3 objects from the pocket, and when the spell ends, the contents of the pocket are thrown out into the space around you. If you cast this spell again before the duration ends, the duration resets to 8 hours.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the pocket dimension can hold 15 extra pounds worth of objects for each slot level above 2nd.

Bard, Druid, Sorcerer Transmutation

Fire Fist

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Instantaneous

a piece of charred paper

A fist shaped blast of concussive fire lashes out at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 5d6 fire damage and must succeed on a Strength saving throw or be knocked prone.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Bard, Druid, Sorcerer Evocation

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Empyrean Clapperclaw

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

7 dark red claws extend from your hand as you slash at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 7d4 psychic damage and you gain temporary hit points equal to half the damage dealt.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for every slot level above 2nd.

Paladin, Ranger, Sorcerer, Warlock Evocation

Elemental Arrow

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack during this spell’s duration, the ammunition is infused with elemental power, dealing an extra 3d8 acid, cold, fire, lightning, or thunder damage, your choice. The spell then ends.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Artificer, Druid, Ranger Evocation

Draw Disease

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 7 Days

an empty, corked vial

Your touch draws a non-magical disease from a willing creature and contains it within the vial. The target is cured of the disease, and the disease is kept viable in the vial for the duration.

As an action while you are holding the vial, you can touch a willing creature and inoculate it against the disease the vial contains. An inoculated creature has advantage on saving throws to resist contracting the disease for the next 30 days, and the disease in the vial is destroyed.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the you can inoculate 1 additional creature before the disease within the vial is destroyed for each slot level above 2nd.

Cleric, Druid Necromancy

Decay

  • casting time 1 action
  • range 30 feet

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

A fetid breeze caresses a creature of your choice within range. The target must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage and afflicted by this spell for its duration. On a successful save, it takes half as much damage and the spell ends.

A creature afflicted by this spell takes 1d8 necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the spell on a success.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Cleric, Druid Necromancy

Creeping Dread

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour

A creeping feeling of dread washes over each creature in a 10-foot radius sphere centered on a point you can see within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Each creature in the area you did not designate must make a Wisdom saving throw. On a failed save, the sensation of dread stays with it, giving it disadvantage on saving throws against being frightened. On a successful save, the dread passes and it suffers no other effects.

When a creature that was not designated ends its turn within 5 feet of a creature affected by this spell, it must succeed on a Wisdom saving throw or also be affected by it until the spell ends.

A creature is unaffected by this spell if it is immune to the frightened condition. You can end this spell early as a bonus action.

Bard, Cleric, Paladin, Warlock Enchantment

Cradle of Constellations

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 10 minutes

a small star sapphire

A 15-foot radius sphere of dim light speckled with star motes appears at a point of your choice within range. Until the spell ends, when a creature starts its turn in the radius, you can cause the star motes to give the creature temporary hit points equal to 1d6 + your spellcasting ability modifier (no action required). The area disappears and the spell ends when 20 or more temporary hit points have been given.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell can grant an extra 10 temporary hit points for each slot level above 2nd.

Bard, Cleric, Druid Abjuration

Contaminating Curse

  • casting time 1 bonus action
  • range 90 feet

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

a tallow candle wrapped in a handkerchief

You place a virulent curse on a creature of your choice you can see within range. Until the spell ends, the creature loses its resistance and immunity to poison damage.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Cleric, Druid, Warlock Enchantment

Constellation of Acceleration

  • casting time 1 action
  • range Self (15-foot radius sphere)

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

a feather soaked in ginger

A constellation symbolizing speed appears in a 15-foot radius sphere around you as you name a willing creature you can see. Until the spell ends, the constellation moves with you, centered on you. If the named creature starts its turn in the area, its movement speed is increased by 10 feet until the end of its turn. If the named creature makes a ranged weapon or spell attack while in the sphere, the range of the attack is doubled.

In addition, when a creature other than the named creature starts its turn in the area, you can use your reaction to grant it the same benefits as the named creature until the end of its turn.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can name an additional creature for every slot level above 2nd.

