© = Concentration
® = Ritual Spell
This page holds all of the 2nd-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.
New
Arcane Eye (Moved from 4th level)
Avahoste's Climb
Banishment (Moved from 4th level)
Bestow Curse (Moved from 3rd level)
Compelled Duel (Moved from 1st level)
Counterspell (Moved from 3rd level)
Faithful Hound (Moved from 4th level)
Luminance (Replaces Daylight from 3rd level)
Power Word Blind (Replaces Blindness/Deafness)
Stone Shape (Moved from 4th level).
Tasha's Caustic Brew (Moved from 1st level)
Vampiric Touch (Moved from 3rd level)
Wall of Water (Moved from 3rd level)
Zombify
Changed
Aganazzar's Scorcher
Barkskin
Bestow Curse
Borrowed Knowledge
Blur
Branding Smite
Calm Emotions
Cloud of Daggers
Cordon of Arrows
Crown of Madness
Dust Devil
Earthbind
Enlarge / Reduce
Find Traps
Flame Blade
Flock of Familiars
Healing Spirit
Invisibility
Knock
Maximillian's Earthen Grasp
Mind Spike
Moonbeam
Phantasmal Force
Prayer of Healing
Ray of Enfeeblement
Rope Trick
Scorching Ray
Shatter
Skywrite
Snilloc's Snowball Swarm
Spider Climb
Spike Growth
Spiritual Weapon
Tasha's Mind Whip
Warding Wind
Wither and Bloom
Removed
Acid Arrow (Moved to 1st level)
Darkvision (Moved to 1st level)
Enhance Ability (Moved to 1st level)
Enthrall (Moved to 4th level)
Gust of Wind
Kinetic Jaunt
Locate Animal's or Plants (Moved to 1st level)
Suggestion
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
Self (30 ft. line)
V, S, M (a red dragon's scale)
Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes 3d8 fire damage and is Set Ablaze, on a successful save the target takes half as much damage and is not Set Ablaze.
Abjuration - Artificer, Bard, Cleric, Paladin, Ranger
1 Action
30 ft.
V, S, M (a tiny strip of white cloth)
8 Hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
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 Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Transmutation - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Action
Self
V, S
1 Hour (Concentration)
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You gain a natural weapon of your choice and you are proficient with it. You can use the weapon's signature mastery. The natural weapon is magic, and you have a +1 bonus to the attack and damage rolls you make using it.
Enchantment - Bard, Druid, Ranger - Arcane Trickster
1 Action (Ritual)
30 ft.
V, S, M (a morsel of food)
24 Hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Divination - Artificer, Wizard - Arcane Trickster
1 Action
30 ft.
V, S, M (a bit of bat fur)
1 Hour (Concentration)
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision as well as darkvision and Blindsight out to 120 feet. The eye can look in every direction. In addition you have advantage on all perception checks made with the eye.
As a bonus action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
You can cast a spell as if you were in the eye’s location using its senses. As soon as you cast a spell this way, this spell ends.
Abjuration - Artificer, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Until Dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Illusion - Wizard - Arcane Trickster
1 Action
Touch
V, S, M (a small square of silk)
24 Hours
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Divination - Cleric, Wizard - Arcane Trickster
1 Minute (Ritual)
Self
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Conjuration - Artificer, Wizard
1 Action
90 ft.
V, S
1 Hour
You create up to 5 transparent platforms of magical force that spring into existence centered on points of your choice within range. Each platform is a 5ft radius disc that is 1 inch thick. Objects that are not being worn or carried pass through the platforms and creatures that come into contact can choose whether they pass through them or if they can be supported by them. If a creature falls onto one of the platforms they reduce any falling damage they take by an amount equal to five times your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create 2 additional platforms for each slot level above 2nd.
Abjuration - Cleric, Paladin, Sorcerer, Warlock, Wizard
1 Action
60 ft.
