© = Concentration
® = Ritual Spell
This page holds all of the 3rd-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
Antilife Shell (Moved from 5th level)
Elemental Bane (Moved from 4th level)
Polymorph (Moved from 4th level)
Stoneskin (Moved from 4th level)
Telekinesis (Moved from 5th level)
Changed
Ashardalon's Stride
Aura of Vitality
Beacon of Hope
Blinding Smite
Blink
Catnap
Clairvoyance
Conjure Animals
Conjure Barrage
Crusader's Mantle
Enemies Abound
Fear
Fireball
Flame Shot (Flame Arrows renamed)
Haste
Hunger of Hadar
Intellect Fortress (Renamed to Mental Fortress)
Life Transference
Lightning Arrow
Mass Healing Word
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Slow
Spirit Shroud
Thunder Step
Tidal Wave
Tiny Hut
Tiny Servant (Renamed to Tiny Servants)
Wall of Sand
Removed
Animate Dead
Bestow Curse (Moved to 2nd level)
Counterspell (Moved to 2nd Level)
Daylight (Replaced by Luminance and moved to 2nd Level)
Elemental Weapon
Hypnotic Pattern
Remove Curse
Vampiric Touch (Moved to 2nd Level)
Wall of Water (Moved to 2nd level)
Wind Wall (Moved to 5th level)
Abjuration - Artificer, Sorcerer, Warlock, Wizard
1 Action
Self
V, S
1 Hour (Concentration)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. if any affected creature is within 10ft of you when you cast the spell they are pushed out of the affected area and must make a dexterity saving throw or take 3d6 necrotic damage.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. Any creature that touches the barrier takes 3d6 necrotic damage.
If you move so that an affected creature is forced to contact the barrier, your movement ends. The affected creature must make a Dexterity saving throw, on a failure it touches the barrier.
Transmutation - Artificer, Ranger, Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Self
V, S
1 Minute (Concentration)
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 30 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, you can cause it to take 1d6 fire damage from your trail of heat and become Set Ablaze. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 10 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Evocation - Paladin
1 Action
Self (30 ft. radius)
V
1 Minute (Concentration)
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause up to 3 creatures in the aura (including you) to regain 3d6 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd level.
Abjuration - Cleric
1 Action
Touch
V, S
8 Hours
You touch a creature and bestow hope and vitality.
For the duration, the first time the target would fail a saving throw, the target instead succeeds, and the spell ends on them.
Evocation - Paladin - Eldritch Knight
1 Bonus Action (when you hit a creature with a weapon attack)
Self
V
1 Minute
Your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Transmutation - Artificer, Sorcerer, Wizard - Arcane Trickster
1 Bonus Action
Self
V, S
1 Minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Conjuration - Druid - Eldritch Knight
1 Action
120 ft. (60 ft. cylinder)
V, S
10 Minutes (Concentration)
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Enchantment - Artificer, Bard, Sorcerer, Wizard
1 Action
Touch
S, M (a pinch of sand)
1 Minute
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Divination - Bard, Cleric, Sorcerer, Wizard - Arcane Trickster
1 Action (Ritual)
1 mile
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
1 Minute (Concentration)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Conjuration - Druid, Ranger
1 Action
60 ft.
V, S
1 Hour (Concentration)
You summon up to 10 Beast Spirits that take the form of beasts in unoccupied spaces within range. The only action the summoned beasts can take is the attack action. They follow your commands (no action required) and take their turns directly after yours.
Choose one Primal Feature from the Druid list, and the beasts gain the benefits of that feature. Use the level of the spell in place of Druid Level where applicable.
At Higher Levels. When you cast this spell using a 5th-level or higher spell slot, both the damage of Rend and the number of Primal Features you choose increase by 1 for every 2 slot levels above 3rd.