Artificer, Wizard Transmutation

Caustic Tether

  • casting time 1 action
  • range 15 feet

  • components S
  • duration Concentration, up to 1 minute

You conjure a length of elastic ooze attached to a point of your choice on solid surface within range that lashes out at a creature of your choice within 30 feet of the targeted point. The creature must succeed on a Dexterity saving throw. On a failed save, it is hit by the ooze, grappled, and at the start of its turn must succeed on a Constitution saving throw or take 5d4 acid damage. A creature grappled by this spell can use its action to make a Strength check against your spell save DC. On a successful check, it destroys the tether and ends the grapple. On a failed check, it takes 5d4 acid damage.

Until the spell ends, you can use an action to move the creature 10 feet closer to the point the tether is attached to.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional tether from the same point but targeting a different creature for each slot level above 2nd.

Sorcerer, Warlock, Wizard Conjuration

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Burr Patch

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 8 hours

a piece of cloth

The ground in a 30-foot radius centered on a point of your choice within range sprouts numerous burr-covered shrubs. The area becomes difficult terrain for the duration. When a creature moves into or within the area it must succeed on a Dexterity saving throw, or burrs adhere to it.

Until the spell ends, you have advantage on Wisdom (Perception) checks to detect any creature with burrs adhered to it, and you are magically aware of its direction, but not distance, in relation to you.

A creature with burrs or another creature that can reach it can make an Intelligence (Investigation) ability check over the course of a minute against your spell save DC, finding and remove the burrs on a success.

Druid, Sorcerer, Warlock Conjuration

Briar Viper

  • casting time 1 bonus action
  • range Self (10 feet)

  • components V, S
  • duration 1 minute

You conjure a length of swaying, thorny vines with the head of a viper around yourself. When you cast this spell, you can make a melee spell attack with the vine against a creature within 10 feet of you. On a hit, the target takes 1d4 piercing damage and must make a Constitution saving throw. On a failed save, the creature takes 2d4 poison damage. On a successful save, it has advantage on saving throws made against this spell for its duration.

Until the spell ends, you can repeat the attack as a bonus action on your turn.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d4 for each slot level above 2nd.

Druid Conjuration

Body Link

  • casting time 1 reaction, in response to a creature within range making a saving throw, or in response to you making a saving throw
  • range 15 feet

  • components S
  • duration Instantaneous

You briefly connect your life to a willing creature of your choice within range when one of you is in danger. Until the end of the turn, the target can use your saving throw bonuses when it makes a save, and you can use its saving throw bonuses when you make a save.

When a creature affected by this spell succeeds on a saving throw, the other creature gains 1d6 temporary hit points.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by 1d6 for each slot level above 2nd.

Bard, Cleric, Druid Abjuration

Blinding Radiance

  • casting time 1 action
  • range Touch

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

a pouch of broken mirror shards

A creature you touch is wreathed in a thin veneer of brilliant golden light. For the spell’s duration, it sheds bright light in a 5-foot radius, dim light for an additional 5 feet beyond that, and when a creature ends its turn in the light, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Cleric, Druid, Paladin, Warlock Evocation

Acid Rain

  • casting time 1 minute
  • range 120 feet

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

a vial of sulfur

You conjure a steady fall of acidic rain in a 30-foot radius, 50-foot-tall cylinder centered on a point of your choice you can see within range for the spell’s duration. Objects that being worn or carried and creatures in the area take 1d4 acid damage at the start of each of your turns.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Artificer, Warlock, Wizard Conjuration

Vermin Caller

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration 1 hour

You conjure demons in the form of a swarm of bats, swarm of rats, or swarm of ravens. Each swarm is also considered a fiend, and it vanishes into ash when it drops to 0 hit points or the spell ends.
The summoned swarm is friendly to you and your allies, and has its own turn, which is just after yours in initiative. It obeys any verbal commands you give it, (no action required by you). If you don’t issue any commands, it will seek out and attack the creature nearest to it that isn’t one of your allies.

