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7 categories

Spells

884 of 884 entries · Showing 751–800

Speak with Plants

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self (30-foot radius)

Components

V, S

Duration

10 minutes

Classes

Bard, Druid, Ranger

Description

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shard a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Source: Player's Handbook p. 277

Spider Climb

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a drop of bitumen and a spider)

Duration

Concentration, up to 1 hour

Classes

Sorcerer, Warlock, Wizard, Artificer

Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Source: Player's Handbook p. 277

Spider Climb*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a drop of bitumen and a spider)

Duration

Concentration, up to 1 hour

Classes

Druid (Forest), Druid (Mountain), Druid (Underdark)

Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Source: Player's Handbook p. 277

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

Spike Growth

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

Duration

Concentration, up to 10 minutes

Classes

Druid, Ranger, Warlock (Genie Dao)

Description

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Source: Player's Handbook p. 277

Spike Growth*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

Duration

Concentration, up to 10 minutes

Classes

Cleric (Nature), Druid (Arctic), Druid (Mountain)

Description

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Source: Player's Handbook p. 277

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

Spirit Guardians

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self (15-foot-radius)

Components

V, S, M (a holy symbol)

Duration

Concentration, up to 10 minutes

Classes

Cleric

Description

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Source: Player's Handbook p. 278

Dice Rolls

3d8

Spirit Guardians*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self (15-foot-radius)

Components

V, S, M (a holy symbol)

Duration

Concentration, up to 10 minutes

Classes

Cleric (War), Paladin (Crown)

Description

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Source: Player's Handbook p. 278

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

Dice Rolls

3d8

Spirit of Death

Level

Level 4

School

Necromancy

Casting Time

1 action

Range

60 feet

Components

V, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death)

Duration

Concentration, up to 1 hour

Classes

Sorcerer, Warlock, Wizard

Description

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement 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 reaper spirit stat block.

Source: The Book of Many Things p. 50

Spirit Shroud

Level

Level 3

School

Necromancy

Casting Time

1 bonus action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric, Paladin, Warlock, Wizard

Description

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Source: Tasha's Cauldron of Everything p. 108

Dice Rolls

1d8

Spiritual Weapon

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V, S

Duration

1 minute

Classes

Cleric

Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

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

Source: Player's Handbook p. 278

Dice Rolls

1d8+%0

Spiritual Weapon*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V, S

Duration

1 minute

Classes

Cleric (Life), Cleric (War), Paladin (Conquest)

Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

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

Source: Player's Handbook p. 278

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

Dice Rolls

1d8+%0

Spray of Cards

Level

Level 2

School

Conjuration

Casting Time

1 action

Range

Self (15-foot cone)

Components

V, S, M (a deck of cards)

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Source: The Book of Many Things p. 50

Staggering Smite

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin, Warlock (Hexblade)

Description

The next time you hit a creature with a melee weapon attack during this spell's duration, 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 has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Source: Player's Handbook p. 278

Dice Rolls

4d6

Steel Wind Strike

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

S, M (a melee weapon worth at least 1 sp)

Duration

Instantaneous

Classes

Ranger, Wizard

Description

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Source: Xanathar's Guide to Everything p. 166

Stinking Cloud

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a rotten egg or several skunk cabbage leaves)

Duration

Concentration, up to 1 minute

Classes

Bard, Sorcerer, Warlock (Fiend), Wizard

Description

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Source: Player's Handbook p. 278

Stinking Cloud*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a rotten egg or several skunk cabbage leaves)

Duration

Concentration, up to 1 minute

Classes

Druid (Swamp), Druid (Underdark)

Description

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Source: Player's Handbook p. 278

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

Stone Shape

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)

Duration

Instantaneous

Classes

Cleric, Druid, Wizard, Artificer, Warlock (Genie Dao)

Description

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Source: Player's Handbook p. 278

Stone Shape*

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)

Duration

Instantaneous

Classes

Druid (Mountain), Druid (Underdark)

Description

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Source: Player's Handbook p. 278

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

Stoneskin

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (diamond dust worth 100 gp, which the spell consumes)

Duration

Concentration, up to 1 hour

Classes

Fighter (Eldritch Knight), Druid, Ranger, Sorcerer, Wizard, Artificer

Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Source: Player's Handbook p. 278

Stoneskin*

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (diamond dust worth 100 gp, which the spell consumes)

Duration

Concentration, up to 1 hour

Classes

Cleric (War), Druid (Mountain), Paladin (Ancients), Paladin (Conquest), Paladin (Redemption)

Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Source: Player's Handbook p. 278

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

Storm of Vengeance

Level

Level 9

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Sight

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid

Description

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Source: Player's Handbook p. 279

Dice Rolls

1d6

10d6

2d6

Storm Sphere

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

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 2d6 bludgeoning 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 4d6 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 for each of its effects increases by 1d6 for each slot level above 4th.

Source: Xanathar's Guide to Everything p. 166, Elemental Evil Player's Companion p. 22

Dice Rolls

2d6

4d6

Suggestion

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration

Concentration, up to 8 hours

Classes

Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard

Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.

If you or any of your companions damage the target, the spell ends.

Source: Player's Handbook p. 279

Suggestion*

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration

Concentration, up to 8 hours

Classes

Cleric (Knowledge)

Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.

If you or any of your companions damage the target, the spell ends.

Source: Player's Handbook p. 279

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

Summon Aberration

Level

Level 4

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)

Duration

Concentration, up to 1 hour

Classes

Sorcerer (Aberrant), Warlock, Wizard

Description

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.

