You give a creature of your choice you can see within range insight into your actions. Until the spell ends, when the target makes a saving throw against a spell you cast or a feature you use, it has advantage on the roll.
At higher levels. At 5th level, you can target an additional creature (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
Mild manipulations of blood best used for practice, but can have a variety of effects within its range.
• You cause a part of a humanoid’s body to harmlessly numb or flush with blood for 1 minute.
• You create an object no larger than 4 inches in any dimension out of your blood which lasts for 1 minute. The object is the color of your blood and slightly pliable.
• You cause a minor wound to seal.
• You hurl a tiny amount of your blood onto a target within range. If it is a creature or moving, you must hit it with a ranged spell attack.
• A creature of your choice within range cries tears of blood for the duration. If the target is unwilling, it can make a Constitution saving throw when first targeted, ending the spell on a success. A creature who succeeds on this save is immune to this effect of the spell for 24 hours. The blood is real and remains after the spell ends, but doesn’t negatively affect the target directly.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You shoot a small spike of blood from your finger or harden a finger with magic before stabbing a creature of your choice you can see within range. If the target is within your reach, make a melee spell attack against it. On a hit, the creature takes 1d6 + your spellcasting ability modifier piercing damage.
If the target is outside of your reach, make a ranged spell attack against it. If it is more than 60 feet from you, you have disadvantage on the attack roll. On a hit, the creature takes 1d4 + your spellcasting ability modifier piercing damage.
At higher levels. This spell’s damage increases by one die when you reach 5th level (2d6[2d4]), 11th level (3d6[3d4]), and 17th level (4d6[4d4]).
You prepare your blood to act as a weak defense if you are wounded. Until the end of your next turn, if you take damage, you gain 3 temporary hit points. These temporary hit points last for 1 minute.
At higher levels. The temporary hit points granted by this spell increases by 2 you reach 5th level (5), 11th level (7), and 17th level (9).
Razor sharp talons of blood protrude from your fingers until the spell ends. They count as a simple melee weapon with which you are proficient, deal 1d4 slashing damage on a hit, and have the finesse and light properties. When you make an attack with the talons, you can use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls. You can dismiss the talons as a free action.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You hurl two, tear-shaped blood drops encased
in glass-like shells at two different creatures of your choice you can see within range. Make a ranged spell attack against each target. On a hit, a target takes 1d6 necrotic damage.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You concentrate blood at a point on your body before slicing it open, causing a burst of blood in a 10-foot cone in a direction of your choice. Each creature in the cone must succeed on a Dexterity saving throw or take 1d8 necrotic damage.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You prick your finger and smear your blood on the weapon used in the spell’s casting and make a melee attack with it against one creature within the weapon’s reach. On a hit, the target suffers the attack's normal effects, and takes extra necrotic damage equal to your spellcasting ability modifier.
At higher levels. The spell’s damage increases by 1d8 when you reach 5th level (1d8 + modifier), 11th level (2d8 + modifier), and 17th level (3d8 + modifier).
You infuse a sense of dread into a creature of your choice within range. The target has disadvantage on the next saving throw it makes to resist the frightened condition before the start of your next turn. A creature immune to the frightened condition is unaffected by this spell.
At higher levels. You can target additional creatures when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
You blow a small cloud of hay into the face of a creature of your choice within range. The creature must make a Constitution saving throw. On a failed save, it takes 1d4 poison damage and it can use either an action or a bonus action, but not both, on its next turn, while the other is used to cough and sneeze. A creature immune to the poisoned condition is unaffected by this spell.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You conjure and hurl a ball of harvestmen at a creature of your choice within range. Make a ranged spell attack against the target. On hit, the creature takes 1 piercing damage. If its hit points are below half of its maximum, it takes an additional 1d10 poison damage.
At higher levels. This spell’s piercing damage increases by 1, and its poison damage increases by 1d10 when you reach 5th level (2 [2d10]), 11th level (3 [3d10]), and 17th level (4 [4d10]).
Roll a d6 on the Random Element table. The next time you cast a spell that deals the rolled damage type before the end of your next turn, each creature dealt damage by that spell takes an extra 1d4 damage of the same type. This spell then ends.
RANDOM ELEMENT
d6 Result
1 Acid
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Re-roll
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
A wisp-like flame visible only to you reveals the
weakness in a creature of your choice within range. The next time you make a weapon attack against the target
during the spell’s duration, you have advantage on the attack roll. This spell then ends.
A simple bubble of magic appears around and moves with you, neutralizing minor weather phenomena such as rain, wind slower than 10 miles-per-hour, and blowing dust or sand particles. This spell has no effect on unnatural weather phenomena or weather affects that would harm your person.
A mass solid magic wreathes your hands as a crude bludgeoning implement. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 bludgeoning damage and must make a Strength saving throw if it is your size or smaller. On a failed save, the target is knocked prone.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
An irritating series of clicks, ticks, and clacks ring out in a 5-foot radius sphere centered on a point of your choice within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature has disadvantage on Constitution saving throws to maintain concentration until the end of your next turn.