V, S, M (an item distasteful to the target)
1 Minute (Concentration)
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target is Incapacitated. At the end of each of the target's turns it may repeat this save, ending the spell on a success. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Transmutation - Druid, Ranger
1 Action
Touch
V, S, M (a handful of oak bark)
1 Hour (Concentration)
You touch a creature, magically encasing its body in a hard shell of bark. The target gains 4 temporary hit points and gains these temporary hit points again at the start of each of their turns, and while they have these temporary hit points they can calculate their armor class as 15+ their Dexterity Modifier (maximum 2)
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ac increases by 1 for every 2 slot levels above 2nd. The initial temporary hit points increase by 10 for every slot level above 2nd.
Divination - Druid, Ranger
1 Action (Ritual)
Touch
S
1 Hour (Concentration)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Necromancy - Bard, Cleric, Warlock, Wizard
1 Action
60 ft.
V, S
1 Minute (Concentration)
You glare at a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Deform: While cursed, the target has disadvantage on attack rolls. In addition, choose one ability score, The target has disadvantage on ability checks and saving throws made with that ability score.
Disable: While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn, doing nothing.
Doom: When you curse the target, choose a second creature, their attacks and spells deal an extra 1d10 necrotic damage to the target.
You can end the effect of the curse at anytime (no action required). At the DM's option, you may choose an alternative curse effect, like causing a creature’s hair to fall out or for them to not be able to speak about a particular subject. The alternative effects should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is up to 8 hours and Doom’s damage increases by 1d10 (2d10). If you use a spell slot of 4th level or higher, the duration is 24 hours. If you use a spell slot of 5th level or higher, the duration is until dispelled and Doom’s damage increases by 1d10 (3d10). Using a spell slot of 4th level or higher removes the need to concentrate.
Illusion - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Self
V
1 Minute (Concentration)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Divination - Bard, Cleric, Warlock, Wizard - Arcane Trickster
1 Action
Self
V, S, M (a book worth at least 25 gp)
8 Hours
You draw on knowledge from spirits of the past. Choose one skill, tool, or vehicle in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Evocation - Paladin - Eldritch Knight
1 Bonus Action (when you hit a creature with a weapon attack)
Self
V
1 Minute (Concentration)
the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. While the creature is shedding this light, attack rolls against them have advantage. At the end of each of the targets turns they may make a Constitution saving throw, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Enchantment - Bard, Cleric - Arcane Trickster
1 Action
60 ft. (20 ft. sphere)
V, S
1 Minute (Concentration)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose is affected by one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can force a target to make a Charisma saving throw; on a failure target becomes indifferent toward creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Conjuration - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Action
60 ft.
V, S, M (a sliver of glass)
1 Minute (Concentration)
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 5d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
As an Action, you can teleport the daggers up to 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d4 for each slot level above 2nd.
Enchantment - Paladin - Eldritch Knight
1 Bonus Action
30 ft.
V
Until Dispelled
You compel a creature into a duel. One creature that you can see within range becomes marked. You and the target have advantage on all attack rolls against each other, and your weapon attacks deal an additional 1d8 of damage against them. The target has disadvantage on attacks against any target other than you. The target must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it fails, its movement ends. If it succeeds, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you or the target creature falls unconscious, dies, or if you target a different creature with an attack or harmful effect, or end your turn more than 30ft away from the target.
Evocation - Artificer, Cleric, Wizard
1 Action
Touch
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Until Dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Transmutation - Ranger
1 Action
Touch
V, S, M (six or more arrows or bolts)
8 Hours
You plant six pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 60 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. Make a spell attack against the target, dealing 1d10 + your spellcasting ability modifier piercing damage on a hit. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Abjuration - Bard, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Reaction (when a creature within range casts a spell or makes a Magic Action)
60 ft.
S
Instantaneous
You attempt to interrupt a creature in the process of making a Magic Action. You must make a contested ability check using your spellcasting ability modifier against their choice of Intelligence Wisdom or Charisma. If the target loses the contest their Magic Action fails, allowing them to keep any spell slots, charges or uses of the ability countered. Otherwise, the Magic Action resolves as normal. This spell fails against spells of 6th level or higher.
If you cast this spell in reaction to another creature casting Counterspell, roll once on the Wild Magic Surge table before resolving the contest.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the range of the spell by 30ft for each slot level above 2nd.
