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7 categories

Spells

884 of 884 entries · Showing 601–650

Mutagen: Potency

Level

Cantrip

Classes

Mutagens

Description

Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Mutagen: Precision

Level

Cantrip

Classes

Mutagens

Description

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.

Mutagen: Rapidity

Level

Cantrip

Classes

Mutagens

Description

Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.

Mutagen: Reconstruction

Level

Cantrip

Classes

Mutagens

Description

Prerequisite: 7th level

For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.

Mutagen: Sagacity

Level

Cantrip

Classes

Mutagens

Description

Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Mutagen: Shielded

Level

Cantrip

Classes

Mutagens

Description

You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.

Mutagen: Unbreakable

Level

Cantrip

Classes

Mutagens

Description

You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.

Mutagen: Vermillion

Level

Cantrip

Classes

Mutagens

Description

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Nathair's Mischief

Level

Level 2

School

Illusion

Casting Time

1 action

Range

60 feet

Components

S, M (a piece of crust from an apple pie)

Duration

Concentration, up to 1 minute

Classes

Bard, Sorcerer, Wizard

Description

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

d4 | Effect

1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.

2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.

3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.

4 | Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

Source: Fizban's Treasury of Dragons p. 20

Negative Energy Flood

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, M (a broken bone and a square of black silk)

Duration

Instantaneous

Classes

Warlock, Wizard

Description

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Source: Xanathar's Guide to Everything p. 163

Nondetection

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)

Duration

8 hours

Classes

Fighter (Eldritch Knight), Bard, Ranger, Wizard

Description

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.

Source: Player's Handbook p. 263

Nondetection*

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)

Duration

8 hours

Classes

Cleric (Knowledge), Paladin (Watchers)

Description

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.

Source: Player's Handbook p. 263

* Circle, Domain, Oath, or Specialist spell (always prepared)

Nystul's Magic Aura

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a small square of silk)

Duration

24 hours

Classes

Rogue (Arcane Trickster), Wizard

Description

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Source: Player's Handbook p. 263

Nystul's Magic Aura*

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a small square of silk)

Duration

24 hours

Classes

Cleric (Arcana)

Description

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Source: Player's Handbook p. 263

* Circle, Domain, Oath, or Specialist spell (always prepared)

Otiluke's Freezing Sphere

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S, M (a small crystal sphere)

Duration

Instantaneous

Classes

Wizard, Sorcerer

Description

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th

Source: Player's Handbook p. 263

Otiluke's Resilient Sphere

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Wizard, Artificer

Description

A sphere of shimmering force encloses a creature or object o f Large size or smaller within range. An unwilling creature must 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.

Source: Player's Handbook p. 264

Dice Rolls

10d6

Otiluke's Resilient Sphere*

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

Duration

Concentration, up to 1 minute

Classes

Paladin (Redemption), Cleric (Peace)

Description

A sphere of shimmering force encloses a creature or object o f Large size or smaller within range. An unwilling creature must 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.

Source: Player's Handbook p. 264

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

10d6

Otto's Irresistible Dance

Level

Level 6

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Bard, Wizard

Description

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control o f itself. On a successful save, the spell ends.

Source: Player's Handbook p. 264

Parry

Level

Level 1

Ritual

No

Casting Time

1 reaction

Components

None

Classes

Maneuvers

Description

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Source: Player's Handbook p. 74

Pass Without Trace

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Source: Player's Handbook p. 264

Pass Without Trace*

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

Duration

Concentration, up to 1 hour

Classes

Cleric (Trickery), Druid (Grassland)

Description

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Source: Player's Handbook p. 264

* Circle, Domain, Oath, or Specialist spell (always prepared)

Passwall

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a pinch of sesame seeds)

Duration

1 hour

Classes

Wizard

Description

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Source: Player's Handbook p. 264

Passwall*

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a pinch of sesame seeds)

Duration

1 hour

Classes

Druid (Mountain), Artificer (Armorer)

Description

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Source: Player's Handbook p. 264

* Circle, Domain, Oath, or Specialist spell (always prepared)

Phantasmal Force

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of fleece)

Duration

Concentration, up to 1 minute

Classes

Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Warlock (Great Old One), Wizard, Warlock (Undead), Warlock (Genie Dao), Warlock (Genie Djinni), Warlock (Genie Efreeti), Warlock (Genie Marid)

Description

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Source: Player's Handbook p. 264

Dice Rolls

1d6

Phantasmal Killer

Level

Level 4

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Rogue (Arcane Trickster), Warlock (Hexblade), Wizard, Bard, Warlock (Genie Dao), Warlock (Genie Djinni), Warlock (Genie Efreeti), Warlock (Genie Marid)

Description

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 a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, 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.

• The creature can't willingly move closer to the source of its fear.

