© = Concentration
® = Ritual Spell
This page holds all of the 1st tier 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 tier)
Air Bubble (Moved from 2nd tier)
Borrowed Knowlege (Moved from 2nd tier)
Darkness (Moved from 2nd tier)
Darkvision (Moved from 2nd tier)
Find Traps (Moved from 2nd tier)
Magic Weapons (Moved from 2nd tier)
Rune of Protection
Summon Slime
Changed
Absorb Elements
Acid Arrow
Armor Of Agathys
Arms of Hadar
Bane
Burning Hands
Catapult
Cause Fear
Ceremony
Chaos Bolt
Charm Person
Chromatic Orb
Color Spray
Create/Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Divine Favor
Earth Tremor
Entangle
Faerie Fire
False Life
Find Familiar
Floating Disk
Goodberry
Grease
Healing Word
Hellish Rebuke
Heroism
Hex
Hideous Laughter
Hunter's Mark
Ice Knife
Inflict Wounds
Jump
Longstrider
Protection from Evil and Good
Ray of Sickness
Sanctuary
Searing Smite
Silvery Barbs (Replaced by Word of Striking/Defense)
Sleep
Snare
Thunderous Smite
Unseen Servant
Witch Bolt
Wrathful Smite
Removed
Animal Friendship
Beast Bond
Bless
Command (Moved to 2nd tier)
Compelled Duel (Moved to 2nd tier)
Enhance Ability (Moved to 2nd tier)
Ensnaring Strike (Moved to 2nd tier)
Expeditious Retreat
Frost Fingers
Hail of Thorns (Moved to 2nd tier)
Illusory Script (Moved to 0th tier)
Magic Missile (Moved to 0th tier)
Searing Smite
Shield
Tasha's Caustic Brew (Moved to 2nd tier)
Thunderous Smite
Wrathful Smite
Abjuration - Artificer, Druid, Ranger, Sorcerer, Wizard - Eldritch Knight
1 Reaction (when you or a creature within 30 ft. of you that you can see would take acid, cold, fire, lightning, or thunder damage)
30 ft.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you may choose an additional creature within 60 ft of you to gain the benefits of the spell for each slot tier above 1st.
Evocation - Wizard - Eldritch Knight
1 Action
90 ft.
V, S, M (powdered rhubarb leaf and an adder’s stomach)
1 Minute
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, its armor class is reduced by 1 and the target takes 3d4 acid damage, and has its armor class reduced by an additional 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage (both initial and later) increases by 1d4 for each slot tier above 1st.
Conjuration - Artificer, Druid, Ranger, Sorcerer, Wizard
1 Action
60 ft.
S
24 Hours
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can create two additional globes of fresh air for each slot tier 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.
Abjuration - Warlock - Eldritch Knight
1 Bonus 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 target hits you with a melee attack while you have these hit points, the target takes cold damage equal to the number of tempoary hit points lost.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the temporary hit points increase by 5 for each slot tier above 1st.
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 targets of your choice within 10 feet of you. Each target must make a Strength saving throw.
Failure. The target takes 2d6 necrotic damage.
Success. The target takes half of 2d6 necrotic damage.
You can then cause the tentacles to drag you to any unoccupied space within the spell's area.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tiers or higher, the damage increases by 2d6 and the area increases by 5ft for each slot tier 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.
Failure. The target becomes 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 Tiers. When you cast this spell using a spell slot of 3rd or 4th tier, the die becomes a d6. When you cast this spell using a spell slot of 5th tier or higher, the die becomes a d8.
Divination - Bard, Cleric, Warlock, Wizard - Arcane Trickster
1 Action
Touch (15 ft. sphere)
V, S, M (a book worth at least 25 gp)
8 Hours
You share one willing creature's knowlege with your allies. Choose one Skill, vehicle, or Tool that it is profiecent in. all willing creatures in the area of your choice gain proficency in that skill, and can use the target creature's modifier rather than their own for that Skill, vehicle, or Tool.
At Higher Tiers. If you cast this spell using a spell slot of 2nd tier or higher, you can choose an additional Skill, Vehicle, or Tool for each slot tier above 2nd.
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 target in a 15-foot cone must make a Dexterity saving throw.
