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if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer (TCE), Bard (PHB'24), Sorcerer (PHB'24), Wizard (PHB'24),,Forge (XGE) Cleric, Forge (XGE) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer (TCE), Wizard (PHB'24),,Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'14) Rogue, Arcane Trickster (PHB'24) Rogue, Diviner (PHB'24) Wizard, Draconic (PHB'24) Sorcerer, Eldritch Knight (PHB'14) Fighter, Eldritch Knight (PHB'24) Fighter, Inquisition (GH:PG'24) Cleric, Knowledge (PHB'14) Cleric, Knowledge (PHB'14) Cleric, Light (PHB'24) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Swarmkeeper (TCE) Ranger, Swarmkeeper (TCE) Ranger, Many (TGS2) Warlock, Many (TGS2) Warlock,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer (TCE), 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, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer (TCE), 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,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Evoker (PHB'24) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Fathomless (TCE) Warlock, Fathomless (TCE) Warlock,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blight,PHB'24,247,4th,Action,Instantaneous,Necromancy,30 feet,V, S,Druid (PHB'24), Sorcerer (PHB'24), Warlock (PHB'24), Wizard (PHB'24),,Alchemist (TCE) Artificer, Apocalypse (CBT) Cleric, Arcane Trickster (PHB'14) Rogue, Arcane Trickster (PHB'24) Rogue, Architect of Ruin (IllR) Illrigger, Blood (TDCSR) Cleric, Blood (TDCSR) Cleric, Spores (TCE) Druid, Spores (TCE) Druid, Land (Desert) (PHB'14) Druid, Land (Arid Land) (PHB'24) Druid, Death (DMG'14) Cleric, Death (DMG'14) Cleric, Eldritch Knight (PHB'14) Fighter, Eldritch Knight (PHB'24) Fighter, Festus (TGS2) Cleric, Festus (TGS2) Cleric, Grave (XGE) Cleric, Grave (XGE) Cleric, Leyline (Desert) (HWT) Wizard, Leyline (Desert) (HWT) Wizard, Pestilence (GH:PG'24) Paladin, Oathbreaker (DMG'14) Paladin, Oathbreaker (DMG'14) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save
  • range it simply withers and dies.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Archfey (PHB'24) Warlock, 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, Archfey (PHB'14) Warlock, Hexblade (XGE) Warlock, Hexblade (XGE) Warlock, Many (TGS2) Warlock, Many (TGS2) Warlock, Predator (HWT) Warlock, Predator (HWT) Warlock, Trickery (PHB'14) Cleric,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Land (Arid Land) (PHB'24) Druid, Land (Desert) (PHB'14) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Illusionist (PHB'24) Wizard, Leyline (Desert) (HWT) Wizard, Leyline (Desert) (HWT) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Genie (Marid) (TCE) Warlock, Genie (Marid) (TCE) Warlock, Hexblade (XGE) Warlock, Hexblade (XGE) Warlock,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer (TCE), Sorcerer (PHB'14), Sorcerer (PHB'24), Warlock (PHB'14), Warlock (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Sorcerer (PHB'14), Sorcerer (PHB'24), Warlock (PHB'14), Warlock (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, 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 brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer (TCE), 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,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, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, 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, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer (TCE), Bard (PHB'14), Bard (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,You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Cloudkill,PHB'24,251,5th,Action,Concentration, up to 10 minutes,Conjuration,120 feet,V, S,Sorcerer (PHB'24), Wizard (PHB'24),,Alchemist (TCE) Artificer, Spores (TCE) Druid, Spores (TCE) Druid, Land (Underdark) (PHB'14) Druid, Death (DMG'14) Cleric, Death (DMG'14) Cleric, Festus (TGS2) Cleric, Festus (TGS2) Cleric, Green Reaper (GH:PG'24) Ranger, Conquest (XGE) Paladin, Conquest (XGE) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Undead (VRGR) Warlock, Undead (VRGR) Warlock,You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.The Sphere moves 10 feet away from you at the start of each of your turns.