Source: Player's Handbook p. 265

Dice Rolls

4d10

Phantom Steed

Level

Level 3

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

30 feet

Components

V, S

Duration

1 hour

Classes

Rogue (Arcane Trickster), Wizard, Warlock (Undead)

Description

A Large quasi-real, horse-like 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.

Source: Player's Handbook p. 265

Phantom Steed (Ritual Only)

Level

Level 3

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

30 feet

Components

V, S

Duration

1 hour

Classes

Ritual Caster

Description

A Large quasi-real, horse-like 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.

Source: Player's Handbook p. 265

Piercing Arrow

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Source: Xanathar's Guide to Everything p. 29

Piercing Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm's misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Planar Ally

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

10 minutes

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric

Description

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Source: Player's Handbook p. 265

Planar Binding

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 hour

Range

60 feet

Components

V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)

Duration

24 hours

Classes

Bard, Cleric, Druid, Wizard, Warlock

Description

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature w as summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Source: Player's Handbook p. 265

Planar Binding*

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 hour

Range

60 feet

Components

V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)

Duration

24 hours

Classes

Cleric (Arcana)

Description

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature w as summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Source: Player's Handbook p. 265

* Circle, Domain, Oath, or Specialist spell (always prepared)

Plane Shift

Level

Level 7

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)

Duration

Instantaneous

Classes

Cleric, Druid, Sorcerer, Warlock, Wizard

Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Source: Player's Handbook p. 266

Plant Growth

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action or 8 hours

Range

150 feet

Components

V, S

Duration

Instantaneous

Classes

Bard, Druid, Ranger, Warlock (Archfey)

Description

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. All normal plants in a 100-foot radius centered on that point 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.

Source: Player's Handbook p. 266

Plant Growth*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action or 8 hours

Range

150 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Nature), Druid (Forest), Paladin (Ancients), Druid (Wildfire)

Description

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. All normal plants in a 100-foot radius centered on that point 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.

Source: Player's Handbook p. 266

* Circle, Domain, Oath, or Specialist spell (always prepared)

Poison Spray

Level

Cantrip

School

Conjuration

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Rogue (Arcane Trickster), Druid, Sorcerer, Warlock, Wizard, Artificer

Description

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Source: Player's Handbook p. 266

Dice Rolls

1d12

Polymorph

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a caterpillar cocoon)

Duration

Concentration, up to 1 hour

Classes

Bard, Druid, Sorcerer, Wizard

Description

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

This spell can't affect a target that has 0 hit points.

Source: Player's Handbook p. 266

Polymorph*

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a caterpillar cocoon)

Duration

Concentration, up to 1 hour

Classes

Cleric (Trickery)

Description

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

This spell can't affect a target that has 0 hit points.

Source: Player's Handbook p. 266

* Circle, Domain, Oath, or Specialist spell (always prepared)

Power Word Heal

Level

Level 9

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Bard, Cleric

Description

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Source: Player's Handbook p. 266

Power Word Kill

Level

Level 9

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Source: Player's Handbook p. 266

Power Word Pain

Level

Level 7

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Sorcerer, Warlock, Wizard

Description

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Source: Xanathar's Guide to Everything p. 163

Power Word Stun

Level

Level 8

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Source: Player's Handbook p. 267

Prayer of Healing

Level

Level 2

School

Evocation

Ritual

No

Casting Time

10 minutes

Range

30 feet

Components

V

Duration

Instantaneous

Classes

Cleric, Paladin

Description

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8+your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Source: Player's Handbook p. 267

Dice Rolls

2d8+%0

Precision Attack

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Source: Player's Handbook p. 74

Prestidigitation

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S

Duration

Up to 1 hour

Classes

Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard, Artificer

Description

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

• You instantaneously light or snuff out a candle, a torch, or a small campfire.

• You instantaneously clean or soil an object no larger than 1 cubic foot.

• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Source: Player's Handbook p. 267

Primal Savagery

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

S

Duration

Instantaneous

Classes

Druid

Description

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Source: Xanathar's Guide to Everything p. 163

Dice Rolls

1d10

Primordial Ward

Level

Level 6

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid

Description

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Source: Xanathar's Guide to Everything p. 163, Elemental Evil Player's Companion p. 21, Princes of the Apocalypse p. 239

Prismatic Spray

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60 foot cone)

Components

V, S

Duration

Instantaneous

Classes

Sorcerer, Wizard, Bard

Description

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1 Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2 Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3 Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4 Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5 Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6 Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

7 Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8 Special: The target is struck by two rays. Roll twice more, rerolling any 8.

Source: Player's Handbook p. 267

Dice Rolls

1d8

10d6

Prismatic Wall

Level

Level 9

School

Abjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

10 minutes

Classes

Wizard, Bard

Description

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.

1. Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange; The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

3. Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.

While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Source: Player's Handbook p. 267

Dice Rolls

10d6

Produce Flame

Level

Cantrip

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

10 minutes

Classes

Druid

Description

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Source: Player's Handbook p. 269

Dice Rolls

1d8