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7 categories

Spells

884 of 884 entries · Showing 251–300

Elemental Attunement

Level

Cantrip

Ritual

No

Casting Time

1 action

Duration

1 minute

Classes

Monk (Way of the Four Elements)

Description

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

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

• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Source: Player's Handbook p. 81

Elemental Bane

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Warlock, Wizard, Artificer

Description

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

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. 155, Elemental Evil Player's Companion p. 17, Princes of the Apocalypse p. 235

Dice Rolls

2d6

Elemental Weapon

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Paladin, Warlock (Hexblade), Druid, Ranger, Artificer

Description

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Source: Player's Handbook p. 237

Dice Rolls

1d4

Elemental Weapon*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric (Forge)

Description

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Source: Player's Handbook p. 237

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

Dice Rolls

1d4

Encode Thoughts

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

Self

Components

S

Duration

8 hours

Classes

Dimir Operative

Description

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Source: Guildmasters' Guide to Ravnica p. 47

Enemies Abound

Level

Level 3

School

Enchantment

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

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

Description

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Source: Xanathar's Guide to Everything p. 155

Enervation

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

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: Xanathar's Guide to Everything p. 155

Enfeebling Arrow

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

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

Source: Xanathar's Guide to Everything p. 29

Enhance Ability

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (fur or a feather from a beast)

Duration

Concentration, up to 1 hour

Classes

Bard, Cleric, Druid, Sorcerer, Ranger, Wizard, Artificer

Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

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. 237

Enhance Ability*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (fur or a feather from a beast)

Duration

Concentration, up to 1 hour

Classes

Paladin (Glory)

Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

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. 237

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

Enlarge/Reduce

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a pinch of powdered iron)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard, Bard, Druid, Artificer

Description

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Source: Player's Handbook p. 237

Ensnaring Strike

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Ranger

Description

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If 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. 237

Dice Rolls

1d6

Ensnaring Strike*

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin (Ancients)

Description

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If 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. 237

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

Dice Rolls

1d6

Entangle

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Source: Player's Handbook p. 238

Enthrall

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

1 minute

Classes

Bard, Warlock

Description

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Source: Player's Handbook p. 238

Erupting Earth

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a piece of obsidian)

Duration

Instantaneous

Classes

Druid, Sorcerer, Wizard

Description

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Source: Xanathar's Guide to Everything p. 155, Elemental Evil Player's Companion p. 17, Princes of the Apocalypse p. 235

Dice Rolls

3d12

Eternal Mountain Defense

Level

Cantrip

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (5 ki points)

Duration

Concentration, up to 1 hour

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 17th level

You can spend 5 ki points to cast stoneskin, targeting yourself.

Stoneskin: This spell turns your flesh as hard as stone. Until the spell ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Source: Player's Handbook p. 81

Etherealness

Level

Level 7

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Up to 8 hours

Classes

Bard, Cleric, Sorcerer, Warlock, Wizard

Description

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Source: Player's Handbook p. 238

Evard's Black Tentacles

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a piece of tentacle from a giant octopus or a giant squid)

Duration

Concentration, up to 1 minute

Classes

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

Description

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Source: Player's Handbook p. 238

Dice Rolls

3d6

Evasive Footwork

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Source: Player's Handbook p. 74

Expeditious Retreat

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Warlock, Wizard, Artificer

Description

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Source: Player's Handbook p. 238

Eyebite

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Sorcerer, Warlock, Wizard

Description

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.

Asleep: The target galls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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

Source: Player's Handbook p. 238

Fabricate

Level

Level 4

School

Evocation

Ritual

No

Casting Time

10 minutes

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Wizard, Artificer

Description

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Source: Player's Handbook p. 239

Fabricate*

Level

Level 4

School

Evocation

Ritual

No

Casting Time

10 minutes

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Forge)

Description

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Source: Player's Handbook p. 239

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

Faerie Fire

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Bard, Druid, Warlock (Archfey), Artificer, Ranger (Swarmkeeper)

Description

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Source: Player's Handbook p. 239

Faerie Fire*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Cleric (Light), Cleric (Twilight)

Description

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Source: Player's Handbook p. 239

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

False Life

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a small amount of alcohol or distilled spirits)

Duration

1 hour

Classes

Sorcerer, Warlock (Undying),Wizard, Warlock (Undead), Artificer

Description

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Source: Player's Handbook p. 239

Dice Rolls

1d4+4

False Life*

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a small amount of alcohol or distilled spirits)

Duration

1 hour

Classes

Cleric (Death), Cleric (Grave)

