Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Subclasses,Text,At Higher Levels
Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Ranger (PHB'14), Ranger (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Abjurer (PHB'24) Wizard, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Land (Tropical Land) (PHB'24) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Evoker (PHB'24) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24),,Celestial (PHB'24) Warlock, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Lore (PHB'24) Bard, Daemonologist (GH:PG'24) Wizard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Life (PHB'24) Cleric, Devotion (PHB'24) Paladin, Peace (TCE) Cleric, Peace (TCE) Cleric, Solidarity (PSA) (PSA) Cleric, Solidarity (PSA) (PSA) Cleric,Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.
Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Ranger (PHB'14), Ranger (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Wizard (PHB'14), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer (TCE), Ranger (PHB'24), Wizard (PHB'24),,Abjurer (PHB'24) Wizard, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Guardian (CBT) Paladin, Watchers (TCE) Paladin, Watchers (TCE) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.,
Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Moon (PHB'14) Druid, Lore (PHB'24) Bard, Draconic (PHB'24) Sorcerer, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Lunar (DSotDQ) Sorcerer, Lunar (DSotDQ) Sorcerer, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Predator (HWT) Warlock, Predator (HWT) Warlock,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Subclasses,Text,At Higher Levels
Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Ranger (PHB'14), Ranger (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Abjurer (PHB'24) Wizard, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Land (Tropical Land) (PHB'24) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Evoker (PHB'24) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24),,Celestial (PHB'24) Warlock, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Lore (PHB'24) Bard, Daemonologist (GH:PG'24) Wizard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Life (PHB'24) Cleric, Devotion (PHB'24) Paladin, Peace (TCE) Cleric, Peace (TCE) Cleric, Solidarity (PSA) (PSA) Cleric, Solidarity (PSA) (PSA) Cleric,Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.
Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Ranger (PHB'14), Ranger (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Wizard (PHB'14), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer (TCE), Ranger (PHB'24), Wizard (PHB'24),,Abjurer (PHB'24) Wizard, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Guardian (CBT) Paladin, Watchers (TCE) Paladin, Watchers (TCE) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.,
Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Moon (PHB'14) Druid, Lore (PHB'24) Bard, Draconic (PHB'24) Sorcerer, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Lunar (DSotDQ) Sorcerer, Lunar (DSotDQ) Sorcerer, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Predator (HWT) Warlock, Predator (HWT) Warlock,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same