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Ceremonial Cut

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 minute

a ritual blade worth at least 1 sp

A sacrifice of your own blood enhances a spell you cast. The next time you deal damage with a 1st-level or higher spell before this spell ends, each creature that takes damage from that spell takes one extra die of damage.

If the spell deals more than one type of damage or has multiple types of damage dice, you choose which to use. This spell then ends.

Bard, Cleric, Druid, Warlock, Wizard Necromancy

Coagulating Smite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d8 necrotic damage. If the target is a creature, it must make a Constitution saving throw. On a failed save, its speed is reduced by 10 feet and it has disadvantage on Strength and Dexterity ability checks until the spell ends. The creature can use an action to repeat the save, ending the spell on a success.

Paladin Necromancy

Crimson Brand

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

A bolt of necrotic blood lashes from your hand toward a creature of your choice within range, leaving a scar-like mark if it connects. Make a ranged spell attack against the target. On a hit, it takes 4d6 necrotic damage and the next spell you cast before the end of your next turn with a range of touch has its ranged increases to 60 feet, if it is targeting the hit 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 2nd level or higher, the damage dealt increases by 1d6 for each slot level above 1st.

Cleric, Druid, Warlock Necromancy

Digestive Delay

  • casting time 1 reaction, in response to a creature you can see ingesting food, drink, or a potion as an action.
  • range 60 feet

  • components V, S
  • duration 1 hour

You alter the functions of a creature’s body as it ingests a food, drink, or potion. The spell fails if the target is already under the effects of this spell. If the target is unwilling, it can make a Charisma saving throw, ending the spell on a success. If the consumed object would have an immediate effect, nothing happens for the spell’s duration. When the spell ends, any effect the object would have had on ingestion immediately takes effect.

The target can make a Constitution saving throw at the end of each of its subsequent turns, ending the spell on a success. If the target is within 60 feet of you, you can end the spell early as a bonus action.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 hour for each slot level above 1st.

Artificer, Cleric, Druid, Wizard Transmutation

Exsanguinate

  • casting time 1 reaction, in response to a creature with blood that you can see within 60 feet of you taking piercing, slashing, necrotic or force damage
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a piece of magnetized iron

You capitalize on a creature’s suffering by tearing blood out of a fresh wound. The creature who took damage takes also takes 1d12 necrotic damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d12 for each slot level above 1st.

Bard, Sorcerer, Warlock, Wizard Necromancy

Pop

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a beast intestine with both sides tied by blood-soaked twine

You cause the blood vessels of a challenge rating (CR) 0 or lower creature of your choice you can see within range to pressurize, making it pop like a balloon, killing it and leaving pieces scattered in a 15-foot radius.

If the target was under a spell or effect, such as the polymorph spell, that transformed it into the CR 0 form, it reverts to its normal form after popping and must make a Constitution saving throw. On a failed save, it is paralyzed until the end of its next turn.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional creature for each slot level above 1st.

Cleric, Warlock, Wizard Necromancy

Red Spice

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a chili pepper dipped in holy water

You spike your blood with magic power, causing it to lash out at any creature that bites you. For the duration, when you are hit with a bite or similar attack using a mouth, the attacking creature takes 1d8 fire damage. If the triggering attack also deals necrotic damage, the creature takes an extra d8 damage.

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

Cleric, Druid, Paladin, Ranger Abjuration

Retch Blood

  • casting time 1 bonus action
  • range Self (10-foot cube)

  • components S
  • duration Instantaneous

You quickly vomit a stream of blood into a nearby area. Each creature in a 10-foot cube originating from you must make a Dexterity saving throw. A creature takes 2d6 necrotic damage on a failed save, 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, the damage dealt increases by 1d6 for each slot level above 1st.

Bard, Warlock, Wizard Necromancy

Sanguine Hands

  • casting time 1 action
  • range Self

  • components S, M
  • duration 1 hour

a leather glove

A pair of hands made of blood that resemble your own appear and hover in your space while the blood vessels in your hands glow a dim red. The hands have a reach of 10 feet and function as normal limbs. This does not allow for extra attacks or actions, but the hands can be used to hold and make attacks with weapons that don’t have the heavy property, to perform the somatic components of spells, to deliver touch spells, or to make a melee spell attack
that deals 1d6 force damage on a hit if they aren’t
holding anything.

When not in use, the hands seem to have a
mind of their own, twitching and writhing
in place.

At higher levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell’s duration increases to 4 hours. When you use a spell slot of 5th level or higher, the spell’s duration increases to 8 hours.

Artificer, Bard, Sorcerer, Warlock Conjuration

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Stimulate

  • casting time 1 reaction, which you take in response to a creature you can see making a Dexterity saving throw or ability check.
  • range 30 feet

  • components V
  • duration 1 round

A quickly fading surge of energy courses through up to two creatures of your choice you can see within range. Each target has advantage on the next Dexterity ability check or saving throw it makes before the end of your next turn.

If a target is surprised, it can act normally on its first turn.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.

Bard, Cleric, Druid, Paladin, Ranger Enchantment

Withhold

  • casting time 1 reaction, which you take in response to a creature you can see within range taking damage.
  • range 30 feet

  • components V, M
  • duration 1 round

A quick injection of magic disperses the damage a creature takes, if only for a moment. Reduce the triggering damage the target takes by 20 points, to a minimum of 0. If the triggering damage is greater than the amount reduced, the target takes the excess. If the damage is reduced to 0, it also prevents any effects that would have occurred as a result of damage being dealt.

At the end of your next turn, the target takes damage equal to the amount reduced, with the type being the same as the triggering damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 10 points for each slot level above 1st.

Artificer, Bard, Sorcerer, Warlock Abjuration

Shivers

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S, M
  • duration 1 hour

a stone from a graveyard

A chilling sense of dread washes over each creature of your choice within 10 feet of you the first time you cast a spell on each turn. Each target must make Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls targeting you until the end of its next turn. If the triggering spell was a cantrip, it has advantage on this save.

A creature immune to the frightened condition is unaffected by this spell.

Bard, Cleric, Warlock, Wizard Enchantment

Tasty Trap

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Concentration, up to 10 minutes

A bite-size piece of food of your choice you can see within range is filled with all manner of hidden dangers just below its surface. If a creature ingests the food, it must make a Constitution saving throw. On a failed save, the food becomes lodged in the target’s throat for the spell’s duration. On a successful save, the creature takes 1 slashing damage and coughs up the food, ending the spell.

The dangers in the food are invisible 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.

A creature with the food lodged in its throat can’t breath or speak and takes 1 piercing damage at the start of each of it’s turns. It can use an action to make a Constitution saving throw in an attempt to dislodge to food. On a successful save, the creature takes 1 slashing damage and coughs it up, ending the spell.

Artificer, Sorcerer, Warlock, Wizard Conjuration

Boo!

  • casting time 1 reaction, in response to a creature within range making an attack roll or ability check.
  • range 10 feet

  • components V, S
  • duration Instantaneous

A sharp noise, flash of movement, or scary image briefly distracts the target. It has disadvantage on the attack roll or ability check that this spell was cast in response to. If it misses the attack roll or fails the ability check, it takes 1d10 psychic damage.

A creature immune to the frightened condition is unaffected by this spell.

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

Bard, Warlock Enchantment

Goody Sack

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

a small pouch of sugar, consumed

6 pieces of brightly colored sweets appear in your outstretched hand. A creature holding a piece of candy can consume it as a bonus action. After eating a piece, the creature adds +1 to the next attack roll or ability check it makes before the start of its next turn.

The bonus is lost at the start of its next turn if it doesn’t make an attack roll or ability check, and a creature cannot gain a bonus from more than 1 piece at a time.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional piece of candy for each slot level above 1st.

Artificer, Cleric, Wizard Conjuration

Air Pocket

  • casting time 1 action
  • range 120 feet

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

a bar of soap

You choose a point within range and create a 10-foot radius bubble of air around it. For the duration, fresh air is continuously generated within the bubble, and it hedges out non-magic liquids and gases. You can move the bubble up to 30 feet to a point you can see as a bonus action.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the bubble’s radius increases by 5 feet for each slot level above 1st.

Druid, Sorcerer Conjuration

Blistering Rays

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a glass shard

Rays of invisible fire project from your fingertips at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 fire damage and its skin begins to blister until the spell ends. At the start of each of the creature’s turns, roll a d20. On an 11-20, a blister bubbles up on its flesh, making it vulnerable to attack. A creature who makes an attack roll against the target while it has a blister gains advantage on the attack roll. When the target is hit by an attack while it has at least 1 blister, a blister pops. All remaining blisters disappear when the spell ends.

The target can make a Constitution saving throw at the end of each of its turns, ending the spell and removing all blisters on a success. This spell has no effect on constructs or elementals.

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.

Artificer, Sorcerer, Warlock Evocation

Brine

  • casting time 1 action
  • range 30 feet

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

a salt-soaked snail

You hurl a slew of sticky saltwater at a target within range. The target must make a Dexterity saving throw or take 1d8 cold damage, have its speed reduced by 10 feet for the spell’s duration, and the next time it makes a melee attack while the spell persists, it subtracts 1d8 from the damage dealt. On a successful save, the creature takes half as much damage and suffers no other effects.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional target for each slot level above 1st.

Cleric, Druid, Sorcerer Enchantment

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Catch Fire

  • casting time 1 reaction, in response to taking fire damage
  • range Self (30 feet)

  • components S, M
  • duration Instantaneous

heavy cotton gloves

You grab and mold a portion of fire as it rages around you into a projectile. Roll 2d6 and reduce the fire damage you take by the total + your spellcasting ability modifier, to a minimum of 0. You can then throw the flame projectile at a target of your choice you can see within 30 feet of you as part of the same reaction.

On a hit, it takes fire damage equal to the amount of fire damage reduced. A flammable object hit by this spell ignites if it isn’t being worn or carried. The projectile disperses harmlessly if you choose not to throw it.

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

Cleric, Druid, Sorcerer Abjuration

Halo of Stone

  • casting time 1 action
  • range Self (60 feet)

  • components S
  • duration 1 hour

A circle of 8 jagged stones orbits around your head for the spell’s duration. When you make an attack against a target within 60 feet of you, one of the stones is thrown from the halo with the attack. The target takes an extra d6 piercing damage if the attack hits. The spell ends early if all the stones are thrown.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create 2 additional stones for each slot level above 1st.

Druid, Ranger, Warlock Conjuration

Hydrate

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a vial worth of water, consumed

You throw a ball of healing water at a point of your choice within range. Each creature of your choice within 5 feet of the target regains hit points equal to 1d4 + your spellcasting ability modifier. If you are completely submerged when you cast this spell, the healing becomes 1d6 + 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, the healing increases by (1d4 [1d6]) for each slot level above 1st.

Cleric, Druid Evocation

Pressure Cutters

  • casting time 1 action
  • range Self (2, 15-foot lines)

  • components S
  • duration Instantaneous

You project 2 narrow streams in of highly pressurized water from your fingertips in 15-foot lines, each in a direction of your choice. Each creature in a line must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one. If a creature would be hit by more than one stream, they make a saving throw for each.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional stream for each slot level above 1st.

Druid, Sorcerer, Wizard Conjuration

Slicing Wind Slash

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 10 minutes

A melee weapon you touch is wreathed in swirling winds that project from the blade when you make an attack. Until the spell ends, the target weapon gains the reach property.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional weapon for each slot level above 1st.

Paladin, Ranger, Warlock Evocation

Smokestack

  • casting time 1 action
  • range 60 feet

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

a small piece of charcoal

A burst of flame ignites a pillar of smoke in a 5-foot radius, 60-foot high cylinder centered on a point within range. Each creature in the area when it first appears must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage. On a successful save, it takes half as much
damage. For the spell’s duration, the cylinder’s area is heavily obscured.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an additional cylinder for each slot level above 1st.

Artificer, Sorcerer, Warlock, Wizard Conjuration

Stone Disc

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous

A disc of stone or earth is hurled from the target at great speed toward a creature or object you can see within 30 feet of it. Make a ranged spell attack against the creature or object. On a hit, the creature or object takes 3d6 slashing damage, and the disc ricochets at a creature of your choice within 15 feet of it. The creature must make a Dexterity saving throw, taking 3d6 slashing damage on a failed save.

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

Druid, Sorcerer, Wizard Transmutation

Static Field

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

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

two pieces of cotton you rub together

Static electricity spreads around you in a 15-foot radius, causing minor shocks to creatures moving within it. Until the spell ends, the sphere moves with you, centered on you. You add +5 to perception checks and your passive perception to detect creatures within the area.

In addition, when a creature moves in the radius, you can use your reaction to deal 2d4 lightning damage to that creature.

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

Sorcerer, Warlock Conjuration

Winds of Combustion

  • casting time 1 bonus action
  • range 120 feet

  • components V, S, M
  • duration 1 minute

a partially melted copper piece

You transmute the air in a 5-foot diameter, 20-foot long line originating from a point of your choice within range into a highly combustible gas. If an open flame, effect that deals fire damage, or spell that deal fire damage passes through or enters the line, the gas explodes. Each creature within 5 feet of the line when it explodes must make a Dexterity saving throw. On a failed save, a creature takes 1d8 thunder damage, 2d6 fire damage and the spell ends. On a successful save, it takes half as much damage.

A strong wind of 10 mph or greater disperses the gas early, ending the spell.

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

Artificer, Sorcerer, Wizard Transmutation

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Abhorrent Carapace

  • casting time 1 action
  • range Self

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

Your skin, muscle, and bones harden and become resistant to punishment. Until the spell ends, reduce the bludgeoning, piercing, and slashing damage you take by 2, and your speed by 10 feet.

In addition, your unarmed strikes deal 1d6 bludgeoning damage on a hit, you can use your spellcasting ability modifier for attack and damage rolls with your unarmed strikes, and you can make an unarmed strike as a bonus action.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, reduce the bludgeoning, piercing, and slashing damage you take by an extra point for every slot level above 1st.

Druid, Ranger, Sorcerer, Warlock Transmutation

Abimelech's Fencing Dagger

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

A golden-blue dagger of force forms in your outstretched hand. This magic dagger lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 1d4 + your spellcasting ability modifier force damage on a hit, and has the finesse, light, and thrown properties (range 20/60). While holding the dagger, your AC increases by 1, and you gain +1 to melee attacks rolls made as a reaction.

If you drop the dagger 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 dagger to reappear in your hand.

Artificer, Paladin, Ranger, Wizard Conjuration

Air Pocket

  • casting time 1 action
  • range 120 feet

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

a bar of soap

You choose a point within range and create a 10-foot radius bubble of air around it. For the duration, fresh air is continuously generated within the bubble, and it hedges out non-magic liquids and gases. You can move the bubble up to 30 feet to a point you can see as a bonus action.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the bubble’s radius increases by 5 feet for each slot level above 1st.

Druid, Sorcerer Conjuration

Belittling Whispers

  • casting time 1 bonus action
  • range Self

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

Whispers from the far places mock creatures who miss you with attacks. Until the spell ends, when a creature within 15 feet of you misses you with an attack roll, it takes 1d4 psychic damage.

You can use your reaction when this spell is triggered to deal extra psychic damage equal to half of your spellcaster level.

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

Bard Enchantment

Blistering Rays

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a glass shard

Rays of invisible fire project from your fingertips at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 fire damage and its skin begins to blister until the spell ends. At the start of each of the creature’s turns, roll a d20. On an 11-20, a blister bubbles up on its flesh, making it vulnerable to attack. A creature who makes an attack roll against the target while it has a blister gains advantage on the attack roll. When the target is hit by an attack while it has at least 1 blister, a blister pops. All remaining blisters disappear when the spell ends.

The target can make a Constitution saving throw at the end of each of its turns, ending the spell and removing all blisters on a success. This spell has no effect on constructs or elementals.

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.

Artificer, Sorcerer, Warlock Evocation

Bookworm

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

  • components V, S, M
  • duration 10 minutes

a bookmark

You quietly utter a description no longer than 15 words detailing something you are looking for. Any deposits of information (such as books, scrolls, or tablets), written in a language you understand containing information related to your description within 30 feet of you are outlined in with a faint golden glow until the spell ends.

You have advantage on Intelligence ability checks made to find information in a highlighted object.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, the maximum number of words in your description increases by 5 for every slot level above 1st.

Artificer, Bard, Wizard Divination

Brine

  • casting time 1 action
  • range 30 feet

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

a salt-soaked snail

You hurl a slew of sticky saltwater at a target within range. The target must make a Dexterity saving throw or take 1d8 cold damage, have its speed reduced by 10 feet for the spell’s duration, and the next time it makes a melee attack while the spell persists, it subtracts 1d8 from the damage dealt. On a successful save, the creature takes half as much damage and suffers no other effects.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional target for each slot level above 1st.

Cleric, Druid, Sorcerer Enchantment

Burst

  • casting time 1 action
  • range Self (10-foot cone)

  • components V, S
  • duration Instantaneous

A blast of concussive force bursts from your hand in a direction of your choice in a 10-foot cone. Each creature in the cone 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.

The force of the burst moves you 10 feet in a straight line away from the direction of the cone. This movement does not provoke opportunity attacks.

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

Sorcerer, Warlock, Wizard Evocation

Cat-Eye Reflexes

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration 1 minute

a bundle of catnip

A willing creature you touch is imbued with alertness. Until the spell ends, the creature can make an opportunity attack against any creature that leaves its reach that it can see, even if the leaving creature took the disengage action or does not normally provoke opportunity attacks.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.

Bard, Druid, Paladin, Ranger Enchantment

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Catch Fire

  • casting time 1 reaction, in response to taking fire damage
  • range Self (30 feet)

  • components S, M
  • duration Instantaneous

heavy cotton gloves

You grab and mold a portion of fire as it rages around you into a projectile. Roll 2d6 and reduce the fire damage you take by the total + your spellcasting ability modifier, to a minimum of 0. You can then throw the flame projectile at a target of your choice you can see within 30 feet of you as part of the same reaction.

On a hit, it takes fire damage equal to the amount of fire damage reduced. A flammable object hit by this spell ignites if it isn’t being worn or carried. The projectile disperses harmlessly if you choose not to throw it.

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

Bard, Druid, Paladin, Ranger Abjuration

Conjunction

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 minute

a telescope lens

You briefly connect your power with a creature, allowing it to draw from your pool of magic. Until the spell ends, when the target creature casts a spell, you can choose to expend one of your spell slots to cast the spell, instead of the target. You must have a spell slot equal to or higher than the slot level of the spell the target cast.

You can expend a higher-level spell slot to upcast the spell if it has extra effects at higher levels. Immediately after you expend a spell slot instead of the target, this spell ends.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend a spell slot for the target an additional time before it ends for each slot level above 1st.

Cleric, Sorcerer, Wizard Transmutation

Constellation of Mending

  • casting time 1 action
  • range 30 feet

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

a cloth soaked in medicinal herbs

A constellation symbolizing healing appears above a willing creature of your choice within range for the duration. Until the spell ends, you can use a bonus action to cause the constellation to restore 1d4 hit
points to the target.

The spell ends if the target falls to 0 hit points. This spell has no effect on constructs and undead.

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

Cleric, Druid Evocation

Dark Orb

  • casting time 1 action
  • range 15 feet

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

a small star ruby

A 2-foot diameter mote of crimson energy flies from your palm to space of your choice within range until the spell ends. The area in a 10-foot radius around the orb becomes dim light. Any creature whose space the orb enters as it moves, or starts its turn in the orb’s space must succeed on a Dexterity saving throw or take 2d6 necrotic damage.

Until the spell ends, you can use a bonus action to move the orb up to 15 feet in a straight line in a direction of your choice.

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

Druid, Sorcerer Evocation

Darkness Spore

  • casting time 10 minute (ritual)
  • range 5 feet

  • components V, S, M
  • duration 1 hour

a non-magical mushroom, consumed

You create a 4-inch diameter orb of black mushroom spores at a point of your choice within range. Until the spell ends, a creature holding the orb can throw it like a mundane object of its size or break it as an action. If thrown, the orb breaks on contact with a creature or solid surface. When the orb is broken, a cloud of thick spores fills a 10-foot radius sphere around the point where it broke. The sphere spreads around corners, and its area is heavily obscured. The cloud lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The spell ends 1 minute after all the orbs created by it are broken.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional orb for every 2 slot levels above 1st. (2 at 3rd, 3 at 5th, 4 at 7th, 5 at 9th)

Druid, Ranger, Warlock Conjuration

Demon Blade

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 minute

handful of bone dust, consumed

You coat a weapon of your choice that is not held by a creature hostile to you in bone dust and magic. The next time the coated weapon hits a creature during the spell’s duration it deals an extra 2d4 necrotic damage. If the hit creature does not die from the attack’s damage, the spell then ends.