Enchantment - Bard, Sorcerer, Warlock, Wizard
1 Action
120 ft.
V, S
1 Minute (Concentration)
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become cursed for the duration. On a successful save the spell ends.
While the target is cursed in this way, the target is charmed by you. A twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The cursed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. When the spell ends the target takes 3d6 psychic damage.
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 are holding or one that isn't being worn or carried, the darkness emanates from the object 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.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Divination - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
Self
V, S, M (a copper piece)
1 Minute (Concentration)
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Transmutation - Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Touch (15 ft. cone)
V, S, M (a hot pepper)
1 Minute (Concentration)
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft. (5 ft. cube)
V, S, M (a pinch of dust)
1 Minute (Concentration)
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, snow, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation - Druid, Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Action
300 ft.
V
10 Minutes
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature has disadvantage on this saving throw.
Transmutation - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Bonus Action
30 ft.
V, S, M (a pinch of powdered iron)
1 Minute (Concentration)
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Choose one of the two following effects:
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d6 extra damage instead of using the normal rules for oversized weapons.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d6 less damage (this can't reduce the damage below 1).
At Higher Levels. If you cast this spell using a slot level of 4 or higher you can instead increase or decrease the target’s size by up to 2 categories, doubling all of the spell's effects and increasing or decreasing their reach by 5ft. (minimum 5ft.). If you use a slot level of 6 or higher you can increase or decrease the target’s size by up to 3 categories, tripling all of the effects and increasing or decreasing their reach by 10ft. (minimum 5ft.).
Conjuration - Artificer, Wizard
1 Action
30 ft.
V, S, M (a tiny silver whistle, a piece of bone, and a thread)
8 Hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 2d8 piercing damage.
Conjuration - Paladin - Eldritch Knight
10 Minutes
30 ft.
V, S
Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
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, you learn that the area is untrapped.
Evocation - Druid, Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Self
V, S, M (leaf of sumac)
1 Minute (Concentration)
You evoke a weapon made of fire in your free hand. The weapon takes the form of any one handed melee weapon in which you are proficient. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action.
The weapon deals 3d6 fire damage instead of its normal weapon dice, and you may use your Spellcasting ability modifier rather than your Strength or Dexterity when you make an attack with it.
The flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d6.
Conjuration - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft. (5 ft. sphere)
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
1 Minute (Concentration)
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration - Warlock, Wizard
1 Action
30 ft.
V, S
1 Hour
You temporarily summon three familiars; spirits that take animal forms of your choice in unoccupied spaces within range. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice).
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Necromancy - Cleric, Paladin, Wizard
1 Action (Ritual)
Touch
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
10 Days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Conjuration - Druid, Ranger
1 Bonus Action
60 ft. (15 ft. cube)
V, S
1 Minute (Concentration)
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 15-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to the level of the spell + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Transmutation - Artificer, Bard, Druid - Eldritch Knight
1 Action
60 ft.
V, S, M (a piece of iron and a flame)
1 Minute (Concentration)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enchantment - Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
1 Action
60 ft.
V, S, M (a small, straight piece of iron)
1 Minute (Concentration)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Illusion - Artificer, Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (an eyelash encased in gum arabic)
1 Hour (Concentration)
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. While invisible, the target is hidden unless a creature succeeds a Wisdom (perception) check against your spell save dc. The spell ends for a target that attacks or uses the Magic Action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft.
V
Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, all of them are unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock rings out, audible only to you.
Abjuration - Artificer, Bard, Cleric, Druid, Paladin, Ranger
1 Action
Touch
V, S
Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Transmutation - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft.
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
10 Minutes (Concentration)
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Divination - Bard, Cleric, Druid, Paladin, Ranger, Wizard - Arcane Trickster
1 Action
Self
V, S, M (a forked twig)
10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Evocation - Cleric, Druid, Paladin, Ranger, Sorcerer
1 Action
60 ft. (60 ft. sphere)
V, S
8 Hours
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of magical darkness it is illuminated, unless that darkness was created by a spell of 6th level or higher.