The GM has the swarm’s statistics.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you summon an additional swarm for each slot level above 2nd. If you cast the spell using a spell slot of 5th or higher, the swarm’s attacks deal magic damage.

Druid, Ranger, Warlock Conjuration

Killer's Striker

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, murderous intent augments your strength, and the attack deals 2 extra die of weapon damage to the target.

If you were hidden from the hit creature when you made the attack, you can re-roll each damage die once, taking either result.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Paladin, Ranger Transmutation

Undead Embrace

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

The horrors of undeath are inflicted on a creature of your choice you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 2d6 necrotic damage and its type becomes undead for the spell’s duration. On a successful save, it takes half as much damage and its type doesn’t change. This spell has no effect on constructs or undead.

The creature can use an action to repeat the save, returning its type to normal and ending the spell on a success.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Cleric, Druid, Warlock, Wizard Necromancy

Gravekeeper's Lantern

  • casting time 1 bonus action
  • range 5 feet

  • components V, S, M
  • duration 1 hour

a pouch of phosphorous and consecrated soil

A ghostly-green lantern appears at the target, functioning like a physical object for the duration. The lantern can function in all environments, such as underwater, sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The creature holding the lantern can the turn the light on or off as an action.

In addition, an incorporeal creature (such as a ghost or invisible stalker) in the lantern’s bright light radius loses its damage resistance and damage immunity to non-magical bludgeoning, piercing, and slashing damage, as its form is condensed.

Cleric, Paladin, Ranger, Warlock Conjuration

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Tails of Nine

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

The blood from your palm fuses into a black and crimson cat o’ nine tails in your hand. This magic flail lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 4d4 + your spellcasting ability modifier necrotic damage on hit, and has the finesse and light properties. A creature hit by the flail can’t regain hit points until the start of your next turn.

If you drop the flail or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the flail to reappear in your hand.

Cleric, Paladin, Ranger, Warlock Necromancy

Serrated Arrows

  • casting time 1 action
  • range Self (150 feet)

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

A streak of blood coats your projectiles midflight, giving them vicious barbs. Until the spell ends, when you hit a creature with a ranged weapon attack that used a piece of ammunition, the ammunition imbeds itself into the hit target. A creature with at least one piece of ammunition imbedded into it takes 1d4 necrotic damage at the start of its turns.
As a bonus action, you can call each piece of imbedded ammunition within 150 feet of you back into your pouch or quiver, ripping the ammunition from its target and recovering it. When a piece of ammunition is ripped out of a target, it takes 1d6 necrotic damage.
A creature can use its action to make a Wisdom (Medicine) check against your spell save DC, safely removing a piece of imbedded ammunition on a success. On a failed check, the ammunition is ripped out.
Any arrows imbedded in a creature when the spell ends fall harmlessly to the ground.

Ranger, Warlock Necromancy

Scorn Thine Flesh

  • casting time 1 action
  • range 90 feet

  • components V
  • duration 1 minute

Each target takes 1d6 psychic damage. Once during the spell’s duration, when a target makes an attack roll, ability check, or saving throw, and has at least one source of disadvantage, it can choose to ignore one source of disadvantage for that roll. It must make this choice before it makes the attack roll, ability check, or saving throw.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, each target can use the effect twice. When you use a spell slot of 6th level or higher, each target can use the effect three times.

Cleric, Paladin, Warlock Divination

Septic Hex

  • casting time 1 bonus action
  • range 90 feet

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

a jar of waste and other rotten material

You place a curse on a creature of your choice you can see within range, poisoning its blood. Until the spell ends, when the target fails a Constitution saving throw, it takes 2d6 poison damage and is poisoned until the end of its next turn.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At higher levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Druid, Warlock Enchantment

Scarlet Step

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You attempt to teleport by reconstituting your being from the form of another creature, appearing to step out of its body. Choose a creature within range that is your size or larger. The target must make a Constitution saving throw. On a failed save, it takes 3d6 necrotic damage and you teleport to an unoccupied space of your choice within 5 feet of it. On a successful save, the target takes half as much damage, and you don’t teleport.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.

