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Bane

  • casting time Action
  • range 30 feet

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

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Level 1 Enchantment

Hunter's Mark

  • casting time Bonus action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour


Magically mark one creature you can see within range as your quarry. You deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

Level 1 Divination

Divine Smite

  • casting time Bonus action, immediately after hitting a target
  • range Self

  • components V
  • duration Instantaneus


The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 Evocation

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