Source: Tasha's Cauldron of Everything p. 109

Summon Beast

Level

Level 2

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Tasha's Cauldron of Everything p. 109

Summon Celestial

Level

Level 5

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (a golden reliquary worth at least 500 gp)

Duration

Concentration, up to 1 hour

Classes

Cleric, Paladin

Description

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack 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 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Tasha's Cauldron of Everything p. 110

Summon Construct

Level

Level 4

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (an ornate stone and metal lockbox worth at least 400 gp)

Duration

Concentration, up to 1 hour

Classes

Artificer, Sorcerer (Clockwork), Wizard

Description

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 O 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.

Source: Tasha's Cauldron of Everything p. 111

Summon Draconic Spirit

Level

Level 5

School

Conjuration

Casting Time

1 action

Range

60 feet

Components

V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)

Duration

Concentration, up to 1 hour

Classes

Druid, Sorcerer, Wizard

Description

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Fizban's Treasury of Dragons p. 21

Summon Elemental

Level

Level 4

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger, Warlock (Fathomless), Wizard

Description

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 O 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.

Source: Tasha's Cauldron of Everything p. 111

Summon Fey

Level

Level 3

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (a gilded flower worth at least 300 gp)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger, Warlock, Wizard

Description

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to O 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.

Source: Tasha's Cauldron of Everything p. 112

Summon Fiend

Level

Level 6

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, 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 7th level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Tasha's Cauldron of Everything p. 112

Summon Greater Demon

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a vial of blood from a humanoid killed within the past 24 hours)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

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.

Source: Xanathar's Guide to Everything p. 166

Summon Lesser Demons

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a vial of blood from a humanoid killed within the past 24 hours)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 — Demons Summoned:

1-2 — Two demons of challenge rating 1 or lower

3-4 — Four demons of challenge rating 1/2 or lower

5-6 — Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Source: Xanathar's Guide to Everything p. 167

Summon Shadow Spawn

Level

Level 3

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S, M (tears inside a gem worth at least 300 gp)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Tasha's Cauldron of Everything p. 113

Summon Undead

Level

Level 3

School

Necromancy

Casting Time

1 action

Range

90 feet

Components

V, S, M (a gilded skull worth at least 300 gp)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Source: Tasha's Cauldron of Everything p. 114

Sunbeam

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot line)

Components

V, S, M (a magnifying glass)

Duration

Concentration, up to 1 minute

Classes

Druid, Sorcerer, Wizard, Cleric

Description

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Source: Player's Handbook p. 279

Dice Rolls

6d8

Sunburst

Level

Level 8

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (fire and a piece of sunstone)

Duration

Instantaneous

Classes

Druid, Sorcerer, Wizard, Cleric

Description

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

Source: Player's Handbook p. 279

Dice Rolls

12d6

Sweeping Attack

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Source: Player's Handbook p. 74

Sweeping Cinder Strike

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cone)

Components

V, S, M (2 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

You can spend 2 ki points to cast burning hands.

Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

Additional Ki Points: When you cast this spell using 3 or more ki points, the damage increases by 1d6 for each ki point above 2.

Source: Player's Handbook p. 81

Dice Rolls

3d6

Swift Quiver

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S, M (a quiver containing at least one piece of ammunition)

Duration

Concentration, up to 1 minute

Classes

Ranger

Description

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver 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 quiver leaves your possession, the spell ends.

Source: Player's Handbook p. 279

Sword Burst

Level

Cantrip

School

Conjuration

Casting Time

1 action

Range

Self (5-foot radius)

Components

V

Duration

Instantaneous

Classes

Artificer, Sorcerer, Warlock, Wizard

Description

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Source: Sword Coast Adventurer's Guide p. 143, Tasha's Cauldron of Everything p. 115

Dice Rolls

1d6

Symbol

Level

Level 7

School

Abjuration

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)

Duration

Until dispelled or triggered

Classes

Bard, Cleric, Wizard, Druid

Description

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity; Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

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

Source: Player's Handbook p. 280

Dice Rolls

10d10

Synaptic Static

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 167

Tactical Assessment

Level

Level 1

Classes

Maneuvers

Description

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Source: Tasha's Cauldron of Everything p. 42

Tasha's Caustic Brew

Level

Level 1

School

Evocation

Casting Time

1 action

Range

Self (30-foot line)

Components

V, S, M (a bit of rotten food)

Duration

Concentration, up to 1 minute

Classes

Artificer, Sorcerer, Wizard

Description

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Source: Tasha's Cauldron of Everything p. 115

Dice Rolls

2d4

Tasha's Hideous Laughter

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (tiny tarts and a feather that waved in the air)

Duration

Concentration, up to 1 minute

Classes

Rogue (Arcane Trickster), Bard, Warlock (Great Old One), Wizard

Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Source: Player's Handbook p. 280

Tasha's Mind Whip

Level

Level 2

School

Enchantment

Casting Time

1 action

Range

90 feet

Components

V

Duration

1 round

Classes

Sorcerer, Wizard

Description

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Source: Tasha's Cauldron of Everything p. 115

Dice Rolls

3d6

Tasha's Otherworldly Guise

Level

Level 6

School

Transmutation

Casting Time

1 bonus action

Range

Self

Components

V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).

• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).

• Spectral wings appear on your back, giving you a flying speed of 40 feet.

• You have a +2 bonus to AC.

• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Source: Tasha's Cauldron of Everything p. 116

Telekinesis

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Warlock (Great Old One), Wizard, Sorcerer (Aberrant)

Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Source: Player's Handbook p. 280