Warlock Conjuration

Sanguine Spiral

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Instantaneous

blood-soaked twine tightly wound around a spool

You conjure and hurl a 5-foot wide spiral of blood from your palm in a direction of your choice. The spiral travels up to 60 feet in a straight line or until it collides with a solid object, such as a wall or tree. If the spiral would hit a creature as it travels, the creature must make a Dexterity saving throw. On a successful save, it avoids the spiral and takes no damage. On a failed save, it takes 1d6 piercing damage and an amount of necrotic damage depending on how many creatures have already taken damage from the spell.
Number of Creatures Damaged Damage Dice
0 2d12
1 2d10
2 2d8
3 2d6
4 2d4
The spiral dissipates immediately after it deals damage to four different creatures, ending the spell.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage dealt increases by one dice of the appropriate type for each slot level above 2nd.

Warlock Evocation

Sacred Fortitude

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration 1 minute

You strengthen the resolve of a creature you can see within range when its body is healed. Until the spell ends, when the creature regains hit points from a spell, it also gains temporary hit points equal to half of your spellcasting ability modifier (rounded up) for each die in the healing spell. If the healing spell has no dice, it is considered 1 for every 10 hit points regained.

All remaining temporary hit points granted by this spell are reduced to 0 when it ends.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd.

Cleric, Paladin Necromancy

Hemotonic Chains

  • casting time 1 action
  • range 60 feet

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

a pouch of iron shavings

Bloody iron chains spring into existence and bind a creature of your choice you can see within range. The target must succeed on a Strength saving throw or be bound by the chains and restrained for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a successful save, the chains vanish and spell ends on the target. If the target teleports, the chains teleport with them.

At higher levels. When you cast this spell using a spell slot of 3th level or higher, you can target an additional creature for each slot level above 2nd.

Cleric, Paladin Necromancy

Fissure

  • casting time 1 action
  • range 90 feet

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

a dried piece of leather split in half, consumed

You attempt to split open a creature’s flesh, dealing damage and leaving it vulnerable to attack. Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 4d4 necrotic damage, and the next time it is hit with a weapon attack during the spell’s duration, the attack becomes a critical hit, and the spell ends. On a successful save, the target takes half as much damage and the spell ends. The creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for each slot level above 2nd.

Sorcerer, Warlock, Wizard Necromancy

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Crimson Molotov

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration Instantaneous

a drop of blood and a glass vial or jar, consumed

You hurl a jar of blood charged with necrotic energy at a point of your choice within range, exploding into soul-rotting fragments. Each creature in a 15-foot radius sphere centered on the point must make a Dexterity saving throw. It takes 5d4 necrotic damage on a failed save, or half as much on a successful one.

The jar’s trajectory follows the normal laws of physics, allowing it to be thrown in an arc over obstacles if the target is within range.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 2d4 for each slot level above 2nd.

Artificer, Bard, Warlock Necromancy

Blood-Tempered Clay

  • casting time 1 action
  • range 15 feet

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

A dusting of reddish clay covers up to three creatures of your choice you can see within range, hardening when mixed with its blood. At the end of a turn during which a target took damage, it gains 1d6 temporary hit points.

All remaining temporary hit points granted by this spell are reduced to 0 when it ends.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd.

Druid, Wizard Abjuration

Blood Barbs

  • casting time 1 action
  • range Self

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

Hook shaped tendrils of blood sprout from your fingertips, digging into the body of a creature you hit. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d8 + your spellcasting ability modifier piercing damage. If the target is a size you can grapple, you grapple it. Otherwise, it takes an extra 2d8 necrotic damage and the spell ends. If you miss the attack, you can repeat it as an action until you hit or the spell ends.

While a creature is grappled by this spell, it takes 1d8 necrotic damage at the start of each of your turns, and you have advantage on (Strength) Athletics checks to maintain the grapple. If the grapple ends before the spell does, the target takes 2d8 necrotic damage and the spell ends.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage dealt on hit increases by 1d8 for each slot level above 2nd.