Failure. The target takes 3d6 fire damage, and gains one level of Burning.
Success. The target takes half of 3d6 fire damage.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 1d6, and the levels of Burning it applies increases by one for each slot tier above 1st.
Transmutation - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
90 ft.
S
Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried by other creatures. The object flies in a straight line up to 60 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 target, that target must make a Dexterity saving throw.
Failure. the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Success. The object keeps moving past the target until it strikes another target or surface, or until it runs out of distance.
if the object is inherently dangerous, such as a weapon, sharp glass, or ammunition, the damage increases by 1d8 and the damage type changes to become appropriate to that object.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier 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 tier 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. The creatures must succeed on a Wisdom saving throw.
Failure. The target becomes frightened of you until the spell ends.
At the end of each of the frightened target's turns they can make another Wisdom saving throw.
Success. The spell ends on the target.
At Higher Tiers. When you cast this spell with a 2nd tier or higher spell slot, its area increases by 10ft for each spell slot tier 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 Restoration as a 5th tier spell.
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 target in range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 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 any two d8s, the chaotic energy leaps from the target to a different target 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, each target takes 1d8 extra damage of the type rolled for each slot tier 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.
Failure. The target 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 doesn't know that it was charmed by you, but may question the actions it took while charmed.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature for each slot tier 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 ever shifting 4-inch-diameter sphere of acid, cold, fire, lightning, poison, and thunder at a target that you can see within range. Make a ranged spell attack against the target. On a hit, you deal 1d4 of each damage type listed.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage dice increase by one die shift for each slot level above first..
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Self (20 ft. cone)
V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Instantaneous
Targets in a 20-foot cone originating from you must make a Dexterity saving throw
Failure. The target is blinded until the end of your next turn.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you increase the size of the cone by 20 feet for each slot tier above 1st.
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 for 1 minute, 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, preventing any fog from forming in the area for 1 minute.
*At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot tier above 1st.
Evocation - Artificer, Bard, Cleric, Druid, Paladin, Ranger
1 Action
Touch
V, S
Instantaneous
A willing creature you touch expends a hit die and recovers hit points equal to three rolls of that die plus your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the creature can expend an additional hit die for each slot tier above 1st, regaining additional hit points equal to two rolls of that hit die.
Evocation - Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
60 ft. (15 ft. sphere)
V, M (bat fur and a drop of pitch or piece of coal)
10 Minutes (Concentration)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you or an ally within range are holding, or one that isn't being worn or carried, the darkness emanates from any part of the object you choose and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. You can target a distinct piece of an object, such as the blade of a sword.
If any of this spell's area overlaps with an area of light created by a spell of 1st tier or lower, the spell that created the light is dispelled.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature for each tier above 1st.
Divination - Cleric
1 Action
Self
V, S
10 Minutes (Concentration)
For the duration, When you see a Celestial, Fiend, or Undead, you can identify its creature type, and you have advantage on perception checks to locate such creatures. Additionally, you can tell if a location that you can see has been desecrated or consecrated.
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)
1 Hour
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.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the duration increases to 8 hours. When you cast this spell using a spell slot of 3rf tier or higher, the duration increases to 24 hours.
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 and sound 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. You can cause your voice to sound any way that you like, including mimicking the voice of a creature that you have heard speak before.
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 voice or 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, causing it to flee from the abberant noise. The target must make a Wisdom saving throw.
Failure. The target must immediately use its reaction, if available, to move as far as its speed allows away from you, triggering opprotunity attacks from nearby creatures. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
Success. The target takes 2d6 psychic damage.
This spell fails against creatures that cannot hear.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 1d6 for each slot tier above 1st.
Evocation - Paladin
1 Bonus Action
Self
V, S
1 Minute (Concentration)
Your prayer empowers you with divine radiance. Until the spell ends, you add 1d4 to your weapon attack rolls and 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 target of your choice in that area must make a Dexterity saving throw.
Failure. The target 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 of your choice until cleared, with each 5-foot-square portion requiring at least 1 minute to clear by hand.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 2d6 and the area increases by 5ft for each slot tier above 1st.
Conjuration - Druid, Ranger
1 Action
90 ft. (20 ft. cube)
V, S
1 Minute (Concentration)
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. Targets of your choice in the area when you cast the spell must make a Strength saving throw.
Failure. The target is restrained by the entangling plants until the spell ends.
A creature restrained by the plants can use its action to make a Strength saving throw.
Success. The target frees itself.
When the spell ends, the conjured plants wilt away.
At Higher Tiers. When you cast this spell with a spell slot of 2nd tier or higher, its area increases by 20ft for each slot tier above 1st. Using a spell slot of 3rd tier or higher removes the need to concentrate, you can still end the spell (no action required).
Evocation - Artificer, Bard, Druid, Warlock - 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 target in the area when the spell is cast must make a Dexterity saving throw.
Failure. The target is outlined in light 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, it’s area increases by 10ft for each spell slot tier above 1st. Using a spell slot of 3rd tier 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
You drain your vitality to grant yourself a necromantic facsimile of life, you expend a hit die and take necrotic damage equal to the roll plus your spellcasting ability modifier to gain temporary hit points equal to three times the Necrotic damage taken. While you have these temporary hit points you cannot benefit from any healing.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you take 3 additional necrotic damage for each slot tier 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 targets 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, Druid
1 Action (Ritual)
10 ft.
V, S, M (charcoal, incense, and herbs)
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.
Divination - Cleric, Druid, Ranger - Arcane Trickster
1 Action
120 ft.
V, S
Instantaneous
You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
You learn the location, trigger and the general nature of the danger posed by a trap you sense. If you sense no traps, the spell remains active until it senses a trap within the range.
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.
If you move more than 10 feet away from it, the disk follows you so that it remains within 10 feet of you, you can also move it to any space within 10ft of you as a bonus action. 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 so that it can't 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the radius of the fog increases by 20 feet for each slot tier above 1st.
Transmutation - Druid, Ranger
1 Action
Touch
V, S, M (a sprig of mistletoe)
Instantaneous
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 food-wise for one day. After which 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you create ten more berries for each spell slot tier above 1st.
Conjuration - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft. (15 ft. square)
V, S, M (a bit of pork rind or butter)
1 Minute
Slick grease covers the ground in a 15-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each target standing in its area must succeed on a Dexterity saving throw.
Failure. The target falls prone.
A creature that enters the area for the first time on a turn or ends its turn there must also make the saving throw.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the area increases by 15ft for each tier slot above 1st.
Evocation - Cleric
1 Action
120 ft.
V, S
1 Round
A flash of light streaks toward a target 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 1d6 for each slot tier above 1st.
Evocation - Bard, Cleric, Paladin
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the healing increases by 2d4 for each slot tier above 1st.
Evocation - Warlock - Eldritch Knight
1 Reaction (in response to being damaged by a target within 60 feet of you that you can see)
60 ft.
V, S
Instantaneous
You point your finger, and the target that damaged you is momentarily surrounded by hellish flames. The target must make a Dexterity saving throw.
Failure. The target takes 3d6 fire damage and becomes cursed until the end of their next turn. While cursed, the target is frightened.
Success. The target takes half of 3d6 fire damage.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 2d6 for each slot tier above 1st.
Enchantment - Bard, Paladin - Eldritch Knight
1 Action
30ft
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature for each slot tier 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.
At Higher Tiers. When you cast this spell using a spell slot of 3rd or 4th tier, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th tier or higher, you can maintain your concentration on the spell for up to 24 hours.
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 weave a curse around a creature of your choice within range. The creature must make a Wisdom saving throw. A creature that is immune to being charmed is immune to this spell.
Failure. The target becomes cursed. While cursed, it perceives everything as hilariously funny and falls into fits of laughter, falling prone, and becoming unable to speak, hold its breath, perform verbal components or stand up for the duration.
A cursed creature can make another Wisdom saving throw at the end of each of its turns.
Success. The spell ends on the target.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature for each slot tier above 1st. The creatures must be within 30 feet of each other when you target them.
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 Tiers. When you cast this spell using a spell slot of 3rd or 4th tier, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th tier or higher, you can maintain your concentration on the spell for up to 24 hours.
Conjuration - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft.