Illusion - Artificer, Bard, Wizard
1 Minute (Ritual)
30 ft.
V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Until Dispelled
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
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 Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Transmutation - Sorcerer, Wizard - Eldritch Knight
1 Action
30 ft. (5 ft. square)
V, S, M (a miniature hand sculpted from clay)
1 Minute (Concentration)
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from that ground rises there and reaches for one creature or object you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. On a success the target takes half as much damage and isn’t restrained.
As an action, you can cause the hand to crush the restrained target, causing It to take 2d6 bludgeoning damage.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Divination - Sorcerer, Warlock, Wizard
1 Action
60 ft.
S
1 Hour (Concentration)
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Self
V, S
1 Minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Conjuration - Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Bonus Action
Self
V
Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Evocation - Druid
1 Action
120 ft. (5 ft. cylinder)
V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
1 Minute (Concentration)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 30 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
60 ft. (20 ft. cube)
S, M (a piece of crust from an apple pie)
1 Minute (Concentration)
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll 1d4 to determine the magical effect produced below, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
d4 - Effect
1 - The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 - Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 - Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 - Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Abjuration - Druid, Ranger - Arcane Trickster
1 Action
Self
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
1 Hour (Concentration)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
30 ft.
V, S, M (a bit of fleece)
1 Hour (Concentration)
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This phenomenon cannot doesn’t obscure the creature’s sight and cannot restrain it. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 2d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Necromancy - Bard, Cleric, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft.
V
1 Minute
You speak a word of power that causes one creature within range to lose their sight. If the target has less than 100 hit points, they become blinded, at the start of each of the target's turns, they may make a constitution saving throw, on a success the spell ends on them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation - Cleric, Paladin
1 Minute
30 ft.
V
Instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 6d8 + 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 3rd level or higher, the healing increases by 3d8 for each slot level above 2nd.
Abjuration - Artificer, Cleric, Druid, Paladin, Ranger
1 Action
Touch
V, S
1 Hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Transmutation - Artificer, Bard, Sorcerer, Wizard
1 Action
60 ft. (5 ft. cube)
V, S
Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Necromancy - Warlock, Wizard
1 Action
60 ft.
V, S
1 Minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target becomes cursed and deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
Self (30 ft. cone)
S, M (a vial of meltwater)
Instantaneous
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Transmutation - Artificer, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (powdered corn extract and a twisted loop of parchment)
1 Hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Once a creature leaves the extradimensional space, they cannot re-enter it for the duration of the spell. Anything inside the extradimensional space drops out when the spell ends.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
120 ft.
V, S
Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Divination - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
Self
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
1 Hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Illusion - Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Bonus Action
Self
V, S
1 Minute (Concentration)
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Evocation - Bard, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
60 ft. (10 ft. sphere)
V, S, M (a chip of mica)
Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is Dazed until the end of its next turn. On a success, they take half as much damage and are not Dazed.
Objects that aren't being worn or carried, and creatures made of inorganic material take maximum damage from this spell instead of rolling.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion - Bard, Cleric, Ranger, Wizard - Arcane Trickster
1 Action (Ritual)
120 ft. (20 ft. sphere)
S
10 Minutes (Concentration)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Transmutation - Artificer, Bard, Druid, Wizard - Arcane Trickster
1 Action (Ritual)
Sight
V, S
1 Hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Evocation - Sorcerer, Wizard
1 Action
90 ft. (5 ft. sphere)
V, S, M (a piece of ice or a small white rock chip)
Instantaneous
A flurry of magic snowballs erupts from four points you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of your next turn. Any creature that ends its turn within the difficult terrain takes 3d6 cold damage. A creature in the area of more than one swarm is affected only once.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both of the damages increase by 1d6 for each slot level above 2nd.
Transmutation - Artificer, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (a drop of bitumen and a spider)
8 Hours
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Transmutation - Druid, Ranger
1 Action
150 ft. (20 ft. circle)
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
10 Minutes (Concentration)
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Area increases by 10ft, and the damage increases by 1d4 for each slot level above 2nd.