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

Warlock, Wizard Necromancy

Devour

  • casting time 1 action
  • range 15 feet

  • components S
  • duration Instantaneous

A mass of fanged, writhing tentacles slither from your palm and attempt to bite a creature of your choice within range. Make a melee spell attack against the target. On a hit, it takes 1d6 piercing damage, 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

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

Druid, Sorcerer, Warlock Transmutation

Discordant Toll

  • casting time 1 bonus action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a small bell

The sound of a small bell rings loudly in the minds of up to 3 creatures of your choice within range. Each creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and has disadvantage on its next attack roll or ability check made before the end of its next turn.

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.

Bard, Cleric, Warlock Enchantment

Distortion Wall

  • casting time 1 action
  • range 15 feet

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

A wall of distorted space springs into existence from a point of your choice within range. The wall is 2 inches thick and is composed of two 10-foot tall, 5-foot wide panels. Each panel must be contiguous with at least one other panel. Until the spell ends, when an attack would be made through the wall, it subtracts 1d4 from the attack roll.

In addition, a creature must expend 5 extra feet of movement to move through the wall.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can create an additional panel for each for every slot level above 1st.

Artificer, Warlock, Wizard Abjuration

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1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Elastic Flesh

  • casting time 1 action
  • range 30 feet

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

a piece of gum

The bodies of up to 3 creatures of your choice you can see within range become slightly stretchy. Until the spell ends, when a target creature makes a melee attack, its reach is increased by 5 feet for that attack, it deals an extra 2 weapon damage on a hit, and it reduces the bludgeoning damage it takes by 3.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Sorcerer Transmutation

Enhance Gravity

  • casting time 1 action
  • range 30 feet

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

a chunk of iron ore

You attempt to enhance the gravity around a creature of your choice within range. The target must make a Strength saving throw. On a failed save, the creature’s weight is doubled and its speed is reduced by 10 feet until the spell ends. It can choose to fail this save, and can repeat the save at the end of each of its turns, ending the effect on a success.

If the creature is prone and attempts to stand up, it must succeed on a Strength (Athletics) ability check against your spell save DC. On a failed check, it expends the movement used to stand, but does not.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for slot level above 1st.

Artificer, Sorcerer, Warlock, Wizard Transmutation

Enhance Potion

  • casting time 1 reaction
  • range 15 feet

  • components V, S, M
  • duration Special

a bottle of mint-soaked twine and 7 gold coins

Your magic intertwines with the magic of a common potion that a willing creature of your choice that you can see is consuming. If the potion’s effects have a duration longer than instantaneous, the duration of this spell becomes: Concentration, up to double potion’s duration (maximum of 24 hours).

While you are concentrating on this spell, the duration of the target potion becomes the duration of this spell. If the target potion has a duration of instantaneous, the spell ends.

At higher levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target a potion with a rarity of uncommon or lower. When you cast this spell using a spell slot of 5th or 6th level, you can target a potion with a rarity of rare or lower. When you cast this spell using a spell slot of 7th or 8th level, you can target a potion with a rarity of very rare or lower. When you cast this spell using a spell slot of 9th level, you can target a potion with a rarity of legendary or lower.

Bard, Cleric, Druid Transmutation

Eyeglass

  • casting time 1 action (ritual)
  • range 5 feet

  • components V, S, M
  • duration 1 hour

a small tube and shard of glass

An ornate copper-blue telescope appears in an unoccupied space within range. Until the spell ends, a creature can hold and use the telescope like a mundane object. If the conditions are clear, a creature looking through the telescope can make out the fine details of creatures and objects it can see within 2 miles.

In addition, if a creature uses the telescope when attempting to navigate by the stars or create a map, it has advantage on the ability check. If the telescope would be dropped or placed on the ground, a 5-foot tall spectral tripod appears beneath it.

Artificer, Wizard Conjuration

Eyes of Other

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a gold ring worth at least 2 gp, which must be worn by the target

You link your senses to a willing humanoid or beast as it dons the ring used as a component. Until the spell ends, while the target is on the same plane of existence as you, you can use an action and concentrate (as if on a spell) to see through the senses of the target creature. While seeing through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. This effect lasts until you stop concentrating.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, the duration increases by 1 hour for every slot level above 1st.

Bard, Druid, Sorcerer, Wizard Divination

Gnawing Flesh

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a feline or canine tooth

Gnawing mouths grow across the body of a willing creature of your choice within range until the spell ends. When the target creature starts its turn, each creature it is grappling and each creature grappling it take 3d4 piercing damage.

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

Druid, Ranger, Sorcerer, Warlock Transmutation

Gut Wrench

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a blood-soaked branch of thorns

A mass of thorns grows inside of a creature of your choice within range. The target must succeed on a Constitution saving throw or take 3d10 piercing damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d10 piercing damage for each slot level above 1st.

Druid, Warlock Conjuration

Halo of Stone

  • casting time 1 action
  • range Self (60 feet)

  • components S
  • duration 1 hour

A circle of 8 jagged stones orbits around your head for the spell’s duration. When you make an attack against a target within 60 feet of you, one of the stones is thrown from the halo with the attack. The target takes an extra d6 piercing damage if the attack hits. The spell ends early if all the stones are thrown.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create 2 additional stones for each slot level above 1st.

