© = Concentration
® = Ritual Spell
This page holds all of the 4th-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
Dragon Fear
Enthrall (Moved from 2nd level)
Screaming Skull
Swift Quiver (Moved from 5th level)
Changed
Arcane Eye
Aura of Life
Aura of Purity
Black Tentacles
Blight
Compulsion
Control Water
Fabricate
Grasping Vine
Greater Invisibility
Guardian of Nature
Phantasmal Killer
Staggering Smite
Removed
Arcane Eye (Moved to 2nd level)
Banishment (Moved to 2nd level)
Conjure Woodland Beings
Dominate Beast
Elemental Bane (Moved to 3rd level)
Faithful Hound (Moved to 2nd level)
Gate Seal
Giant Insect
Polymorph (Moved to 3rd level)
Stone Shape (Moved to 2nd level)
Stoneskin (Moved to 3rd level)
Abjuration - Cleric, Paladin
1 Bonus Action
Self (30 ft. radius)
V
10 Minutes (Concentration)
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Abjuration - Cleric, Paladin
1 Bonus Action
Self (30 ft. radius)
V
10 Minutes (Concentration)
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, dazed, deafened, frightened, paralyzed, poisoned, and stunned.
Conjuration - Warlock, Wizard
1 Action
90 ft. (30 ft. square)
V, S, M (a piece of tentacle from a giant octopus or a giant squid)
1 Minute (Concentration)
Squirming, ebony tentacles fill a 30-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When the area appears, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is restrained as long as it remains in the tentacles 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 that ends its turn in the area and is already restrained by the tentacles takes 4d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Necromancy - Druid, Sorcerer, Warlock, Wizard
1 Action
60 ft.
V, S
Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature who failed this save is left with 25 hit points or less, they become desiccated and die. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Enchantment - Bard, Druid, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
30 ft.
V, S
1 Hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Enchantment - Bard, Warlock, Wizard
1 Action
30 ft.
V, S
1 Minute (Concentration)
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must take the dash action and use as much of its movement as possible to move in that direction on its next turn. The target cannot take any other action. At the end of each of it's turns, it can make another Wisdom saving throw to try to end the effect.
Enchantment - Bard, Druid, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
90 ft. (10 ft. sphere)
V, S, M (three nut shells)
1 Minute (Concentration)
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or become cursed.
An cursed target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn below:
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Conjuration - Druid, Wizard
1 Minute
90 ft.
V, S
1 Hour (Concentration)
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
One elemental of challenge rating 2 or lower
Two elementals of challenge rating 1 or lower
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Transmutation - Cleric, Druid, Wizard
1 Action
300 ft.
V, S, M (a drop of water and a pinch of dust)
10 Minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area you can effect increases by 100ft for each slot level above 4th.
Abjuration - Cleric, Paladin
1 Action
Touch
V, S
8 Hours
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends on that target.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Conjuration - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
500 ft.
V
Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Divination - Cleric, Wizard - Arcane Trickster
1 Action (Ritual)
Self
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Instantaneous
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
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 finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Enchantment - Bard, Sorcerer, Warlock, Wizard
1 Action
Self (15 ft. radius)
S, M (A dragon's scale)
1 Minute (Concentration)
You emanate an aura of mind breaking draconic fear that torments creatures of your choice within 15 feet of you for the duration. Affected creatures must make a wisdom saving throw. On a failure, they take 2d10 psychic damage, become frightened for 1 minute, and drop prone. On a success, a creature takes half as much damage and does not suffer any conditions. A frightened creature cannot stand and repeats this save at the end of each of their turns, ending the effect on themselves on a success.
Enchantment - Bard, Warlock
1 Action
60 ft.
V, S
1 Hour (Concentration)
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, the target is so distracted that all other creatures count as Invisible to it as its focus tunnels to you.
Transmutation - Artificer, Wizard
1 Action (Ritual)
120 ft.