Description

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Source: Player's Handbook p. 239

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

Dice Rolls

1d4+4

Fangs of the Fire Snake

Level

Cantrip

Ritual

No

Casting Time

None

Range

10 feet

Components

M (1 ki point)

Duration

1 turn

Classes

Monk (Way of the Four Elements)

Description

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Source: Player's Handbook p. 81

Dice Rolls

1d10

Far Step

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Source: Xanathar's Guide to Everything p. 155

Fast Friends

Level

Level 3

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

Concentration, up to 1 hour

Classes

Bard, Cleric, Wizard

Description

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

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 4th level or higher, you can target one additional creature for each slot level above 3rd.

Source: Acquisitions Incorporated p. 75

Fear

Level

Level 3

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self (30-foot cone)

Components

V, S, M (a white feather or the heart of a hen)

Duration

Concentration, up to 1 minute

Classes

Bard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

Description

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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

Source: Player's Handbook p. 239

Fear*

Level

Level 3

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self (30-foot cone)

Components

V, S, M (a white feather or the heart of a hen)

Duration

Concentration, up to 1 minute

Classes

Paladin (Conquest)

Description

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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

Source: Player's Handbook p. 239

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

Feather Fall

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 reaction, which you take when you or a creature within 60 feet of you falls

Range

60 feet

Components

V, M (a white feather or the heart of a hen)

Duration

1 minute

Classes

Bard, Sorcerer, Wizard, Artificer

Description

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Source: Player's Handbook p. 239

Feeblemind

Level

Level 8

School

Enchantment

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a handful of clay, crystal, glass, or mineral spheres)

Duration

Instantaneous

Classes

Bard, Druid, Warlock, Wizard

Description

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal or wish.

Source: Player's Handbook p. 239

Dice Rolls

4d6

Feign Death

Level

Level 3

School

Necromancy

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of graveyard dirt)

Duration

1 hour

Classes

Bard, Cleric, Druid, Warlock (Undying), Wizard

Description

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Source: Player's Handbook p. 240

Feign Death (Ritual Only)

Level

Level 3

School

Necromancy

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of graveyard dirt)

Duration

1 hour

Classes

Ritual Caster

Description

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Source: Player's Handbook p. 240

Feinting Attack

Level

Level 1

Ritual

No

Casting Time

1 bonus action

Components

None

Classes

Maneuvers

Description

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

Source: Player's Handbook p. 74

Find Familiar

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 hour

Range

10 feet

Components

V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Duration

Instantaneous

Classes

Wizard

Description

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Source: Player's Handbook p. 240

Find Familiar (Ritual Only)

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 hour

Range

10 feet

Components

V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Duration

Instantaneous

Classes

Ritual Caster

Description

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Source: Player's Handbook p. 240

Find Greater Steed

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

10 minutes

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Paladin

Description

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Source: Xanathar's Guide to Everything p. 156

Find Steed

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

10 minutes

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Paladin

Description

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Source: Player's Handbook p. 240

Find the Path

Level

Level 6

School

Divination

Ritual

No

Casting Time

1 minute

Range

Self

Components

V, S, M (a set of divinatory tools — such as bones, ivory sticks, cards, teeth, or carved runes — worth 100 gp and an object from the location you wish to find)

Duration

Concentration, up to 1 day

Classes

Bard, Cleric, Druid

Description

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Source: Player's Handbook p. 240

Find Traps

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Druid, Ranger

Description

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Source: Player's Handbook p. 241

Finger of Death

Level

Level 7

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Sorcerer, Warlock, Wizard

Description

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Source: Player's Handbook p. 241

Dice Rolls

7d8+30

Fire Bolt

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

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

Description

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

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

Source: Player's Handbook p. 242

Dice Rolls

1d10

Fire Shield

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of phosphorous or a firefly)

Duration

10 minutes

Classes

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

Description

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Source: Player's Handbook p. 242

Dice Rolls

2d8

Fire Shield*

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of phosphorous or a firefly)

Duration

10 minutes

Classes

Artificer (Battle Smith), Druid (Wildfire), Artificer (Armorer)

Description

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Source: Player's Handbook, p. 242

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

Dice Rolls

2d8

Fire Storm

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Druid, Sorcerer

Description

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Source: Player's Handbook p. 242

Dice Rolls

7d10

Fireball

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a tiny ball of bat guano and sulfur)

Duration

Instantaneous

Classes

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

Description

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Source: Player's Handbook p. 241

Dice Rolls

8d6