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Compendium

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7 categories

Spells

884 of 884 entries · Showing 101–150

Bursting Arrow

Level

Level 1

School

Evocation

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage.

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

Source: Xanathar's Guide to Everything p. 29

Call Lightning

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid

Description

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Source: Player's Handbook p. 220

Dice Rolls

3d10

Call Lightning*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Cleric (Tempest), Druid (Forest)

Description

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Source: Player's Handbook p. 220

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

Dice Rolls

3d10

Calm Emotions

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Cleric, Warlock (Archfey), Sorcerer (Aberrant)

Description

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Source: Player's Handbook p. 221

Calm Emotions*

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Paladin (Redemption)

Description

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Source: Player's Handbook p. 221

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

Catapult

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

S

Duration

Instantaneous

Classes

Sorcerer, Wizard, Artificer

Description

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

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

Dice Rolls

3d8

Catnap

Level

Level 3

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

S, M (a pinch of sand)

Duration

10 minutes

Classes

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

Description

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Source: Xanathar's Guide to Everything p. 151

Cause Fear

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Warlock, Wizard

Description

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. The creatures must be within 30 feet of each other when you target them.

Source: Xanathar's Guide to Everything p. 151

Ceremony

Level

Level 1

School

Abjuration

Ritual

Yes

Casting Time

1 hour

Range

Touch

Components

V, S, M (25 gp worth of powdered silver, which the spell consumes)

Duration

Instantaneous

Classes

Cleric, Paladin

Description

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water: You touch one vial of water and cause it to become holy water.

Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Source: Xanathar's Guide to Everything p. 151

Ceremony (Ritual Only)

Level

Level 1

School

Abjuration

Ritual

Yes

Casting Time

1 hour

Range

Touch

Components

V, S, M (25 gp worth of powdered silver, which the spell consumes)

Duration

Instantaneous

Classes

Ritual Caster

Description

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water: You touch one vial of water and cause it to become holy water.

Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Source: Xanathar's Guide to Everything p. 151

Chain Lightning

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a bit of fur, a piece of amber, glass, or crystal rod, and three silver pins)

Duration

Instantaneous

Classes

Sorcerer, Wizard

Description

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Source: Player's Handbook p. 221

Dice Rolls

10d8

Chaos Bolt

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Sorcerer

Description

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the type of damage, as shown below.

1 — Acid

2 — Cold

3 — Fire

4 — Force

5 — Lightning

6 — Poison

7 — Psychic

8 — Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by this mass of chaotic energy.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Source: Xanathar's Guide to Everything p. 151

Dice Rolls

2d8

Charm Monster

Level

Level 4

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

1 hour

Classes

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

Description

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Source: Xanathar's Guide to Everything p. 151

Charm Person

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

1 hour

Classes

Rogue (Arcane Trickster), Bard, Druid, Sorcerer, Warlock, Wizard, Ranger (Fey Wanderer)

Description

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 221

Charm Person*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

1 hour

Classes

Cleric (Trickery)

Description

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 221

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

Chill Touch

Level

Cantrip

School

Necromancy

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

1 round

Classes

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

Description

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Source: Player's Handbook p. 221

Dice Rolls

1d8

Chromatic Orb

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a diamond worth at least 50 gp)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

Source: Player's Handbook p. 221

Dice Rolls

3d8

Circle of Death

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (the powder of a crushed black pearl worth at least 500 gp)

Duration

Instantaneous

Classes

Sorcerer, Warlock, Wizard

Description

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Source: Player's Handbook p. 221

Dice Rolls

8d6

Circle of Power

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self (30-foot radius)

Components

V

Duration

Concentration, up to 10 minutes

Classes

Paladin

Description

Divine energy radiates out from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Source: Player's Handbook p. 222

Circle of Power*

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self (30-foot radius)

Components

V

Duration

Concentration, up to 10 minutes

Classes

Paladin (Crown), Cleric (Twilight)

Description

Divine energy radiates out from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Source: Player's Handbook p. 222

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

Clairvoyance

Level

Level 3

School

Divination

Ritual

No

Casting Time

10 minutes

Range

1 mile

Components

V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying)

Duration

Concentration, up to 10 minutes

Classes

Bard, Cleric, Sorcerer, Warlock (Great Old One), Wizard

Description

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Source: Player's Handbook p. 222

Clench of the North Wind

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (3 ki points)

Duration

Concentration, up to 1 minute

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 6th level

You can spend 3 ki points to cast hold person.

Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Additional Ki Points: When you cast this spell using 4 or more ki points, you can target one additional humanoid for each ki point above 3. The humanoids must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 81

Clone

Level

Level 8

School

Necromancy

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)

Duration

Instantaneous

Classes

Wizard

Description

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as the vessel used in the spell's casting and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Source: Player's Handbook p. 222

Cloud of Daggers

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a sliver of glass)

Duration

Concentration, up to 1 minute

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

At Higher Levels. when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Source: Player's Handbook p. 222

Dice Rolls

4d4

Cloudkill

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Wizard, Warlock (Undead)

Description

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Source: Player's Handbook p. 222

Dice Rolls

5d8

Cloudkill*

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Cleric (Death), Druid (Underdark), Paladin (Conquest), Druid (Spores), Artificer (Alchemist)

Description

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Source: Player's Handbook p. 222

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

Dice Rolls

5d8

Color Spray

Level

Level 1

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self (15-foot cone)

Components

V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)

Duration

1 round

Classes

Rogue (Arcane Trickster), Sorcerer, Wizard, Bard

Description

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Source: Player's Handbook p. 222

Dice Rolls

6d10

Command

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

1 round

Classes

Cleric, Paladin, Warlock (Fiend), Bard

Description

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 223

Command*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

1 round

Classes

Cleric (Knowledge), Cleric (Order), Paladin (Crown), Paladin (Conquest)

Description

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 223

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

Commander's Strike

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Source: Player's Handbook p. 74

Commanding Presence

Level

Level 1

Classes

Maneuvers

Description

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Source: Tasha's Cauldron of Everything p. 42

Commune

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S, M (incense and a vial of holy or unholy water)

Duration

1 minute

Classes

Cleric

Description

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Source: Player's Handbook p. 223

Commune (Ritual Only)

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S, M (incense and a vial of holy or unholy water)

Duration

1 minute

Classes

Ritual Caster

Description

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Source: Player's Handbook p. 223

Commune with Nature

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S

Duration

Instantaneous

Classes

Druid, Ranger

Description

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Source: Player's Handbook p. 224

Commune with Nature (Ritual Only)

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S

Duration

Instantaneous

Classes

Ritual Caster

Description

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Source: Player's Handbook p. 224

Commune with Nature*

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S

Duration

Instantaneous

Classes

Druid (Arctic), Druid (Forest), Paladin (Ancients)

Description

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Source: Player's Handbook p. 224

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

Commune*

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V, S, M (incense and a vial of holy or unholy water)

Duration

1 minute

Classes

Cleric (Order), Paladin (Devotion), Paladin (Glory)

Description

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Source: Player's Handbook p. 223

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

Compelled Duel

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin

Description

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Source: Player's Handbook p. 224

Compelled Duel*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin (Crown)

Description

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Source: Player's Handbook p. 224

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

Comprehend Languages

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S, M (a pinch of soot and salt)

Duration

1 hour

Classes

Bard, Sorcerer, Warlock, Wizard

Description

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Source: Player's Handbook p. 224

Comprehend Languages (Ritual Only)

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S, M (a pinch of soot and salt)

Duration

1 hour

Classes

Ritual Caster

Description

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Source: Player's Handbook p. 224

Compulsion

Level

Level 4

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard

Description

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Source: Player's Handbook p. 224

Compulsion*

Level

Level 4

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Order), Paladin (Glory)

Description

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Source: Player's Handbook p. 224

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

Cone of Cold

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot cone)

Components

V, S, M (a small crystal or glass cone)

Duration

Instantaneous

Classes

Sorcerer, Warlock (Hexblade), Wizard, Druid, Warlock (Fathomless), Warlock (Genie Marid)

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Source: Player's Handbook p. 224

Dice Rolls

8d8

Cone of Cold*

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot cone)

Components

V, S, M (a small crystal or glass cone)

Duration

Instantaneous

Classes

Druid (Arctic), Artificer (Artillerist)

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Source: Player's Handbook p. 224

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

Dice Rolls

8d8

Confusion

Level

Level 4

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (three nut shells)

Duration

Concentration, up to 1 minute

Classes

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

Description

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1 — The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6 — The creature doesn't move or take actions this turn.

7-8 — The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 — The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Source: Player's Handbook p. 224

Confusion*

Level

Level 4

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (three nut shells)

Duration

Concentration, up to 1 minute

Classes

Cleric (Knowledge), Paladin (Oathbreaker), Druid (Spores)

Description

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1 — The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6 — The creature doesn't move or take actions this turn.

7-8 — The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 — The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Source: Player's Handbook p. 224

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

Conjure Animals

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

• One beast of challenge rating 2 or lower

• Two beasts of challenge rating 1 or lower

• Four beasts of challenge rating 1/2 or lower

• Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Source: Player's Handbook p. 225

Conjure Barrage

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self (60-foot cone)

Components

V, S, M (one piece of ammunition or a thrown weapon)

Duration

Instantaneous

Classes

Ranger

Description

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Source: Player's Handbook p. 225

Dice Rolls

3d8

Conjure Barrage*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self (60-foot cone)

Components

V, S, M (one piece of ammunition or a thrown weapon)

Duration

Instantaneous

Classes

Artificer (Battle Smith)

Description

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Source: Player's Handbook, p. 225

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

Dice Rolls

3d8