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7 categories

Spells

884 of 884 entries · Showing 51–100

Banishing Smite*

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Artificer (Battle Smith)

Description

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Source: Player's Handbook, p. 216

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

Dice Rolls

5d10

Banishment

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (an item distasteful to the target)

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Sorcerer, Warlock, Wizard

Description

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Source: Player's Handbook p. 217

Banishment*

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (an item distasteful to the target)

Duration

Concentration, up to 1 minute

Classes

Paladin (Crown), Paladin (Vengeance), Paladin (Watchers)

Description

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Source: Player's Handbook p. 217

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

Barkskin

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a handful of oak bark)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Source: Player's Handbook p. 217

Barkskin*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a handful of oak bark)

Duration

Concentration, up to 1 hour

Classes

Cleric (Nature), Druid (Forest)

Description

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Source: Player's Handbook p. 217

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

Beacon of Hope

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric

Description

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Source: Player's Handbook p. 217

Beacon of Hope*

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Life), Paladin (Devotion), Cleric (Peace)

Description

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Source: Player's Handbook p. 217

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

Beast Bond

Level

Level 1

School

Divination

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a bit of fur wrapped in a cloth)

Duration

Concentration, up to 10 minutes

Classes

Druid, Ranger

Description

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15, Princes of the Apocalypse p. 233

Beast Sense

Level

Level 2

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

S

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Source: Player's Handbook p. 217

Beast Sense (Ritual Only)

Level

Level 2

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

S

Duration

Concentration, up to 1 hour

Classes

Ritual Caster

Description

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Source: Player's Handbook p. 217

Beguiling Arrow

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Source: Xanathar's Guide to Everything p. 29

Bestow Curse

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Cleric, Wizard

Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

• While cursed, the target has disadvantage on attack rolls against you.

• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Source: Player's Handbook p. 218

Bestow Curse*

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Paladin (Conquest), Paladin (Oathbreaker)

Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

• While cursed, the target has disadvantage on attack rolls against you.

• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Source: Player's Handbook p. 218

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

Bigby's Hand

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (an eggshell and a snakeskin glove)

Duration

Concentration, up to 1 minute

Classes

Wizard, Sorcerer, Warlock (Fathomless), Artificer

Description

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6+your spellcasting ability modifier.

Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Source: Player's Handbook p. 218

Dice Rolls

4d8

2d6+%0

Blade Barrier

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Cleric

Description

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Source: Player's Handbook p. 218

Dice Rolls

6d10

Blade of Disaster

Level

Level 9

School

Conjuration

Casting Time

1 bonus action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force.

Source: Icewind Dale: Rime of the Frostmaiden p. 318, Tasha's Cauldron of Everything p. 106

Dice Rolls

4d12

Blade Ward

Level

Cantrip

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 round

Classes

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

Description

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Source: Player's Handbook p. 218

Bless

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a sprinkling of holy water)

Duration

Concentration, up to 1 minute

Classes

Cleric, Paladin

Description

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Source: Player's Handbook p. 219

Bless*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a sprinkling of holy water)

Duration

Concentration, up to 1 minute

Classes

Cleric (Life)

Description

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Source: Player's Handbook p. 219

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

Blight

Level

Level 4

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Druid, Sorcerer, Warlock, Wizard

Description

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Source: Player's Handbook p. 219

Dice Rolls

8d8

Blight*

Level

Level 4

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Death), Cleric (Grave), Druid (Desert), Paladin (Oathbreaker), Druid (Spores), Artificer (Alchemist)

Description

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Source: Player's Handbook p. 219

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

Dice Rolls

8d8

Blinding Smite

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin

Description

The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

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

Source: Player's Handbook p. 219

Dice Rolls

3d8

Blindness/Deafness

Level

Level 2

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

1 minute

Classes

Bard, Cleric, Sorcerer, Warlock (Fiend), Warlock (Undying), Wizard, Warlock (Undead)

Description

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Source: Player's Handbook p. 219

Blindness/Deafness*

Level

Level 2

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

1 minute

Classes

Cleric (Death), Druid (Spores)

Description

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Source: Player's Handbook p. 219

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

Blink

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 minute

Classes

Sorcerer, Warlock (Archfey), Warlock (Hexblade), Wizard, Artificer

Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Source: Player's Handbook p. 219

Blink*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 minute

Classes

Cleric (Trickery)

Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Source: Player's Handbook p. 219

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

Blood Curse of Binding

Level

Cantrip

Classes

Blood Curses

Description

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.

Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony

Level

Cantrip

Classes

Blood Curses

Description

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify: This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Corrosion

Level

Cantrip

Classes

Blood Curses

Description

Prerequisite: 15th level, Order of the Mutant

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify: The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

Blood Curse of Exposure

Level

Cantrip

Classes

Blood Curses

Description

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target's next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify: The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Anxious

Level

Cantrip

Classes

Blood Curses

Description

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify: The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of the Exorcist

Level

Cantrip

Classes

Blood Curses

Description

Prerequisite: 15th level, Order of the Ghostslayer

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify: A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of the Eyeless

Level

Cantrip

Classes

Blood Curses

Description

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature's attack roll. You can choose to use this feature after the creature's roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify: You apply this curse to all the creature's attack rolls until the end of the creature's turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

Level

Cantrip

Classes

Blood Curses

Description

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify: You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Blood Curse of the Howl

Level

Cantrip

Classes

Blood Curses

Description

Prerequisite: 18th level, Order of the Lycan

As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Amplify: The range of this curse increases to 60 feet.

Blood Curse of the Marked

Level

Cantrip

Classes

Blood Curses

Description

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify: The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

Level

Cantrip

Classes

Blood Curses

Description

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify: The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

Blood Curse of the Soul Eater

Level

Cantrip

Classes

Blood Curses

Description

Prerequisite: 18th level, Order of the Profane Soul

When a creature that isn't a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Amplify: Additionally, you regain an expended warlock spell slot. Once you've amplified this blood curse, you must finish a long rest before you can amplify it again.

Blur

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Rogue (Arcane Trickster), Sorcerer, Warlock (Hexblade), Wizard, Artificer, Warlock (Genie Marid)

Description

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Source: Player's Handbook p. 219

Blur*

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Druid (Desert)

Description

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Source: Player's Handbook p. 219

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

Bones of the Earth

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Druid

Description

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 Princes of the Apocalypse p. 233

Booming Blade

Level

Cantrip

School

Evocation

Casting Time

1 action

Range

Self (5-foot radius)

Components

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

Duration

1 round

Classes

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

Description

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 106

Dice Rolls

1d8

Borrowed Knowledge

Level

Level 2

School

Divination

Casting Time

1 action

Range

Self

Components

V, S, M (a book worth at least 25 gp)

Duration

1 hour

Classes

Bard, Cleric, Warlock, Wizard

Description

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Source: Strixhaven: A Curriculum of Chaos p. 37

Brace

Level

Level 1

Classes

Maneuvers

Description

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Source: Tasha's Cauldron of Everything p. 42

Branding Smite

Level

Level 2

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 weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Source: Player's Handbook p. 219

Dice Rolls

2d6

Branding Smite*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Artificer (Battle Smith)

Description

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Source: Player's Handbook, p. 219

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

Dice Rolls

2d6

Breath of Winter

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot cone)

Components

V, S, M (6 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 17th level

You can spend 6 ki points to cast cone of cold.

Cone of Cold: A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

Source: Player's Handbook p. 81

Dice Rolls

8d8

Bullying Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll.

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

Burning Hands

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cone)

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock (Fiend), Wizard, Warlock (Genie Efreeti)

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Source: Player's Handbook p. 220

Dice Rolls

3d6

Burning Hands*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cone)

Components

V, S

Duration

Instantaneous

Classes

Cleric (Light), Druid (Wildfire)

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Source: Player's Handbook p. 220

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

Dice Rolls

3d6