V, S
Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
You only need to provide the primary materials that compose the object. For example, steel ingots would be enough to fabricate a sword without having to gather the wood and leather as magic fills in some of the components.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. Usually an item can be created using one-half of its value worth of raw materials.
Conjuration - Paladin
10 Minutes
30 ft.
V, S
Instantaneous
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Evocation - Sorcerer, Wizard
1 Action
Self
V, S, M (a bit of phosphorus or a firefly)
10 Minutes
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.
Abjuration - Artificer, Bard, Cleric, Druid, Ranger - Arcane Trickster
1 Action
Touch
V, S, M (a leather strap, bound around the arm or a similar appendage)
1 Hour
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Conjuration - Warlock, Wizard - Arcane Trickster
1 Action (Ritual)
10 ft.
V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
10 Minutes
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Conjuration - Druid, Ranger
1 Bonus Action
60 ft.
V, S, M
1 Minute
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures the vine can grapple increases by one and the damage increases by 1d8 for each slot level above 4th.
Illusion - Bard, Sorcerer, Wizard - Arcane Trickster
1 Action
Touch
V, S
1 Minute (Concentration)
You or 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.
Conjuration - Cleric
1 Action
30 ft.
V
8 Hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Transmutation - Druid, Ranger
1 Bonus Action
Self
V
1 Minute (Concentration)
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Walking speed increase of Primal Beast increases by 10ft and the damage increases by a d6 for each slot level above 4th. The temporary Hit points of Great Tree increase by 10 and the area of difficult terrain increases by 15ft for each slot level above 4th.
Illusion - Bard, Druid, Warlock, Wizard - Arcane Trickster
1 Action (Ritual)
600 ft. (300 ft. cube)
V, S, M (a stone, a twig, and a bit of green plant)
24 Hours
You make natural terrain in a 300-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance but can be hidden by creating the image of natural features that cover them such as hills, large rock formations or trees.
The tactile characteristics of the terrain are changed, so creatures simply entering the area are unlikely to see through the illusion. For example, grass can be made to feel like sand, stone or any other natural material. You can cause such areas to become difficult terrain or remove natural sources of difficult terrain caused by effects like heavy snow or mud. This doesn’t change the shape of the terrain and cannot make liquids into solids or vice versa so a creature walking into a pond made to look like a field will fall into the water and discern the illusion. Natural obstructions like trees can be hidden or added but are illusory and a creature moving through the area will be able to discern that it is an illusion by interacting with them.
A creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Evocation - Druid, Sorcerer, Wizard
1 Action
300 ft. (20 ft. cylinder)
V, S, M (a pinch of dust and a few drops of water)
Instantaneous
A hail of rock-hard ice pounds to the ground in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage, 4d6 cold damage, and their speed is halved on a failed save, or half as much damage and no movement reduction on a successful.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8, the cold damage by 2d6, and the radius by 10ft for each slot level above 4th.
Divination - Bard, Cleric, Druid, Paladin, Ranger, Wizard - Arcane Trickster
1 Action
Self
V, S, M (a bit of fur from a bloodhound)
1 Hour (Concentration)
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Illusion - Bard, Wizard - Arcane Trickster
1 Action
90 ft.
V, S
10 Minutes (Concentration)
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make an Intelligence saving throw. On a successful save the target takes 2d10 psychic damage and the spell ends. On a failed save, the target becomes cursed for the duration. While cursed, the target is frightened, and on the end of each of the target's turns before the spell ends, the target must succeed on a Intelligence saving throw or take 4d10 psychic damage. After three successful saves, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Abjuration - Artificer, Wizard
10 Minutes
120 ft.
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
24 Hours
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Enchantment - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
120 ft.
V
Instantaneous
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation - Artificer, Wizard - Arcane Trickster
1 Action
30 ft.
