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S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;PHB

Cleric M;Concentration

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;TCE

Cleric M;Concentration

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;XGE

Cleric M;Concentration

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.;XGE
  • range

Cleric ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration and you make a DC 20 Wisdom (Insight) check. On a successful check

you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours

Cleric M;Instantaneous;(25 gp worth of powdered silver

S;Instantaneous;You hurl an undulating

  • casting time the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
    If you roll the same number on both d8s
  • range the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target

  • components and make a new damage roll
  • duration which could cause the chaotic energy to leap again.
    A creature can be targeted only once by each casting of this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;XGE

Cleric warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

  • components the damage increases by 1d6 for each slot level above 1st.;XGE
  • duration

Cleric a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;XGE

Cleric the target takes 1d10 piercing damage. Hit or miss

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

  • casting time you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss
  • range your walking speed increases by 30 feet until the end of that turn.;XGE

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

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration 1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration
1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V 1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

Cleric cold

S

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

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;PHB

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

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;PHB
  • duration

Cleric M;1 hour;(a cup of water)A protective magical force surrounds you

S;Instantaneous;You invoke the power of Hadar

  • casting time a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save
  • range the creature takes half damage

  • components but suffers no other effect.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d6 for each slot level above 1st. ;PHB

Cleric the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;PHB

Cleric a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;PHB

Cleric that creature must make a Dexterity saving throw. On a failed save

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

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

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

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

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Cleric M;Instantaneous;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Cleric M;1 round;(a pinch of powder or sand that is colored red

1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V 1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Cleric or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

up to 1 minute;You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save

  • casting time compelled by your divine demand. For the duration
  • range it has disadvantage on attack rolls against creatures other than you

  • components and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you
  • duration if it succeeds on this saving throw

this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature

Cleric the creature is drawn to you

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;PHB

Cleric M;1 hour;(A pinch of soot and salt)For the duration

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;PHB M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

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

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

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

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

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

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

but is blocked by 1 foot of stone

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

S

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

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

poisonous creature

1 inch of common metal M;Concentration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

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

fat

1 inch of common metal including your clothing

1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Compelled Duel;1st level Enchantment ;1 bonus action;30 feet;V;Concentration 1;Compelled Duel;1st level Enchantment ;1 bonus action;30 feet;V;Concentration
1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

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

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

1 inch of common metal it takes 3d6 psychic damage and must immediately use its reaction

S;Concentration

  • casting time your weapon attacks deal and extra 1d4 radiant damage on a hit.;PHB
  • range

1 inch of common metal up to 1 minute;Your prayer empowers you with divine radiance. Until the spell ends

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

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

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

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

S;Concentration

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

  • components the conjured plants wilt away. ;PHB
  • duration

1 inch of common metal up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;PHB

1 inch of common metal up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

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

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

  • components and the affected creature or object can't benefit from being invisible. ;PHB
  • duration

1 inch of common metal green

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;PHB

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;PHB
  • range

1 inch of common metal it takes no falling damage and can land on its feet

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Divine Favor;1st level Evocation;1 bonus action;Self;V 1;Divine Favor;1st level Evocation;1 bonus action;Self;V
1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;PHB

frog (toad) up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

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

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

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;PHB
  • range

frog (toad) M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;PHB
  • duration

frog (toad) the target takes 4d6 radiant damage

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

  • casting time the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

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

frog (toad) this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

the healing increases by 1d4 for each slot level above 1st. ;PHB

frog (toad)

S;Instantaneous;You point your finger

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d10 for each slot level above 1st. ;PHB

frog (toad) and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

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

  • components you can target 1 additional creature for each slot level above 1st. ;PHB
  • duration

frog (toad) up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends
  • duration you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

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

frog (toad) M;Concentration

1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V 1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V 1;Hex;1st level Enchantment ;1 bonus action;90 feet;V

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

  • casting time and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends
  • range you can use a bonus action on a subsequent turn of yours to mark a new creature.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

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

frog (toad) you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

M;10 days;(A lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells Consumed)You write on parchment

S;Instantaneous;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;PHB
  • range

you learn what spells the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

you learn what spells M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;PHB

S

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

you learn what spells M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;PHB
  • range

you learn what spells M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells the spell creates one more dart for each slot above 1st. ;PHB

S

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

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

elementals

fey M;Concentration

1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S
1;Inflict Wounds;1st level Necromancy;1 action;Touch;V 1;Inflict Wounds;1st level Necromancy;1 action;Touch;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;PHB

fey

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;PHB

fey the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;PHB

fey M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

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

  • casting time and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames

or if some other effect douses the flames (such as the target being submerged in water)

fey your weapon flares with white-hot intensity

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;PHB

fey you have a +5 bonus to AC

S

  • casting time up to 10 minutes;(a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range
  • range granting it a +2 bonus to AC for the duration.;PHB

fey M;Concentration

S

  • casting time up to 10 minute;(A bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

fey M;Concentration

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

fey M;1 minute;(A pinch of find sand

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

fey which the spell consumes)As you cast this spell

1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V 1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S

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

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

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

fey but at minimum

S

  • casting time up to 1 minute;(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;PHB

fey M;Concentration

S

  • casting time horizontal plane of force
  • range 3 feet in diameter and 1 inch thick

  • components that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration
  • duration and can hold up to 500 pounds. If more weight is placed on it

the spell ends

fey M;1 hour;(a drop of mercury)This spell creates a circular

up to 1 minute;The first time you hit with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 2d6 thunder damage to the target. Additionally
  • range if the target is a creature

  • components it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.;PHB
  • duration

fey your weapon rings with thunder that is audible within 300 feet of you

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;PHB

fey a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

fey M;1 hour;(A piece of string and a bit of wood)This spell creates an invisible

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

fey M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;PHB

fey M;Concentration

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;TCE

fey M;Concentration

1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V 1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V
1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;XGE

fey M;Concentration

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.;XGE
  • range

fey ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration and you make a DC 20 Wisdom (Insight) check. On a successful check

you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours

fey M;Instantaneous;(25 gp worth of powdered silver

S;Instantaneous;You hurl an undulating

  • casting time the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
    If you roll the same number on both d8s
  • range the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target

  • components and make a new damage roll
  • duration which could cause the chaotic energy to leap again.
    A creature can be targeted only once by each casting of this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;XGE

fey warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

  • components the damage increases by 1d6 for each slot level above 1st.;XGE
  • duration

fey a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;XGE

fey the target takes 1d10 piercing damage. Hit or miss

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

  • casting time you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss
  • range your walking speed increases by 30 feet until the end of that turn.;XGE

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

1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration 1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration
1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V 1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration