© = Concentration
® = Ritual Spell
This page holds all of the 1st-level spells. If you are looking for a specific school or spells from a certain class, it's recommended you use CTRL + F to find what you're looking for more easily. © (Concentration) and ® (Ritual) are also valid characters to find using this tool.
Added
Acid Arrow (Moved from 2nd level)
Darkvision (Moved from 2nd level)
Enhance Ability (Moved from 2nd level)
Summon Slime
Changed
Absorb Elements
Animal Friends
Arms of Hadar
Bane
Beast Bond
Bless
Cause Fear
Ceremony
Chaos Bolt
Color Spray
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Earth Tremor
Entangle
Faerie Fire
False Life
Find Familiar
Goodberry
Healing Word
Heroism
Ice Knife
Jump
Longstrider
Ray of Sickness
Sanctuary
Searing Smite
Silvery Barbs (Replaced by Word of Striking/Defense)
Snare
Thunderous Smite
Witch Bolt
Wrathful Smite
Removed
Compelled Duel (Moved to 2nd level)
Expeditious Retreat
Frost Fingers
Shield
Tasha's Caustic Brew (Moved to 2nd level)
Abjuration - Artificer, Druid, Ranger, Sorcerer, Wizard - Eldritch Knight
1 Reaction (when you take acid, cold, fire, lightning, or thunder damage)
Self
S
1 Round
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, you may choose an additional creature within 60 ft of you to gain the benefits of the spell for each slot level above 1st.
Evocation - Wizard - Eldritch Knight
1 Action
90 ft.
V, S, M (powdered rhubarb leaf and an adder’s stomach)
Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 3d4 acid damage immediately and is covered in acid. While covered in acid, the target takes 3d4 acid damage, and its armor class is reduced by 1 at the end of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature, ending the spell on them and returning their armor class to normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st.
Abjuration - Artificer, Ranger, Wizard - Arcane Trickster
1 Minute (Ritual)
30 ft.
V, S, M (a tiny bell and a piece of fine silver wire)
8 Hours
You set an alarm against unwanted 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 Tiny or larger 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 mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Enchantment - Bard, Druid, Ranger
1 Action
30 ft.
V, S, M (a morsel of food)
24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional beasts for each slot level above 1st.
Abjuration - Warlock - Eldritch Knight
1 Action
Self
V, S, M (a cup of water)
1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Conjuration - Warlock - Eldritch Knight
1 Action
Self (10 ft. radius)
V, S
Instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures of your choice within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 and the area increases by 5ft for each slot level above 1st.
Enchantment - Bard, Cleric, Warlock
1 Action
60 ft.
V, S, M (a drop of blood)
1 Minute (Concentration)
Up to six creatures of your choice that you can see within range must make a Charisma saving throw or become cursed. Whenever a target cursed in this way makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st.
Divination - Druid, Ranger
1 Action
Touch
V, S, M (a bit of fur wrapped in a cloth)
10 Minutes (Concentration)
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Enchantment - Bard, Cleric, Paladin
1 Action
30 ft.
V, S, M (a sprinkling of holy water)
10 Minutes (Concentration)
You bless a creature of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. When you cast this spell using a spell slot of 3rd or higher, you can maintain your concentration on the spell for up to one hour. Using a spell slot of 5th level or higher removes the need to concentrate.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
Self (15 ft. cone)
V, S
Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft.
S
Instantaneous
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.
Necromancy - Warlock, Wizard - Arcane Trickster
1 Action
90 ft. (20 foot cube)
V, S
1 Minute (Concentration)
You awaken the sense of mortality in creatures in a 20ft Cube within range. A construct or an undead is immune to this effect. The creatures must succeed on a Wisdom saving throw or become frightened of you until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell with a 2nd level or higher spell slot, its area increases by 10ft for each spell slot level above 1st.
Abjuration - Cleric, Paladin
1 Hour (Ritual)
Touch
V, S, M (25 gp worth of powdered silver, which the spell consumes)
Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 30 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Cleanse. While in a Sanctuary devoted to your faith, you touch one creature and grant them the benefits of Lesser or Greater Restoration. You must provide the additional components for Greater Restoration.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Pilgrimage. You ready those around you for a harrowing journey. For the next 24 hours, each creature that stayed within range throughout the casting can travel for an additional 2 hours without making Constitution saving throws to stave off exhaustion. Additionally they have advantage on any saving throws against exhaustion while traveling.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Evocation - Sorcerer
1 Action
120 ft.
V, S
Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d10 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
d8 - Damage Type
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Poison
7 - Psychic
8 - Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d10 extra damage of the type rolled for each slot level above 1st.
Enchantment - Bard, Druid, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
30 ft.
V, S
1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
90 ft.
V, S, M (a diamond worth at least 50 gp)
Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Self (15 ft. cone)
V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Instantaneous
Creatures in a 15-foot cone originating from you must make a dexterity saving throw or become blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the size of the cone by 15 feet for each slot level above 1st.
Enchantment - Bard, Cleric, Paladin
1 Action
60 ft.
V
1 Round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Divination - Bard, Sorcerer, Warlock, Wizard
1 Action (Ritual)
Self
V, S, M (a pinch of soot and salt)
1 Hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Transmutation - Cleric, Druid
1 Action
30 ft. (30 ft. cube*)
V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
*At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Evocation - Artificer, Bard, Cleric, Druid, Paladin, Ranger
1 Action
Touch
V, S
Instantaneous
A creature you touch regains 2d8 plus their constitution modifier hit points and may expend a hit die to recover additional hit points equal to one roll of that die. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
Transmutation - Artificer, Druid, Ranger, Sorcerer, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (either a pinch of dried carrot or an agate)
8 Hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
At Higher Levels. When you cast this spell with 2nd level or higher spell slot, you can target one additional creature for each level above 1st.
Divination - Cleric, Paladin
1 Action
Self
V, S
10 Minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 60 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divination - Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard - Arcane Trickster
1 Action (Ritual)
Self
V, S
10 Minutes (Concentration)
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; 1 inch of metal; or a thin sheet of lead.
Divination - Cleric, Druid, Paladin, Ranger
1 Action (Ritual)
Self
V, S, M (a yew leaf)
10 Minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Illusion - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
Self
V, S
1 Hour
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use you choose to dismiss it (no action required). You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. 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 or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Enchantment - Bard
1 Action
60 ft.
V
Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation - Paladin
1 Bonus Action
Self
V, S
1 Minute (Concentration)
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Evocation - Bard, Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
Self (10 ft. radius)
V, S
Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain for creatures other than you until cleared, with each 5-foot-square portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 and the area increases by 5ft for each slot level above 1st.
Transmutation - Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (fur or a feather from a beast)
1 Hour (Concentration)
You touch a creature and bestow upon it a magical enhancement. Choose an ability score, the target has advantage on ability checks that use that ability score.
At Higher Levels. When you cast this spell using a slot level of 3rd level or higher the target additionally gains advantage on saving throws using that ability score. If you use a slot level of 5th level or higher they gain advantage on all rolls using that ability score for the duration.
Conjuration - Ranger - Arcane Trickster
1 Bonus Action
Self
V
1 Minute (Concentration)
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration - Druid, Ranger
1 Action
90 ft. (20 ft. cube)
V, S
1 Minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
Creatures of your choice in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, its area increases by 10ft for each slot level above 1st.
Evocation - Artificer, Bard, Druid - Eldritch Knight
1 Action
90 ft. (20 ft. cube)
V
1 Minute (Concentration)
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
At Higher Levels. When you cast this spell with 2nd level or higher spell slot, it’s area increases by 10ft for each spell slot level above 1st. Using a spell slot of 3rd level or higher removes the need to concentrate.
Necromancy - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
Self
V, S, M (a small amount of alcohol or distilled spirits)
Instantaneous
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Transmutation - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster
1 Reaction (when you or a creature within 60 feet of you falls)
60 ft.
V, M (a small feather or piece of down)
1 Minute
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 the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Conjuration - Wizard
1 Action (Ritual)
10 ft.
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. You can use an action to change what form your familiar has taken.
Your familiar acts independently of you, but it always obeys your commands. In combat, it cannot take actions
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As a bonus action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you and If the spell requires an attack roll, you use your attack modifier for the roll.
Conjuration - Wizard - Arcane Trickster
1 Action (Ritual)
30 ft.
V, S, M (a drop of mercury)
1 Hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Conjuration - Druid, Ranger, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
120 ft. (20 ft. sphere)
V, S
1 Hour (Concentration)
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Transmutation - Druid, Ranger
1 Action
Touch
V, S, M (a sprig of mistletoe)
Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry or administer one to an unconscious creature. Eating a berry restores 2 hit point, and the berry provides enough nourishment to sustain a creature for one day. A creature can subsist on these berries for up to 3 days, at which time the berries stop providing nourishment until the creature eats other food for a day.
These berries lose their potency when you complete a short or long rest.
At Higher Levels. When you cast this spell with 2nd level or higher spell slot, you create ten more berries for each spell slot level above 1st.
Conjuration - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft. (10 ft. square)
V, S, M (a bit of pork rind or butter)
1 Minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Evocation - Cleric
1 Action
120 ft.
V, S
1 Round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration - Ranger
1 Bonus Action
Self
V
1 Minute (Concentration)
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Evocation - Bard, Cleric, Druid
1 Bonus Action
60 ft.
V
Instantaneous
A creature of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.
Evocation - Warlock - Eldritch Knight
1 Reaction (in response to being damaged by a creature within 60 feet of you that you can see)
60 ft.
V, S
Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Enchantment - Bard, Paladin - Eldritch Knight
1 Action
Touch
V, S
1 Minute
A creature within range is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your Spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment - Warlock - Eldritch Knight
1 Bonus Action
90 ft.
V, S, M (the petrified eye of a newt)
1 Hour (Concentration)
You place a curse on a creature of your choice that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, the target has disadvantage on ability checks.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the damage increases to 2d6. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the damage increases to 3d6.
Enchantment - Bard, Wizard
1 Action
30 ft.
V, S, M (tiny tarts and a feather that is waved in the air)
1 Minute (Concentration)
You curse a creature of your choice within range. While cursed, the target perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Divination - Ranger
1 Bonus Action
90 ft.
V
1 Hour (Concentration)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the damage increases to 2d6. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the damage increases to 3d6.
Conjuration - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft. (5 ft. sphere)
S, M (a drop of water or a piece of ice)
Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 2d6 for each slot level above 1st.
Divination - Artificer, Bard, Wizard - Arcane Trickster
1 Minute (Ritual)
Touch
V, S, M (a pearl worth at least 100 gp and an owl feather)
Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusion - Bard, Warlock, Wizard - Arcane Trickster
1 Minute (Ritual)
Touch
S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
10 Days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Necromancy - Cleric
1 Action
Touch
V, S
Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Transmutation - Artificer, Druid, Ranger, Sorcerer, Wizard - Arcane Trickster
1 Bonus Action
Touch
V, S, M (a grasshopper's hind leg)
1 Minute
You touch a creature. That creature can jump a number of feet equal to its movement speed rather than its normal jump distance, and it subtracts its current walking speed from the distance it falls before calculating falling damage after jumping.
Divination - Bard, Druid, Ranger
1 Action (Ritual)
Self
V, S, M (a bit of fur from a bloodhound)
Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Transmutation - Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Bonus Action
Self
V, S
10 Minutes (Concentration)
This spell allows you to move at an incredible pace, increasing your walking speed by 10 feet. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
At Higher Levels. When you cast this spell with 2nd level or higher spell slot, you can target one additional creature up to 30 feet from you for each level above 1st. If you cast this spell with a 3rd level or higher spell slot, you do not need to hold concentration on it.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
120 ft.
V, S
Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Abjuration - Cleric, Paladin, Warlock, Wizard
1 Action
Touch
V, S, M (holy water or powdered silver and iron, which the spell consumes)
10 Minutes (Concentration)
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st
Transmutation - Artificer, Cleric, Druid, Paladin
1 Action (Ritual)
10 ft. (5 ft. sphere)
V, S
Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Necromancy - Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft.
V, S
Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Abjuration - Artificer, Cleric
1 Bonus Action
30 ft.