Beast Spirit
Medium Beast
Armor Class. 10 + the level of the spell (natural armor)
Hit Points. 3 times the level of the spell
Speed. 40 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 6 (−2) WIS 12 (+1) CHA 8 (-1)
Senses. passive Perception 11
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Minion. If the Beast takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the Beast takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum; otherwise, it takes no damage. If the Beast ends its turn under an effect that deals damage every turn, such as being Set Ablaze, it dies.
Pack. Medium and smaller allied creatures can enter and occupy a space occupied by a Beast. When they do, the Beast moves into the space that the ally vacated without provoking opportunity attacks.
Actions
Rend (Group Attack). Melee Weapon Attack: spellcasting modifier to hit, reach 5 ft., one target. Hit: 2 slashing, bludgeoning, or piercing damage.
Conjuration - Ranger - Eldritch Knight
1 Action
Self (60 ft. cone)
V, S, M (one piece of ammunition or a thrown weapon)
Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 10d4 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Conjuration - Artificer, Cleric, Paladin
1 Action
30 ft.
V, S
Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Evocation - Paladin
1 Bonus Action
Self
V
10 Minutes (Concentration)
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d8 radiant damage when it hits with a weapon attack.
Abjuration - Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
120 ft.
V, S
Instantaneous
Choose one creature, object, or magical effect within range, you unravel magic affecting the target creature causing the following effects:
Any spell of your choice of 5th level or lower ends on that target.
All curses on the target end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Any magical effect affecting that target that is not a spell but that allows repeated saves ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, You end the effects of any spell of the slot level used or lower.
Transmutation - Artificer, Druid, Warlock, Wizard
1 Action
90 ft.
V, S
1 Minute (Concentration)
You place a curse on a creature of your choice that you can see within range. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
Enchantment - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
60 ft. (20 ft. sphere)
V, S
1 Minute (Concentration)
You reach into the mind of creatures you can see within a 20 foot radius sphere centered on a point within range. Each creature in the area must make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Transmutation - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
120 ft. (20 ft. cube)
V, S, M (a piece of obsidian)
Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Illusion - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Self (30 ft. cone)
V, S, M (a white feather or the heart of a hen)
1 Minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move or moving would cause them to enter hazardous terrain. At the end of each of the creature’s turns they may make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Necromancy - Bard, Cleric, Druid, Wizard
1 Action (Ritual)
Touch
V, S, M (a pinch of graveyard dirt)
1 Hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Action
150 ft. (20 ft. sphere*)
V, S, M (a tiny ball of bat guano and sulfur)
Instantaneous
You hurl a spark at a point within range that blossoms into a roaring fire in a 20ft radius sphere. Each creature in the area must make a Dexterity saving throw or take 6d6 fire damage and be Set Ablaze. On a successful save the target takes half as much damage and isn't Set Ablaze.
*At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 10ft and the damage increases by 1d6 for each slot level above 3rd.
Transmutation - Artificer, Druid, Ranger, Sorcerer, Wizard - Eldritch Knight
1 Action
Touch
V, S
8 Hours
You touch a quiver or pouch containing arrows, bolts, or bullets. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver or pouch, the target takes an extra 1d6 fire damage and is Set Ablaze. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver or pouch.
Transmutation - Artificer, Sorcerer, Warlock, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Touch
V, S, M (a wing feather from any bird)
10 Minutes (Concentration)
You touch a willing creature. The target gains a flying speed of 90 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation - Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Touch
V, S, M (a bit of gauze and a wisp of smoke)
1 Hour (Concentration)
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Abjuration - Artificer, Bard, Cleric, Wizard
1 Hour
Touch
V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Until Dispelled or Triggered
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Transmutation - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
30 ft.
V, S, M (a shaving of licorice root)
1 Minute (Concentration)
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity ability checks and saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Conjuration - Warlock - Eldritch Knight
1 Action
150 ft. (20 ft. sphere)
V, S, M (a pickled octopus tentacle)
1 Minute (Concentration)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 4d6 acid damage as milky, otherworldly tentacles rub against it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 ft for every slot above 3rd.
Necromancy - Cleric, Druid, Wizard
1 Action
30 ft.
V, S
Instantaneous
You sacrifice some of your health to mend the injuries of another creature you can see within range. You take 4d8 necrotic damage, which can’t be reduced in any way, the target regains a number of hit points equal to four times the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation - Ranger - Eldritch Knight
1 Bonus Action
Self
V, S
1 Minute (Concentration)
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, in addition to the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Evocation - Sorcerer, Wizard - Eldritch Knight
Action
Self (100 ft. line)
V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 9d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abjuration - Cleric, Paladin, Warlock, Wizard
1 Minute
10 ft. (10 ft. cylinder)
V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
1 Hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Illusion - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
120 ft. (20 ft. cube)
V, S, M (a bit of fleece)
10 Minutes (Concentration)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Evocation - Bard, Cleric
1 Bonus Action
120 ft.
V
Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 6d4 + 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 4th level or higher, the healing increases by 3d4 for each slot level above 3rd.
Transmutation - Cleric, Druid, Ranger - Arcane Trickster
1 Action (Ritual)
Touch
V, S
8 Hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can only use your movement to leave the stone where you entered it, which ends the spell.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to the point on the stone where you entered.
Evocation - Sorcerer, Wizard - Eldritch Knight
1 Bonus Action
Self
V, S, M (niter, sulfur, and pine tar formed into a bead)
10 Minutes (Concentration)
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Abjuration - Artificer, Bard, Sorcerer, Warlock, Wizard
1 Action
30 ft.
V
1 Hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Abjuration - Bard, Ranger, Wizard
1 Action
Touch
V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
8 Hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Illusion - Wizard - Arcane Trickster
1 Minute (Ritual)
30 ft.
V, S
1 Hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Transmutation - Bard, Druid, Ranger
Varies
150 ft.
V, S
Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. Plants emerge in a 100-foot radius centered on that point and become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area that you can effect increases by 100ft for each slot level above 3rd level.
Transmutation - Bard, Druid, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
60 ft.
V, S, M (a caterpillar cocoon)
1 Minute (Concentration)
You curse one creature within range, twisting its form into a Helpless Beast. The creature must make a Wisdom saving throw or be transformed into a small or tiny beast, using the stat block below. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the statistics of the beast. It retains its alignment, personality, hit points, and mental ability scores.
The creature is limited by the nature of its new form, it can't speak or take any action.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
At the end of each of the creature’s turns, it can make a wisdom saving throw, ending the effect on a success.
Helpless Beast
Small or Tiny Beast
Armor Class. 10
Hit Points. -
Speed. 10 ft.
STR 6(-2) DEX 10(+0) CON 10(+0) INT - WIS - CHA -
Senses. Passive Perception -
Languages. understands the languages it did before
Challenge. — Proficiency Bonus equals the target's
Helpless. The Beast cannot take Actions
Abjuration - Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
1 Action
30 ft.
V, S
1 Hour
For the duration, the willing creature you choose within range has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Necromancy - Artificer, Cleric, Paladin, Ranger
1 Action
Touch
V, S, M (diamonds worth 300 gp, which the spell consumes)
Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Evocation - Bard, Cleric, Wizard - Arcane Trickster
1 Action
Unlimited
V, S, M (a short piece of fine copper wire)
1 Round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Conjuration - Druid, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
150 ft. (40 ft. cylinder)
V, S, M *
1 Minute (Concentration)
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Cylinder’s radius expands by 20ft for each slot level above 3rd level.
Transmutation - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
120 ft. (40 ft. cube)
V, S, M *
1 Minute (Concentration)
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions, and it becomes Dazed. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Necromancy - Bard, Cleric, Wizard
1 Action
10 ft.