A seismic orb of thunder appears in your hand as you slam it into a creature. Make a melee spell attack against the target. On a hit, it takes 1d10 thunder damage and is pushed 5 feet away from you.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
A mass of thorns lashes out at a creature who harmed you with a melee attack. The creature who hit you must succeed on a Dexterity saving throw or take 1d4 piercing damage.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Stone hands emerge from the earth around a creature of your choice as it stands. Choose one of the following effects to apply to the creature.
• It must make a Strength saving throw. On a failed save, it does not stand up but still expends the movement.
• It does not expend any movement to stand.
You exhale a cloud of invisible and foul-smelling swamp gas into a 10-foot cube originating from you. Until the end of your next turn, if a creature in the area takes fire damage or an open flame enters the area, the gas combusts and each creature in the area must succeed on a Dexterity saving throw or takes 1d8 fire damage.
The gas can be dispersed early by a wind of moderate or greater speed (at least 10 miles per hour), ending the spell.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The calm rhythm of your breathing stills the environment in a 5-foot radius sphere around you. Each creature in the area must succeed on a Constitution saving throw or take 1d4 cold damage and have its speed reduced by 10 feet until the end of its next turn.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Your touch charges a creature with electricity. Make a melee spell attack against the target. You have advantage on this attack if the target is wearing metal armor. On a hit, the target takes 1d6 lightning damage and is infused with lightning until the start of your next turn. Until the spell ends, the target takes 1d4 lightning damage when it moves for every 10 feet it travels.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The weapon you used in the spell’s casting shines as you 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 a small rip in space appears where it stands until the start of your next turn, at which point the rip collapses. If a creature is in the rip when it collapses, the creature takes 1d10 force damage.
At higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target on a hit, and the damage the rift deals increases to 2d10. Both damage rolls increase again at the 11th level (2d6 and 3d10) and 17th level (3d6 and 4d10).
You send a concentrated pulse of sonar at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 thunder damage and you are magically aware of its location until the end of your turn. While you are aware of the creature in this way, you are considered able to see it. If you cast this spell underwater, the damage increases to 1d10.
This spell’s damage increases by 1d8[1d10] when you reach 5th level (2d8[2d10]), 11th level (3d8[3d10]), and 17th level (4d8[4d10]).
A blade of force cuts at a creature of your choice you can see within range. Make a melee spell attack against the target. On a hit, it takes 1d6 + your spellcasting ability modifier force damage.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A thin layer of poison coats your body until the start of your next turn. When a creature hits you with a melee attack for the first time during the spell’s duration, it must succeed on a Constitution saving throw or be poisoned until the start of its next turn. If the attack was using the creature’s mouth, it has disadvantage on the saving throw.
You steal and copy a small portion of magic as it harms you. The next time you deal damage to a creature with a melee attack before the end of your next turn, you deal an extra 1d8 damage of the triggering type.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hastily inscribe an occult symbol onto a weapon of your choice that is not held by a creature hostile to you. The next time the weapon hits a creature before the start of your next turn, the hit deals an extra 1d4 weapon damage. The spell then ends.
If you cast this spell again while it is active, the first instance of the spell ends.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
The writing tool you used as a component animates. Until the spell ends, while the tool and target are within 10 feet of you, the tool will write down what you narrate into the targeted object. The tool can write in any written language you know, as well as ciphers that you understand.
Alternatively, you can choose to have the target object audibly narrate its contents, if you know the language it is written in. The object’s narration can be heard up to 30 feet away, and it can be in any verbal language you speak or cypher you understand.
You transmute the ground underneath the target into a thick mud for the duration. The target must make a Dexterity saving throw. On a failed save, it is stuck in the muck and its speed is reduced to 0.
A stuck creature makes a Strength saving throw at the end of each of its turns, ending the spell on a success.
At higher levels. The size of the creature you can target increases. At 5th level, you can target a large creature, huge at 11th, and gargantuan at 17th.
A miniscule meteorite appears above your shoulder until the end of your next turn. The next time you make an attack roll before the spell ends, the meteorite streaks toward the attack’s target. Regardless of if the attack hit, the target of the attack must make a Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The projectile of the weapon you used in the spell’s casting glows as you make a ranged attack with it against one creature within 60 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and a narrow beam of light projects from it in a 10-foot line in a direction aligned with the attack. Each creature in the line takes radiant damage equal to your spellcasting ability modifier.
At higher levels. At 5th level, the ranged attack deals an extra 1d8 radiant damage to the target on a hit, and the damage the line deals increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase again at the 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).
A small rift in space opens, allowing you to attack a foe normally outside your reach. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. You have disadvantage on the attack if the target is within 10 feet of you. On a hit, the target suffers the attack's normal effects, and an extra 1d6 cold damage.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bard, Sorcerer, Wizard
Dark murmurs spur rage in the target creature. It takes 1d6 psychic damage, and can immediately use its reaction to make a melee weapon or unarmed attack against a creature in its reach.