V, S, M (a small silver mirror)
1 Hour
You ward a creature within range against attack. Until the spell ends, any creature that targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target who is not under the effects of this spell or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Evocation - Paladin, Ranger - Eldritch Knight
1 Bonus Action (When you hit a creature with a weapon attack)
Self
V
1 Minute (Concentration)
Your weapon flares with white-hot intensity, and the creature takes 2d6 fire damage and the target is Set Ablaze until your concentration ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Abjuration - Cleric, Paladin
1 Bonus Action
60 ft.
V, S, M (a small parchment with a bit of holy text written on it)
10 Minutes (Concentration)
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft. (15 ft. cube)
V, S, M (a bit of fleece)
10 Minutes (Concentration)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Enchantment - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
90 ft. (20 ft. sphere)
V, S, M (a pinch of fine sand, rose petals, or a cricket)
1 Minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Abjuration - Artificer, Druid, Ranger, Wizard
1 Action
Touch
S, M (25 feet of rope, which the spell consumes)
8 Hours
You conjure an ethereal, invisible rope in a 5-foot radius circle in an unoccupied space on the ground or the floor. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Divination - Bard, Druid, Ranger
1 Action (Ritual)
Self
V, S
10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Conjuration - Warlock, Wizard
1 Action
90 ft
V, S, M (An Elmer's Slime Starter Kit)
1 Hour (Concentration)
You call forth a slime spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Slime Spirit stat block. When you cast the spell, choose Ochre, Grey, or Gelatinous. The creature resembles an ooze of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block. If you cast this spell with a 3rd or 4th level spell it is medium instead of small and if you cast this spell with a 5th or 6th level spell slot it is large instead. If you cast this spell with a spell slot of 7th or higher the slime is huge.
Slime Spirit
Small ooze
Armor Class. 8 + the level of the spell (natural armor)
Hit Points. 10 + 25 for each spell level above 1st
Speed. 15 ft.; climb 15 ft.
STR 15 (+2) DEX 6 (-2) CON 15 (+2) INT 1 (−5) WIS 6 (-2) CHA 1 (−5)
Senses. darkvision 60 ft., passive Perception 8
Condition Immunities. Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Engulf (Gelatinous Only). The slime can move into a space occupied by another creature. Whenever the slime enters a creature's space or starts its turn there, the creature must make a Dexterity saving throw against your spell save DC. or take 1d6 acid damage and become grappled.
Corrode. (Grey only). Any nonmagical weapon that hits the slime corrodes. After dealing damage, the weapon takes a permanent -1d6 penalty to damage rolls. if the d6 rolls a 6 the weapon is destroyed.
Split. (Ochre only). When the slime takes slashing damage it splits into two new slimes if it has at least 10 hit points and is small or larger. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime.
Actions
Multiattack. The slime makes a number of attacks equal to half this spell’s level (rounded down). The slime cannot attack without taking this action.
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + the spell’s level acid damage.
Evocation - Paladin - Eldritch Knight
1 Bonus Action (when you hit a creature with a weapon attack)
Self
V
Instantaneous
Your weapon rings with thunder that is audible within 300 feet of you and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed up to 20 feet away from you and be knocked prone.
Evocation - Bard, Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
Self (15 ft. square)
V, S
Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration - Bard, Warlock, Wizard
1 Action (Ritual)
60 ft.
V, S, M (a bit of string and of wood)
1 Hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Evocation - Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
60 ft.
V, S, M (a twig from a tree that has been struck by lightning)
1 Minute (Concentration)
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target becomes cursed and takes 3d4 lightning damage. While the target is cursed you can use your action to deal 3d4 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d4 for each slot level above 1st.
Abjuration - Bard, Sorcerer, Wizard
1 Reaction (when you see a creature within range succeed or fail an attack roll)
30 ft.
V
Instantaneous
You twist fate and cause the triggering attack roll to be rerolled. You may impose Advantage or disadvantage on the reroll.
Evocation - Paladin - Eldritch Knight
1 Bonus Action (when you hit a creature with a weapon attack)
Self
V
1 Minute (Concentration)
Your weapon seethes with overwhelming conviction, and the attack deals an extra 1d6 psychic damage to the target. Additionally, it must succeed on a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom Saving Throw against your spell save DC to steel its resolve and end this spell.
Transmutation - Ranger - Arcane Trickster, Eldritch Knight
1 Bonus Action
Self
V
1 Minute (Concentration)
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.