V, S, M (burning incense)
10 Minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Transmutation - Bard, Druid, Ranger
1 Action
Self
V, S
10 Minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Conjuration - Cleric
1 Action
Self (15 ft. radius)
V, S, M (a holy symbol)
10 Minutes (Concentration)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy - Cleric, Paladin, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Bonus Action
Self
V, S
1 Minute (Concentration)
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 2d6 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). If the creature hit is bloodied, it takes twice as much damage from this spell. Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
Conjuration - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
90 ft. (20 ft. sphere)
V, S, M (a rotten egg or several skunk cabbage leaves)
1 Minute (Concentration)
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is within the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature becomes Poisoned until the end of its turn and spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Abjuration - Artificer, Druid, Ranger, Sorcerer, Wizard
1 Action
90 ft.
V, S, M (diamond dust worth 100 gp, which the spell consumes)
1 Hour (Concentration)
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.
Conjuration - Druid, Ranger, Warlock, Wizard
1 Action
90 ft.
V, S, M (a gilded flower worth at least 300 gp)
1 Hour (Concentration)
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the 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 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class. 12 + the level of the spell (natural armor)
Hit Points. 30 + 10 for each spell level above 3rd
Speed. 40 ft.
STR 13(+1) DEX 16(+3) CON 14(+2) INT 14(+2) WIS 11(+0) CHA 16(+3)
Condition Immunities. charmed
Senses. darkvision 60 ft., passive Perception 10
Languages. Sylvan, understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Actions
Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Conjuration - Warlock, Wizard
1 Action
60 ft.
V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
1 Hour (Concentration)
You utter foul words, summoning demons from the chaos of the Abyss. Roll 1d6 and use the following table to determine what appears.
1–2
Two demons of challenge rating 1 or lower
3–4
Four demons of challenge rating 1/2 or lower
5–6
Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Conjuration - Warlock, Wizard
1 Action
90 ft.
V, S, M (tears inside a gem worth at least 300 gp)
1 Hour (Concentration)
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, 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 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Shadow Spirit
Medium monstrosity
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 35 + 15 for each spell level above 3rd
Speed. 40 ft.
STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 4 (−3) WIS 10 (+0) CHA 16 (+3)
Damage Resistances. necrotic
Condition Immunities. frightened
Senses. darkvision 120 ft., passive Perception 10
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Necromancy - Warlock, Wizard
1 Action
90 ft.
V, S, M (a gilded skull worth at least 300 gp)
1 Hour (Concentration)
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, 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 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed. 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR 12 (+1) DEX 16 (+3) CON 15 (+2) INT 4 (−3) WIS 10 (+0) CHA 9 (−1)
Damage Immunities. necrotic, poison
Condition Immunities. exhaustion, frightened, paralyzed, poisoned
Senses. darkvision 60 ft., passive Perception 10
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Transmutation - Sorcerer, Wizard
1 Action
60 ft.
V, S
10 Minutes (Concentration)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, or move the target out of range of the spell, the prior target is no longer affected by the spell.
Creature. You can try to move a Large or smaller creature. The creature must make a strength saving throw, on a failure it is moved up to 30 feet in any direction, including upward. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. If the creature is moved so that it strikes a surface, they take bludgeoning damage as if they fell the distance without falling prone. On subsequent rounds, you can use your action to move the creature again.
A restrained creature can use an Action to make a Strength saving throw. On a success, they break free of the grip.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction.
You can target tiny objects that are worn or carried by a creature. The creature must make a Strength saving throw. On a failure, the object is pulled from that creature and you can move it up to 30 feet in any direction.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
If you move an object so that it would impact a creature, the object’s movement stops and you can cause the creature to make a Dexterity saving throw. On a failure, the creature is knocked prone and both the creature and the object take 3d10 bludgeoning damage. On a successful save, both take half as much damage and the creature is not knocked prone.