Druid, Ranger, Warlock Conjuration

Insight

  • casting time 1 bonus action
  • range 60 feet

  • components S
  • duration 1 round

You attempt to read the intentions of a creature in battle. The target must make a Wisdom saving throw. On a failed save, you and each creature of your choice within 30 feet of you have advantage your next attack roll made against the target before the end of your next turn.

Artificer, Bard, Cleric, Wizard Divination

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Insignificance

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You force visions of how small a creature of your choice truly is into its mind. The target must make an Intelligence saving throw. On a failed save it takes 3d8 psychic damage. If the target’s level or challenge rating (CR) is higher than your level or challenge rating (CR), it takes 2d8+8 psychic damage instead. On a successful save, it takes half as much damage.

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

Sorcerer, Warlock, Wizard Divination

Kinetic Feeding

  • casting time 1 reaction, in response to a creature you can see within range taking bludgeoning, piercing, or slashing damage
  • range 15 feet

  • components S
  • duration 1 round

An invisible, leech-like entity from a far place siphons the force of an impact. Reduce the triggering damage by 2d8, and the first time you hit with a melee weapon attack on your next turn, the target takes an extra 1d8 weapon damage and the spell ends.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, the damage reduction and extra weapon damage dealt increases by 1d8 for every slot level above 1st.

Sorcerer, Warlock, Wizard Abjuration

Leeching Smite

  • 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, your weapon drains the creature’s life, the attack deals an extra 1d10 necrotic damage to the target and you regain hit points equal to half the necrotic damage dealt.

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

Paladin Necromancy

Lure

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

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

a piece of meat or small plant

A small clay pot containing the material component used to cast the spell appears at a point of your choice you can see within range. Until the spell ends, beasts within 1 mile of the target can detect the pot and its contents. If the contents of the pot are something the beast would normally eat, it is enticed, but not compelled, to seek out the pot.

If a beast eats the material component of the spell, you have advantage on Wisdom (Animal Handling) ability checks when interacting with it for the spell’s remaining duration. If the material component is removed from the pot by anything other than a beast, the spell ends.

Druid, Ranger Enchantment

Molder Stitching

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration 1 minute

a humanoid skull

A creature of your choice you can see within range regains a number of hit points equal to 1d12 + your spellcasting ability modifier and must make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the start of each of its turns until the spell ends. It can repeat the save at the end of each of its turns, ending the spell on a success. 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, the healing increases by 1d12 for each slot level above 1st.

Druid, Sorcerer, Warlock Evocation

Moonburst

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

the roots of a moonseed plant

A burst of pale silver light flashes from a point of your choice you can see within range. Each creature within 10 feet of the point must make a Constitution saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form.

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

Bard, Druid, Ranger Evocation

Mossy Step

  • casting time 1 bonus action
  • range 5 feet

  • components S
  • duration Instantaneous

You step onto the target and fall into it, emerging from another 5-foot square mass of moss, grass, or similar plants of your choice you can see within 30 feet of you. The spell fails if there is no other appropriate square to target or your speed is 0. Falling into the target provokes attacks of opportunity from creatures within 5 feet of it.

Druid, Ranger Conjuration

Mutate

  • casting time 1 action
  • range 60 feet

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

You temporarily alter the fundamental makeup of a creature of your choice you can see within range. Until the spell ends, its type becomes any of your choice other than construct. If the target is unwilling, it can make a Constitution saving throw. On a failed save, it takes 2d8 necrotic damage and suffers the effects of the spell. On a successful save, it takes half as much damage and suffers no other effects. This spell has no effect on constructs.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, 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.

Bard, Warlock Transmutation

Mutiny

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

You twist the base instincts of a creature of your choice within range, briefly turning it on an ally. The target creature must make a Wisdom saving throw. On a failed save, the next time it makes a melee attack roll against you or one of your allies before the end of your next turn, you can choose a different creature as the attack’s target. The new target must be within melee range of the spell’s target, and must be of size small or larger.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 15 feet of each other when you target them.

Bard, Sorcerer, Warlock Enchantment

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Puttance Saw

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

A blade with numerous edges flies toward a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 force damage. If you roll a 1 on any of this spell’s damage die, roll an additional d4 and add it to the total.

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

Artificer, Sorcerer, Warlock, Wizard Evocation

Predatory Polyp

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 hour

A bulbous polyp around the size of an apple grows on a part of the target’s body that is not covered by armor for the spell’s duration, after which the area returns to normal. The spell fails if there is nowhere for the polyp to grow.

When a creature provokes an attack of opportunity from the target, a writhing tendril tipped with barbs snakes from the polyp and lashes out at the creature. The creature must succeed on a Dexterity saving throw or take 2d4 slashing damage. The tendril then slides back into the polyp.

If the target makes an attack of opportunity against a creature who took damage from the tendril this turn, it adds 1d4 to its attack roll.

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

Sorcerer, Wizard Transmutation

Psycho Blast

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A blast of mental chaos floods the thoughts of each creature in a 10-foot cube of your choice within range. Each creature in the cube must make an Intelligence saving throw. Creatures that have an Intelligence score of 2 or lower are unaffected by this spell. On a failed save, a creature takes 2d8 psychic damage.

The head of a creature killed by this damage explodes, if it has one.