Evocation - Cleric - Eldritch Knight
1 Bonus Action
60 ft.
V, S
1 Minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 2d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 40 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take the form of any one-handed melee weapon, gaining the effects of that weapon’s Signature Mastery.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.
Transmutation - Cleric, Druid, Wizard
1 Action
60 ft
V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Instantaneous
You target a stone object in range of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape within that dimension that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Conjuration - Druid, Ranger
1 Action
90 ft.
V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
1 Hour (Concentration)
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, 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 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed. 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR 18 (+4) DEX 11 (+0) CON 16 (+3) INT 4 (−3) WIS 14 (+2) CHA 5 (−3)
Senses. darkvision 60 ft., passive Perception 12
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
Evocation - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
Self (30 ft. line)
V, S, M (a bit of rotten food)
1 Minute (Concentration)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or take 3d4 acid damage and be covered in acid for the spell’s duration. 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.
On a successful save, the target takes half as much of the initial damage and is not covered in acid.
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.
Enchantment - Sorcerer, Wizard
1 Action
120 ft.
V
1 Minute
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 4d6 psychic damage, it can’t take a reactions, and it is Dazed for 1 minute. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. A Creature can repeat this save at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Necromancy - Sorcerer, Warlock, Wizard
1 Action
Touch
V, S
Instantaneous
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to twice the amount of necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Action
90 ft.
V, S
Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Evocation - Druid, Sorcerer, Wizard
1 Action
5 ft.
V, S, M (a drop of water)
1 Minute (Concentration)
You create a wall of water on the ground at a point you can see within 5 feet of you. You can make the wall up to 15 feet long, 10 feet high, and 1 foot thick. When you create the wall you cause it to travel up to 30ft in a straight line away from you before collapsing. Any creatures that it passes through must make a Strength saving throw or be carried by the wall to the end of its movement. For the duration of the spell, you can use your action to repeat this effect.
At Higher Levels. If you cast this spell using a 3rd level or higher spell slot the size of the wall increases by 10ft and the distance it can travel increases by 20ft.
Abjuration - Cleric, Paladin
1 Action
Touch
V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
1 Hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and any damage it receives is halved. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Evocation - Bard, Druid, Sorcerer, Wizard
1 Bonus Action
Self (20-foot sphere)
V
10 Minutes
A strong wind (20 miles per hour) blows around you in a 20-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration or until you end it with a Bonus Action.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures of your choice.
Creatures of your choice have disadvantage on ranged attack rolls if the attacks pass in or out of the wind.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Area increases by 20ft for each slot level above 2nd.
Conjuration - Artificer, Sorcerer, Wizard
1 Action
60 ft. (20 ft. cube)
V, S, M (a bit of spiderweb)
1 Hour (Concentration)
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
When the area appears, each creature in it must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
A creature restrained by the webs can use its action to make a Strength saving throw against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Necromancy - Druid, Sorcerer, Warlock, Wizard
1 Action
60 ft. (10 ft. sphere)
V, S, M (a withered vine twisted into a loop)
Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, if the spell damaged a creature, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to twice the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Necromancy - Sorcerer, Warlock, Wizard
1 Action
Touch
V, S, M
1 Hour (Concentration)
You touch the corpse of a creature whose CR is 1 or lower that has been dead for no more than one day and suffuse it with necrotic energy. It reanimates as a zombified undead version of what it was before. You learn Its statistics, and they are changed in the following ways.
Its Dexterity and Wisdom scores are reduced to 6 (-2), its Intelligence score is reduced to 4 (-3), and its Charisma score is reduced to 5 (-3) - It cannot cast spells or make spell attacks and can speak falteringly.
Its speed is reduced by10ft.
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
It’s creature type becomes Undead The zombie is an ally to you and your companions. In combat, the zombie 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.
This spell has no effect on the corpses of Constructs, Elementals, Undead, or Oozes.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target the corpse of a creature whose CR is 2 higher for each slot level above 2nd.
Enchantment - Bard, Cleric, Paladin
1 Action
60 ft. (15 ft. sphere)
V, S
10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.