If you move an object that a single creature is standing on, you can carry that creature aloft. The creature can choose to move with the object as long as the creature is one or more sizes smaller than the object.
At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the damage of impacting a creature increases by 1d10, the weight increases by 500 pounds, and the distance the spell can move objects and creatures increases by 10 feet for each slot level above 3rd.
If you cast this spell with a spell slot of 5th level or higher, the size of creature you can target increases for every two slot levels above 3rd.
Conjuration - Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self (90 ft.)
V
Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of either the space you left or the space you appear in must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. Neither you nor any creature or object you take with you is affected by the thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
120 ft.
V, S, M (a drop of water)
Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to 40 feet long, up to 20 feet wide, and up to 15 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd.
Evocation - Bard, Wizard
1 Action (Ritual)
Self (10 ft. hemisphere)
V, S, M (a small crystal bead)
1 Minute (Concentration)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely, and can cast spells and magical effects through it. All other creatures objects, spells and Magical effects are barred from passing through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The sphere has an 18 armor class and 40 hit points, if it is reduced to 0 hit points it shatters and the spell ends. Spells and other harmful effects such as a dragon's breath weapon can harm the hut as if it were an object but cannot move through it.
If you hold concentration for the full duration the hut becomes opaque from the outside and persists for 8 additional hours.
At Higher levels. If you cast this spell using a spell slot of 4th level or higher, it gains 20 additional hit points and increases its armor class by 2 for each slot level above 3rd.
Conjuration - Artificer, Bard, Wizard - Arcane Trickster
1 Action
90 ft.
V, S, M (A pointy hat)
8 Hours
You gesture to up to 10 Tiny, nonmagical objects that aren't attached to another object or a surface and aren't being carried by another creature. The targets animate and sprout little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics. The Tiny Servants still function as their original object; torches can generate light, keys can open locks, brooms can sweep, and so on.
You can mentally command the creatures if they are within 120 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, draw water from a well, or stack some books. They will continue to follow the command until commanded to do otherwise or until their task is complete. If you issue no commands, the servants do nothing other than defend themselves against hostile creatures.
When the creatures drop to 0 hit points, they revert to their original form, and any remaining damage carries over to that form. They also revert if you cast this spell again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate 10 additional tiny objects for each 2 slot levels above 3rd.
Tiny Servant
Tiny Construct
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 4 times the level of the spell
Speed. 30 ft.
STR 11 (+1) DEX 15 (+2) CON 16 (+3) INT 1 (−5) WIS 5 (-3) CHA 1 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 60ft, Passive Perception 7
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Minion. If the Servant takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the Servant takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum; otherwise, it takes no damage. If the Servant ends it’s turn under an effect that deals damage every turn, such as being Set Ablaze, it dies.
Subservient. Allied creatures can enter and occupy a space occupied by a Servant. When they do, the Servant moves into the space that the ally vacated without provoking opportunity attacks.
Actions
Bonk (Group Attack). Melee Weapon Attack: spellcasting modifier to hit, reach 5 ft., one target. Hit: 1 slashing, bludgeoning, or piercing damage as appropriate to the object.
Divination - Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Touch
V, M (a small clay model of a ziggurat)
1 Hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Evocation - Wizard
1 Action
90 ft.
V, S, M (a handful of sand)
10 Minutes (Concentration)
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature that enters the wall must make a Strength saving throw for every 5ft they move inside the wall or be ejected to a space on the side of the wall they entered from. On a success, it must spend 3 feet of movement for every 1 foot it moves there. A creature entirely within the wall is blinded and can’t breathe.
Transmutation - Artificer, Druid, Ranger, Sorcerer, Wizard
1 Action (Ritual)
30 ft.
V, S, M (a short reed or piece of straw)
24 Hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Transmutation - Artificer, Cleric, Druid, Ranger, Sorcerer - Arcane Trickster
1 Action (Ritual)
30 ft.
V, S, M (a piece of cork)
1 Hour
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.