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

Bard, Sorcerer, Warlock Enchantment

Reshape Footprints

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

  • components V, S, M
  • duration 1 hour

For the spell’s duration, if a target leaves a footprint, it appears to have been left by a creature of your choice. You must be familiar with the chosen creature, and while the shape is changed, the general size of the footprint does not. The change in shape is permanent.

If a creature uses an action to examine a footprint changed by this spell, it can determine the print was altered by magic, but not its original shape with a successful Wisdom (Survival) check against your spell save DC.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.

Druid, Ranger Transmutation

Secret Recipe

  • casting time 1 bonus action
  • range 10 feet

  • components S
  • duration 1 hour

Magic conceals the ingredients within the targeted food or drink for the duration. Until the spell ends, the food or drink appears to contain only ingredients of your choosing, and poisons within it cannot be detected without magic.

A poison within the target cannot be detected or removed by spells, unless the spell was cast with a spell slot of 4th level or higher.

Druid, Wizard Illusion

Shell

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

You create a shell of force energy around a friendly creature of your choice within range. Until the end of its next turn, the target’s AC increases by 4, and the first time it takes bludgeoning, piercing, or slashing damage during the spell’s duration, it has resistance to that damage.

Druid, Wizard Abjuration

Skullcap Puff

  • casting time 1 action
  • range Self (10-foot cube)

  • components V, M
  • duration Instantaneous

a dehydrated poisonous mushroom

You exhale a cloud of toxic mushroom spores into a 10-foot cube originating from you. Each creature caught in the cloud must make a Constitution saving throw or take 3d4 necrotic damage, 3d4 poison damage, and be poisoned until the start of your next turn. On a successful save a creature takes half as much damage and is not poisoned.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d4 necrotic damage and 1d4 poison damage for each slot level above 1st.

Druid, Ranger Necromancy

Solar Sails

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

You transmute the sails of a ship you touch, allowing the vessel to move with light as well as wind. When the sails of the ship are bathed in bright sunlight, it can move its travel pace even without wind. In dim sunlight, it can move half its travel pace without wind.

Druid, Ranger Transmutation

Spell Deception

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 10 minutes

a handful of dust

Until the spell ends, the components of spells you cast are hidden from others. To creatures other than you, your verbal spell components sound like gibberish, your somatic components look like random gestures, and the material components look like an indistinct blob during the casting time. A creature who is familiar with this spell,
or has a passive Intelligence (Arcana) higher than your spell save DC will know you are casting a spell, but not what that spell is.

In addition, when a creature makes an ability check to counter or dispel a spell you cast, the DC increases by 1.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the DC required to counter or dispel spells you cast increases by 1 for every 2 slot levels above 1st.

Bard, Sorcerer, Warlock, Wizard Illusion

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Spider Fangs

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

Tiny spider fangs filled with neurotoxin materialize on your fingers. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2 piercing damage and must make a Constitution saving throw. On a failed save, the target is paralyzed until the end of its next turn. A creature with immunity to the poisoned condition automatically passes this save.

Druid, Sorcerer, Warlock, Wizard Transmutation

Spiral Shuriken

  • casting time 1 action
  • range Touch

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

a small pouch of iron shavings and sand

A small spiral of glowing shrapnel spins rapidly around the target. Until the spell ends, each creature that ends its turn within 10 feet of the target must make Dexterity saving throw, taking 2d6 force damage on a failed save.

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

Sorcerer, Warlock, Wizard Evocation

Ceremonial Cut

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 minute

a ritual blade worth at least 1 sp

A sacrifice of your own blood enhances a spell you cast. The next time you deal damage with a 1st-level or higher spell before this spell ends, each creature that takes damage from that spell takes one extra die of damage.

If the spell deals more than one type of damage or has multiple types of damage dice, you choose which to use. This spell then ends.

Bard, Cleric, Druid, Warlock, Wizard Necromancy

Blood Spikes

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

a chunk of worthless crystal

You hurl two sharpened, crystal-like spikes of blood at a number of targets up to the number of blood spikes created by this spell that you can see within range. Make a ranged spell attack against a target for each spike hurled at it. On a hit, it takes 1d12 piercing damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional spike and can choose an additional target for each slot level above 1st.

Artificer, Sorcerer, Warlock, Wizard Transmutation

Warrior's Reflex

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Divine power augments the fast-twitch muscles in a creature you touch. The first time the target rolls for initiative during the spell’s duration, it has advantage on the roll. This spell then ends.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for every slot level above 1st.

Cleric, Paladin, Ranger, Wizard Transmutation

Trampling Strides

  • casting time 1 action
  • range Touch

  • components S, M
  • duration 1 hour

an iron ingot

The footfalls of the target become heavy for the spell’s duration, granting it the following effects.
• Its speed is reduced by 5 feet.
• It subtracts 5 from its Dexterity (Stealth) checks.
• As a bonus action, it can make a melee attack against a creature within 5 feet of it. The creature must be standing on the ground and at least two sizes smaller than the target or prone. The attack uses the target’s Strength for attack and damage rolls. On a hit, the creature takes 2d8 bludgeoning damage.
At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for every slot level above 1st.

Cleric, Druid, Paladin, Ranger

Shield Formation

  • casting time 1 reaction, in response to a creature within range being hit by an attack
  • range 15 feet

  • components V, M
  • duration 1 round

a shield worth at least 1 sp

A construct of opaque light or darkness (your choice) in the form of the material component appears next to and moves with each target until the end of your next turn. Each creature with a construct adds the AC bonus of your shield to its armor class until the end of your next turn.