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 and the ice knife embeds in the target. While the Knife is embedded in the target, it takes 2d6 cold damage and it's speed is reduced by 10ft at the start of each of their turns. If a creature takes this cold damage while at 0 speed, it becomes restrained until the spell ends.
A creature can use an Action to remove the embedded knife, ending the spell on itself.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target an additional creature for each slot tier above 1st, making a separate attack roll for each.
Divination - Artificer, Bard, Wizard - Arcane Trickster
1 Minute (Ritual)
Touch
V, S, M (a pearl 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.
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 and cannot regain hit points until the end of your next turn.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 2d10 for each slot tier 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 and your travel speed doubles. 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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature up to 30 feet from you for each slot tier above 1st. If you cast this spell using a spell slot of 3rd or 4th tier, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th tier or higher, you can maintain your concentration on the spell for up to 24 hours.
Transmutation - Artificer, Paladin, Ranger, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Bonus Action
30 ft.
V, S
1 Hour (Concentration)
You enchant the attacks of one creature within 30 feet of you. Until the spell ends, the target’s weapon attacks gain a +1 bonus to attack rolls and damage rolls and count as magical.
At Higher Tiers. When you cast this spell using a spell slot of 3rd, 4th, or 5th tier, the bonus increases to +2. When you use a spell slot of 6th tier or higher, the bonus increases to +3.
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 Tiers. When you cast this spell using a spell slot of 3rd tier or higher, you do not need to hold concentration on it. When cast this way, the spell ends early if it is cast again.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 1d8 for each slot tier above 1st.
Abjuration - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Touch
V, S, M (a paintbrush)
8 Hours
You weave a magical rune to protect one creature that you touch. The next time the creature would be hit by an attack other than a critical hit, the rune’s magic activates and the attack is rerolled at disadvantage. You choose which roll is used. The spell then ends.
This spell ends early if you cast it again.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target an additional creature for each slot tier 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.
Failure. The attacker 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, the ward begins to fade, and this spell ends at the start of the target's next turn.
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.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can target one additional creature for each slot tier above 1st. The targets must be within 30 feet of each other when you target them.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft. (15 ft. cube)
V, S, M (a bit of fleece)
1 Hour (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. Alternatively, you can cause one object within the area that is not being worn or carried to appear as a different kind of object of the same size, like a door appearing as a wall, or a bloodstained sheet appearing clean. 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. 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.
At Higher Tiers. If you cast this spell using a spell slot of 2nd tier or higher, the duration is up to 8 hours. If you use a spell slot of 3rd tier or higher, the duration is 24 hours, and you no longer need to concentrate on the spell. If you use a spell slot of 5th tier or higher, the duration is until dispelled. After 24 Hours you can no longer move the illusion.
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). Undead and creatures immune to being charmed aren’t affected by this spell.
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. If the remaining total is less than a creature's current hit points, but more than half, the creature is instead dazed until the end of its next turn. If the remaining total is less than half a creature's hit points, it is unaffected.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, roll an additional 2d8 for each slot tier 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 10-foot radius circle in unoccupied spaces on the ground or the floor. This trap is nearly invisible, requiring a successful Wisdom (Perception) 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.
Failure. The creature is 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.
At the end of each of a restrained target's turns they can make another Dexterity saving throw.
Success. The spell ends on the target.
Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence saving throw against your spell save DC. On a success, the spell ends.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, use the higher tier wherever the spell’s tier appears in the stat block. If you cast this spell with a 3rd or 4th tier spell it is medium instead of small and if you cast this spell with a 5th or 6th tier spell slot it is large instead. If you cast this spell with a spell slot of 7th tier or higher the slime is huge.
Slime Spirit
Small ooze
Armor Class. 8 + the tier of the spell (natural armor)
Hit Points. 10 + 25 for each spell tier 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 tier (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 tier acid damage.
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.
Failure. The target takes 2d8 thunder damage and is pushed 10 feet away from you.
Success. The target takes half of 2d8 thunder damage.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 1d8 for each slot tier 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, a 15 ft. walking speed, 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 its movement speed 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.
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 Tiers. When you cast this spell using a spell slot of 2nd tier or higher, the damage increases by 3d4 for each slot tier above 1st.
Abjuration - Bard
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.
At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can impose advantage or disadvantage on the reroll.
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.