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer (TCE), Cleric (PHB'24), Druid (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, 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,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Warlock (PHB'14), Warlock (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Land (PHB'14) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Nature (PHB'14) Cleric, Nature (PHB'14) Cleric, Strength (PSA) (PSA) Cleric, Strength (PSA) (PSA) Cleric,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer (TCE), Cleric (PHB'24), Paladin (PHB'24),,Land (Desert) (PHB'14) Druid, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Festus (TGS2) Cleric, Festus (TGS2) Cleric, Revelry (VSS:PP) Paladin, Genie (TCE) Warlock, Genie (TCE) Warlock,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer (TCE), Wizard (PHB'14), Wizard (PHB'24),,Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Forge (XGE) Cleric, Forge (XGE) Cleric, Illusionist (PHB'24) Wizard, Inquisition (GH:PG'24) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Genie (TCE) Warlock, Genie (TCE) Warlock,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24),,Celestial (PHB'24) Warlock, Wildfire (TCE) Druid, Wildfire (TCE) Druid, Moon (PHB'24) Druid, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Life (PHB'24) Cleric, Life (PHB'14) Cleric, Celestial (XGE) Warlock,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer (TCE), Bard (PHB'24), Sorcerer (PHB'24), Wizard (PHB'24),,Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Illusionist (PHB'24) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Waxwork (O:TTG) Rogue, Waxwork (O:TTG) Rogue,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer (TCE), Druid (PHB'24), Ranger (PHB'24), Sorcerer (PHB'24), 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, Shadow (PHB'14) Monk,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Death Ward,PHB'24,261,4th,Action,8 hours,Abjuration,Touch,V, S,Cleric (PHB'24), Paladin (PHB'24),,Alchemist (TCE) Artificer, Architect of Ruin (IllR) Illrigger, Death (DMG'14) Cleric, Death (DMG'14) Cleric, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Future You (VSS:PP) Warlock, Grave (XGE) Cleric, Grave (XGE) Cleric, Haunted (GH:PG'24) Sorcerer, Life (PHB'14) Cleric, Life (PHB'24) Cleric, Lunar (DSotDQ) Sorcerer, Lunar (DSotDQ) Sorcerer, Guardian (CBT) Paladin, Runechild (TDCSR) Sorcerer, Runechild (TDCSR) Sorcerer, Undead (VRGR) Warlock, Undead (VRGR) Warlock, Undying (SCAG) Warlock, Undying (SCAG) Warlock, Ambition (PSA) (PSA) Cleric, Ambition (PSA) (PSA) Cleric,You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24), Sorcerer (PHB'24), Warlock (PHB'24), Wizard (PHB'24),,Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Diviner (PHB'24) Wizard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Spelldrinker (TGS2) Paladin, Spelldrinker (TGS2) Paladin, Watchers (TCE) Paladin, Watchers (TCE) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer (TCE), Bard (PHB'24), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Gloom Stalker (PHB'24) Ranger, Gloom Stalker (XGE) Ranger, Illusionist (PHB'24) Wizard, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Trickery (PHB'24) Cleric, Trickery (PHB'14) Cleric, Ambition (PSA) (PSA) Cleric, Ambition (PSA) (PSA) Cleric,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24), Sorcerer (PHB'24), Warlock (PHB'24), Wizard (PHB'24),,Abjurer (PHB'24) Wizard, Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Fey Wanderer (TCE) Ranger, Inquisition (GH:PG'24) Cleric, Leyline (HWT) Wizard, Leyline (HWT) Wizard, Lunar (DSotDQ) Sorcerer, Lunar (DSotDQ) Sorcerer, Devotion (PHB'24) Paladin, Devotion (PHB'14) Paladin, Spelldrinker (TGS2) Paladin, Spelldrinker (TGS2) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Trickery (PHB'14) Cleric,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Warlock (PHB'14), Warlock (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Arcane Trickster (PHB'14) Rogue, Arcane Trickster (PHB'24) Rogue, Eldritch Knight (PHB'14) Fighter, Eldritch Knight (PHB'24) Fighter,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer (TCE), Druid (PHB'24), Paladin (PHB'24), Ranger (PHB'24),,Lore (PHB'24) Bard, Forge (XGE) Cleric, Forge (XGE) Cleric, Hexblade (XGE) Warlock, Hexblade (XGE) Warlock,A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Ranger (PHB'24), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Lore (PHB'24) Bard, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Future You (VSS:PP) Warlock, Glory (PHB'24) Paladin, Glory (TCE) Paladin, Revelry (VSS:PP) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Strength (PSA) (PSA) Cleric, Strength (PSA) (PSA) Cleric,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer (TCE), Bard (PHB'24), Druid (PHB'24), Sorcerer (PHB'24), 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,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer (TCE), Sorcerer (PHB'24), Warlock (PHB'24), 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, Open Sea (TDCSR) Paladin, Open Sea (TDCSR) Paladin, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer (TCE), Wizard (PHB'24),,Arcane Trickster (PHB'14) Rogue, Arcane Trickster (PHB'24) Rogue, Eldritch Knight (PHB'14) Fighter, Eldritch Knight (PHB'24) Fighter, Forge (XGE) Cleric, Forge (XGE) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer (TCE), Bard (PHB'24), Druid (PHB'24),,Archfey (PHB'24) Warlock, Lore (PHB'24) Bard, Light (PHB'24) Cleric, Light (PHB'14) Cleric, Moon (TDCSR) Cleric, Moon (TDCSR) Cleric, Swarmkeeper (TCE) Ranger, Swarmkeeper (TCE) Ranger, Archfey (PHB'14) Warlock, Lantern (O:TTG) Warlock, Lantern (O:TTG) Warlock, Twilight (TCE) Cleric, Twilight (TCE) Cleric,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer (TCE), Sorcerer (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Blood (TDCSR) Cleric, Blood (TDCSR) Cleric, Lore (PHB'24) Bard, Death (DMG'14) Cleric, Death (DMG'14) Cleric, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Grave (XGE) Cleric, Grave (XGE) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, First Vampire (GH:PG'24) Warlock, Undead (VRGR) Warlock, Undead (VRGR) Warlock, Undying (SCAG) Warlock, Undying (SCAG) Warlock,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer (TCE), Bard (PHB'24), Sorcerer (PHB'24), 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, Feline Court (CBT) Warlock, Occultist (GH:PG'24) Monster Hunter, Rocborne (TGS2) Ranger, Rocborne (TGS2) Ranger, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 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, Architect of Ruin (IllR) Illrigger, Land (Arid 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 hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, 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,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Flaming Sphere,PHB'24,275,2nd,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S, M (a ball of wax),Druid (PHB'24), Sorcerer (PHB'24), Wizard (PHB'24),,Alchemist (TCE) Artificer, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Wildfire (TCE) Druid, Wildfire (TCE) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Light (PHB'14) Cleric, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger, Celestial (XGE) Warlock,You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer (TCE), Sorcerer (PHB'24), Warlock (PHB'24), Wizard (PHB'24),,Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Architect of Ruin (IllR) Illrigger, Lore (PHB'24) Bard, Draconic (PHB'24) Sorcerer, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Haunted (GH:PG'24) Sorcerer, Occultist (GH:PG'24) Monster Hunter, Sanguine Thief (GH:PG'24) Rogue, Spellslinger (GC:VSS) Gunslinger,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer (TCE), Bard (PHB'24), Cleric (PHB'24), Druid (PHB'24), Ranger (PHB'24),,Land (Arctic) (PHB'14) Druid, Land (Coast) (PHB'14) Druid, Land (Forest) (PHB'14) Druid, Land (Grassland) (PHB'14) Druid, Land (Swamp) (PHB'14) Druid, Land (Temperate Land) (PHB'24) Druid, Clockwork (PHB'24) Sorcerer, Clockwork Soul (TCE) Sorcerer, Divine Soul (XGE) Sorcerer, Divine Soul (XGE) Sorcerer, Feline Court (CBT) Warlock, Leyline (Grassland) (HWT) Wizard, Leyline (Grassland) (HWT) Wizard, Devotion (PHB'14) Paladin, Devotion (PHB'24) Paladin, Glory (TCE) Paladin, Glory (PHB'24) Paladin, Revelry (VSS:PP) Paladin, Open Sea (TDCSR) Paladin, Open Sea (TDCSR) Paladin, River (O:TTG) Paladin, River (O:TTG) Paladin, Runechild (TDCSR) Sorcerer, Runechild (TDCSR) Sorcerer, Predator (HWT) Warlock, Predator (HWT) Warlock, Vermin Lord (GH:PG'24) Ranger, War (PHB'14) Cleric, War (PHB'24) Cleric, Zeal (PSA) (PSA) Cleric, Zeal (PSA) (PSA) Cleric,You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer (TCE), Druid (PHB'14), Druid (PHB'24), Sorcerer (PHB'14), Sorcerer (PHB'24), Warlock (PHB'14), Warlock (PHB'24), Wizard (PHB'14), Wizard (PHB'24),Arcana (SCAG) Cleric, Arcana (SCAG) Cleric, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Land (PHB'14) Druid, Lore (PHB'24) Bard, Eldritch Knight (PHB'24) Fighter, Eldritch Knight (PHB'14) Fighter, Evoker (PHB'24) Wizard, Nature (PHB'14) Cleric, Nature (PHB'14) Cleric, Strength (PSA) (PSA) Cleric, Strength (PSA) (PSA) Cleric,You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Gaseous Form,PHB'24,277,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a bit of gauze),Sorcerer (PHB'24), Warlock (PHB'24), Wizard (PHB'24),,Alchemist (TCE) Artificer, Arcane Trickster (PHB'24) Rogue, Arcane Trickster (PHB'14) Rogue, Spores (TCE) Druid, Spores (TCE) Druid, Land (Underdark) (PHB'14) Druid, 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, Swarmkeeper (TCE) Ranger, Swarmkeeper (TCE) Ranger, First Vampire (GH:PG'24) Warlock,A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage

it has Immunity to the Prone condition

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

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