Druid, Warlock, Wizard Necromancy

Tactical Swap

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You and a willing creature of your choice within range swap spaces. If you and the target are the same size, and at least one of you is grappled or restrained by a physical object, the creature who swaps places with that creature is subjected to the same effects after the teleport.

Druid, Warlock, Wizard Conjuration

Siege Breaker's Hammer

  • casting time 1 action
  • range Touch

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

a salt lick

A weapon you touch is sheathed in the image of an immense spectral hammer. For the spell’s duration, the weapon deals double damage to objects and structures.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can target an additional weapon for every slot level above 2nd.

Artificer, Paladin, Wizard Evocation

Purify Evil

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a vial of holy water

A nova of holy light floods a 15-foot radius sphere centered on a point of your choice you can see within range. Each fiend and undead in the area must succeed on a Wisdom saving throw or take 3d8 radiant damage. A creature takes half as much damage on a successful save.

If a creature in the area is possessed by a fiend or undead, its possessor must succeed on Wisdom saving throw, or else the possession ends. The possessor then moves to an unoccupied space of its choice within 5 feet of the creature.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Cleric, Paladin, Wizard Evocation

Lancing Smite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Until the spell ends, a spear of radiance shimmers around your melee weapons, and when you choose a target for a melee weapon attack, you can choose a target up to 15 feet beyond the reach of your weapon. When you make a melee attack against a creature outside of your melee reach, but within that distance, you can move up to 15 feet until the target is within your weapon’s reach as part of the attack action, just before the attack.

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flashes with radiance, and the attack deals an extra 2d8 radiant damage to the target.

This spell ends after it deals damage or you miss a melee weapon attack due to the target being outside the reach of your weapon.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the distance to a creature you can target with a melee attack and move increases by 5 feet for each slot level above 2nd.

Paladn Evocation

Honed Instincts

  • casting time 1 action
  • range Touch

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

Your touch infuses countless hours of training into the target’s reactions. The first time in each round the target uses its reaction to make an attack of opportunity, it does not expend its reaction for that round. The target cannot use more than one reaction per turn.

At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can target an additional creature for every slot level above 2nd.

Paladn Enchantment

Healing Breath

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, M
  • duration Instantaneous

a sprig of peppermint

You exhale a wave of healing, peppermint-scented wind in a 15-foot cone. Each creature in the cone regains 2d8 hit points. This spell has no effect on a construct or undead.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Cleric, Druid Evocation

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Gamemaster's Command

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Your words infuse energy into others. Until the spell ends, you can use your bonus action to direct a creature of your choice within 120 feet of you to move. The creature can immediately use its reaction to move up to half of its speed to a space of its choice. This spell has no effect on a creature who cannot hear you unless you can communicate telepathically or the creature can see you and read lips.

Bard, Cleric, Wizard Enchantment

Crusader's Zeal

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration 1 minute

You speak words that incite a zealous fervor against a certain type of monster in a willing creature of your choice within range. When you cast this spell, choose one creature type from celestial, elemental, fey, fiend, or undead. The target has advantage on attack rolls against the chosen type for the spell’s duration.

At the end of the target’s turn, if it did not deal damage to, or take damage from, a creature with the chosen type, the spell ends.

Cleric, Paladin, Warlock Enchantment

Cone of Rust

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S, M
  • duration 10 minute

a salt lick

A 30-foot cone of saline energy emits from you in a direction of your choice. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature’s speed is reduced by 10 feet until the end of its next turn, and each non-magical metal weapon it is wearing or carrying takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the penalty increases by 1 for every 2 slot levels above 2nd (-2 at 4th, -3 at 6th, -4 at 8th).

Druid, Sorcerer, Wizard Necromancy

Bulldoze

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

A shell of magic forms around you as you charge forward. Move up to your speed in a straight line. The spell fails if your speed is 0. You can move through the space of other creatures during this movement. Each creature you move through must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage and be knocked prone.

A creature knocked prone by this spell cannot make an attack of opportunity against you until the start of its next turn.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s damage increases by 1d8 for each slot level above 2nd.

Artificer, Druid, Paladin, Ranger Abjuration

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