If a creature is already using a shield, it can choose which bonus to use but does not get both.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for every slot level above 1st.

Cleric, Paladin Transmutation

Scourging Strike

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

A weapon of holy power scourges a creature whom you have hit with at least one weapon attack or unarmed strike this turn. The target must make a Dexterity saving throw. On a failed save, it takes 2d6 + your spellcasting ability modifier slashing damage, and 1d6 radiant damage for each attack you hit the target with this turn. On a successful save, the target takes half as much damage.

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

Bard, Cleric, Paladin, Warlock, Wizard Evocation

Retaliation

  • casting time 1 reaction, which you take in response to being damaged by an attack from a creature you can see within 30 feet of you
  • range 30 feet

  • components V
  • duration Instantaneous

An ethereal spined shield appears to protect you. Reduce the triggering damage by 1d6, and the creature who damaged you takes 1d6 piercing damage.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, reduce the damage taken or increase the damage dealt by 1d6 for every slot level above 1st, your choice for each additional dice.

Bard, Cleric, Paladin, Warlock, Wizard Abjuration

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Plague of Infestation

  • casting time 1 action
  • range 30 feet

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

a handful of dust

A 15-foot radius area centered on a point of your choice within range is infested with lice and gnats. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is infested for the spell’s duration and takes 2d4 poison damage. On a successful save, a creature takes half as much damage and is not infested. At the start of an infested creature’s turn, it must make a Constitution saving throw. On a successful save, the spell ends for it. On a failed save, it takes 1d4 poison damage and if its speed is at least 5 feet, it must move 5 feet in a random direction. Roll a d4 for the direction.
• 1. North
• 2. South
• 3. East
• 4. West
If the chosen direction is blocked, the creature does not move.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d4 damage the first time it damages a creature for each slot level above 1st.

Cleric, Sorcerer, Warlock Abjuration

Holy Vengeance

  • casting time 1 reaction, in response to you failing a saving throw caused by a creature within range
  • range 90 feet

  • components V
  • duration 1 round

A radiant sword strikes down onto a creature after you fail a saving throw due to an effect originating from it. That creature must succeed on a Constitution saving throw or take 3d8 radiant damage and be blinded until the end of your next turn. On a successful save, the creature takes half damage and is not blinded.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d8 damage for each slot level above 1st.

Cleric, Paladin Evocation

Inspiring Cry

  • casting time 1 bonus action
  • range 90 feet

  • components V
  • duration 1 round

A cry of war echoes from your lips, inspiring up to 4 creatures of your choice that can hear you within range.
Each target gains 1d6 temporary hit points and adds 1d4 to its saving throws until the end of your next turn. The temporary hit points last until the target completes a long rest.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for each slot level above 1st.

Bard, Cleric, Paladin, Wizard Abjuration

Guiding Radiance

  • casting time 1 bonus action
  • range 30 feet, Up to 4 creatures of your choice that you can see within range who took radiant damage this turn

  • components V
  • duration 1 round

Whisps of radiance left over from holy assaults congeals around up to 4 creatures who took radiant damage this turn. The next attack roll made against each target before the end of your next turn has advantage.

At higher levels. When you cast this spell using a spell slot of 2nd or higher, you can target an additional creature for each slot level above 1st.

Cleric, Druid, Paladin Evocation

Exorcise

  • casting time 1 action (ritual)
  • range Touch, A creature of your choice within range who is possessed by an undead or fiend

  • components V, S, M
  • duration Instantaneous

a pouch of pure salt, consumed

You attempt to rip a possessing creature from its victim. The creature possessing the target must make a Charisma saving throw using its own statistics. It has disadvantage on this save if the spell was cast as a ritual. On a failed save, the target takes 2d6 necrotic damage, the possession immediately ends, and the creature moves to a space of its choice within 5 feet of the target. If the creature fails the save by 5 or more, the target takes no damage.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, if the saving throw is failed by 5 or more, the creature cannot possess another creature for 1 minute.

Cleric, Paladin, Wizard Necromancy

Discharging Smite

  • 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 the spell’s duration, your weapon discharges bolts of holy lightning, and the attack deals an extra 1d8 radiant damage to the target.

In addition, the bolt of lightning arcs towards a different creature of your choice within 15 feet of the target. That creature must make a Dexterity saving throw. It takes 2d6 lightning damage on a failed save 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, you can make the lightning arc an additional time for each slot level above 1st. The lightning cannot arc to the same creature more than once.

Artificer, Paladin, Ranger, Warlock Evocation

Almighty Bash

  • casting time 1 action
  • range Self (5-foot radius)

  • components V, M
  • duration Instantaneous

a shield worth at least 1 sp

You brandish the shield used in the spell’s casting and make a melee weapon attack with it against one creature within 5 feet of you. Add your Proficiency bonus to the attack roll if you are proficient with shields. On a hit, the target takes 1d6 + your Strength modifier bludgeoning damage and must make a Strength saving throw. On a failed save, it takes 1d8 radiant damage and is pushed 10 feet away from you or knocked prone, your choice.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d8 radiant damage for each slot level above 1st.

Paladin, Ranger Evocation

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