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
1 Minute (Concentration)
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature can make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Illusion - Bard, Sorcerer, Wizard
1 Action
90 ft
V, S, M (a skull made of chardalyn)
Instantaneous
You summon forth the ghostly image of a massive screaming skull at a point within range. The skull is 20 feet in each dimension and it immediately flies 60ft in a straight line towards direction of your choice, passing through walls and barriers. Each creature it passes through suffers 5d12 psychic damage or half as much on a successful Wisdom saving throw. The skull then vanishes.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
Necromancy - Warlock - Arcane Trickster
1 Action
Self
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
1 Minute (Concentration)
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Evocation - Sorcerer, Warlock, Wizard
1 Action
120 ft. (30 ft. sphere)
V, S
10 Minutes (Concentration)
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Evocation - Paladin
1 Bonus Action (when you hit a creature with a weapon attack)
Self
V
Instantaneous
Your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it becomes Dazed, has disadvantage on attack rolls and ability checks, and can’t take reactions until the end of its next turn.
Evocation - Sorcerer, Wizard
1 Action
150 ft. (20 ft. sphere)
V, S
1 Minute (Concentration)
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 3d6 thunder damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 6d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Conjuration - Warlock, Wizard
1 Action
90 ft.
V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
1 Hour (Concentration)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Aberrant Spirit
Medium aberration
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 40 + 10 for each spell level above 4th
Speed. 30 ft.; fly 30 ft. (hover) (Beholderkin only)
STR 16(+3) DEX 10(+0) CON 15(+2) INT 16(+3) WIS 10(+0) CHA 6(-2)
Damage Immunities. psychic
Senses. darkvision 60 ft., passive Perception 10
Languages. Deep Speech, understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Conjuration - Artificer, Wizard
1 Action
90 ft.
V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
1 Hour (Concentration)
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, 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.
Construct Spirit
Medium construct
Armor Class. 13 + the level of the spell (natural armor)
Hit Points. 40 + 15 for each spell level above 4th
Speed. 30 ft.
STR 18 (+4) DEX 10 (+0) CON 18 (+4) INT 14 (+2) WIS 11 (+0) CHA 5 (-3)
Damage Resistances. poison
Condition Immunities. charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses. darkvision 60 ft., passive Perception 10
Languages. understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Conjuration - Druid, Ranger, Wizard
1 Action
90 ft.
V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
1 Hour (Concentration)
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class. 11 + the level of the spell (natural armor)
Hit Points. 50 + 10 for each spell level above 4th
Speed. 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR 18 (+4) DEX 15 (+2) CON 17 (+3) INT 4 (−3) WIS 10 (+0) CHA 16 (+3)
Damage Resistances. acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities. poison; fire (Fire only)
Condition Immunities. exhaustion, paralyzed, petrified, poisoned, unconscious
Senses. darkvision 60 ft., passive Perception 10
Languages. Primordial, understands the languages you speak
Challenge. — Proficiency Bonus equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
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 one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.
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 demon can’t cross the circle or harm it, and it 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 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Transmutation - Ranger
1 Bonus Action
Touch
V, S, M (a quiver or pouch containing at least one piece of ammunition)
1 Minute (Concentration)
You transmute your quiver or pouch so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
When you cast the spell and as a bonus action on subsequent turns, you can make two attacks with a weapon that uses ammunition from the container. Each time you make such a ranged attack, the container magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the container leaves your possession, the spell ends.
Evocation - Sorcerer, Wizard
1 Action
150 ft. (20 ft. sphere)
V, S, M (a drop of giant slug bile)
Instantaneous
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and is covered in acid. While covered in acid, the target takes 5d4 acid damage, and its armor class is reduced by 2 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, a creature takes half the initial damage and is not covered in acid.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 4th.
Evocation - Druid, Sorcerer, Wizard
1 Action
120 ft.
V, S, M (a small piece of phosphorus)
1 Minute (Concentration)
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Conjuration - Druid, Sorcerer, Wizard
1 Action
90 ft. (5 ft. sphere)
V, S, M (a droplet of water)
1 Minute (Concentration)
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional sphere for each slot level above 4th. All spheres can be moved with the same Bonus Action.