A creature immune to the charmed condition is unaffected by this spell.
You transform a pile unworked of sticks and rocks into a mundane melee weapon. The weapon’s statistics are identical to a normal weapon of the same type for the duration. The weapon crumbles into its component parts when the spell ends, or you cast it again.
At higher levels. You can create an additional weapon when you reach 5th level (2), 11th level (3), and 17th level (4).
You present the mirror shard to a creature of your choice you can see within range as it brilliantly flashes. The target must make a Constitution saving throw. On a failed save, it takes 1d4 radiant damage and is blinded until the start of its next turn.
At higher levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
A swarm of fireflies descends upon a 5-foot radius sphere centered on a point of your choice within range. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(Divination) Your pain afflicts creatures around you until the start of your next turn. The first time you take damage before the end of your next turn, each creature within 5 feet of you must make an Intelligence saving throw. On a failed save, a creature takes 1d8 psychic damage. The spell then ends.
At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Bard, Druid, Sorcerer, Warlock, Wizard
Cleric, Druid, Warlock
Bard, Warlock, Wizard
You gently pull the moisture from the target. If the target is a creature, make a spell attack roll. On hit, it takes 1d4 necrotic damage. If the target is a piece of meat or fruit no larger than a foot in any dimension, the moisture is immediately drained, preserving it.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
A ring of force spines orbits around you until the start of your next turn. For the spell’s duration, at the end of an action during which a creature within 10 feet of you hit you with an attack, that creature must make a Dexterity saving throw. On a failed save, it takes it takes a d6 force damage for each time it hit you with an attack during that action (maximum of 2d6).
At higher levels. This spell’s maximum damage increases by 1 dice when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
The space within the copper ring shimmers with dust. Until the spell ends, a you can ask the ring the time at your location or a location you are familiar with on the same plane of existence as you, and the dust within the ring will glow to answer the question. In addition, the ring can be used to track periods of time like a stopwatch.
If you cast this spell again before it ends, the duration of the spell resets to 1 minute.
At higher levels. At 11th level, you can also ask the ring which direction is north.
You throw a handful of shimmering cosmic dust into a 5-foot radius sphere centered on a point of your choice within range. Each creature in the radius must make a Dexterity saving throw, being coated by the dust on a failed save and glimmering slightly until the start of your next turn. A creature affected by this spell gains no benefits from being invisible and is revealed if it was hidden.
A pulse of corrosive magic washes out from you in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, its AC is reduced by 1 until the end of your next turn.
This spell’s AC reduction increases by 1 when you reach 5th level (-2), 11th level (-3) and 17th level (-4).
Lightning surges through a creature you’re in contact with. The target must succeed on a Constitution saving throw or take 1d12 lightning damage.
At higher levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Artificer, Bard, Warlock, Wizard
Artificer, Bard, Sorcerer, Warlock, Wizard
Artificer, Sorcerer, Wizard
A glowing dewdrop falls onto the target, giving it a brief energy boost. It regains 1 hit point and 1d4 temporary hit points. A creature can only regain hit points from this spell once every 8 hours, and temporary hit points granted by this spell are reduced to zero 1 minute after the spell was cast.
At higher levels. The number of temporary hit points the target gains increases by 1d4 at the 5th level (2d4), 11th level (3d4), and 17th level (4d4)
A quick word of encouragement inspires a creature. Once before the start of your next turn, when the target makes an attack roll, it can roll a d4 and add the rolled number to the total. This spell then ends for it.
At higher levels. You can target an additional creature when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
Cleric, Warlock
Weapons you swing leave minor aftershocks in their wake until the start of your next turn. Until the spell ends, if you miss a melee weapon attack or unarmed strike, the target takes your spellcasting ability modifier force damage. This spell then ends.
At higher levels. The number of times you can miss an attack before the spell ends increases by 1 when you reach the 5th level (2 times), 11th level (3 times), and 17th level (4 times).
You blow into the instrument and create a random beam of energy aimed at a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage. Roll on the Beams table to determine the damage type.
BEAMS d8 Beam Color Result
1 Orange Acid
2 Blue Cold
3 Red Fire
4 Yellow Lightning
5 Green Poison
6 Indigo Necrotic
7 Violet Radiant
8 The target is struck by two beams. Roll twice more, rerolling any 8.
At higher levels. Each beam’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You focus your voice on a distant location. Until the start of your next turn, you can make it sound like your voice is originating from a point of your choice within 20 feet of you that is not behind full cover.
A creature can notice the projection with a successful Intelligence (Investigation) check against your spell save DC.
You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.
You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.
You comedically fall prone in response to being attacked, forcing the attacker to make a Wisdom saving throw. On a failed save, they are incapacitated with laughter until the end of their turn. You cannot cast this spell while you are prone.
Creatures immune to the charmed condition are unaffected by this spell.