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7 categories

Spells

884 of 884 entries · Showing 351–400

Grasping Arrow

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Source: Xanathar's Guide to Everything p. 29

Grasping Vine

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Source: Player's Handbook p. 246

Grasping Vine*

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Nature)

Description

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Source: Player's Handbook p. 246

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

Gravity Fissure

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (100-foot line)

Components

V, S, M (a fistful of iron filings)

Duration

Instantaneous

Classes

Wizard (Graviturgy)

Description

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Source: Explorer's Guide to Wildemount p. 187

Dice Rolls

8d8

9d8

10d8

11d8

Gravity Sinkhole

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a black marble)

Duration

Instantaneous

Classes

Wizard (Graviturgy)

Description

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Source: Explorer's Guide to Wildemount p. 187

Dice Rolls

5d10

6d10

7d10

8d10

9d10

10d10

Grease

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of pork rind or butter)

Duration

1 minute

Classes

Wizard, Sorcerer, Artificer

Description

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Source: Player's Handbook p. 246

Greater Invisibility

Level

Level 4

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Wizard, Warlock (Undead), Warlock (Genie Djinni)

Description

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Source: Player's Handbook p. 246

Greater Invisibility*

Level

Level 4

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid (Underdark), Artificer (Armorer), Cleric (Twilight)

Description

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Source: Player's Handbook p. 246

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

Greater Restoration

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

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

Duration

Instantaneous

Classes

Bard, Cleric, Druid, Warlock (Celestial), Ranger, Artificer, Sorcerer (Clockwork)

Description

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

• One effect that charmed or petrified the target

• One curse, including the target's attunement to a cursed magic item

• Any reduction to one of the target's ability scores

• One effect reducing the target's hit point maximum

Source: Player's Handbook p. 246

Greater Restoration*

Level

Level 5

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

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

Duration

Instantaneous

Classes

Cleric (Peace)

Description

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

• One effect that charmed or petrified the target

• One curse, including the target's attunement to a cursed magic item

• Any reduction to one of the target's ability scores

• One effect reducing the target's hit point maximum

Source: Player's Handbook p. 246

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

Greenflame Blade

Level

Cantrip

School

Evocation

Casting Time

1 action

Range

Self (5-foot radius)

Components

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

Duration

Instantaneous

Classes

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

Description

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Source: Sword Coast Adventurer's Guide p. 143, Tasha's Cauldron of Everything p. 107

Dice Rolls

%0

Guardian of Faith

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

8 hours

Classes

Cleric, Warlock (Celestial)

Description

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Source: Player's Handbook p. 246

Guardian of Faith*

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

8 hours

Classes

Cleric (Life), Cleric (Light), Paladin (Crown), Paladin (Devotion)

Description

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Source: Player's Handbook p. 246

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

Guardian of Nature

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

•Your walking speed increases by 10 feet.

You gain darkvision with a range of 120 feet.

•You make Strength-based attack rolls with advantage.

•Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

•You gain 10 temporary hit points.

•You make Constitution saving throws with advantage.

•You make Dexterity- and Wisdom-based attack rolls with advantage.

•While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Source: Xanathar's Guide to Everything p. 157

Guards and Wards

Level

Level 6

School

Abjuration

Ritual

No

Casting Time

10 minutes

Range

Touch

Components

V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)

Duration

24 hours

Classes

Bard, Wizard

Description

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.

Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold.

• Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

• Place magic mouth in two locations.

• Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.

• Place a constant gust of wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Source: Player's Handbook p. 248

Guidance

Level

Cantrip

School

Divination

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric, Druid, Artificer

Description

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Source: Player's Handbook p. 248

Dice Rolls

1d4

Guiding Bolt

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

1 round

Classes

Cleric, Warlock (Celestial)

Description

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

Source: Player's Handbook p. 248

Dice Rolls

4d6

Guiding Bolt*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

1 round

Classes

Paladin (Glory)

Description

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

Source: Player's Handbook, p. 248

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

Dice Rolls

4d6

Gust

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

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

Description

You seize the air and compel it to create one of the following effects at a point you can see within range:

•One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

•You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.

•You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Source: Xanathar's Guide to Everything p. 157, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 236

Gust of Wind

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot line)

Components

V, S, M (a legume seed)

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Druid, Sorcerer, Wizard, Ranger, Warlock (Fathomless), Warlock (Genie Djinni)

Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Source: Player's Handbook p. 248

Gust of Wind*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot line)

Components

V, S, M (a legume seed)

Duration

Concentration, up to 1 minute

Classes

Cleric (Tempest)

Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Source: Player's Handbook p. 248

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

Hail of Thorns

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 ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Source: Player's Handbook p. 249

Dice Rolls

1d10

Hallow

Level

Level 5

School

Evocation

Ritual

No

Casting Time

24 hours

Range

Touch

Components

V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)

Duration

Until dispelled

Classes

Cleric, Warlock (Fiend)

Description

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage: Affected creatures can't be frightened while in the area.

Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection:. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest: Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear: Affected creatures are frightened while in the area.

Silence: No sound can emanate from within the area, and no sound can reach into it.

Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Source: Player's Handbook p. 249

Hallucinatory Terrain

Level

Level 4

School

Illusion

Ritual

No

Casting Time

10 minutes

Range

300 feet

Components

V, S, M (a stone, a twig, and a bit of green plant)

Duration

24 hours

Classes

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

Description

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Source: Player's Handbook p. 249

Hallucinatory Terrain*

Level

Level 4

School

Illusion

Ritual

No

Casting Time

10 minutes

Range

300 feet

Components

V, S, M (a stone, a twig, and a bit of green plant)

Duration

24 hours

Classes

Druid (Desert)

Description

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Source: Player's Handbook p. 249

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

Harm

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric

Description

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Source: Player's Handbook p. 249

Dice Rolls

14d6

Haste

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a shaving of licorice root)

Duration

Concentration, up to 1 minute

Classes

Ranger (Horizon Walker), Sorcerer, Wizard, Artificer

Description

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Source: Player's Handbook p. 250

Haste*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a shaving of licorice root)

Duration

Concentration, up to 1 minute

Classes

Druid (Grassland), Paladin (Vengeance), Paladin (Glory)

Description

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Source: Player's Handbook p. 250

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

Heal

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Druid

Description

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Source: Player's Handbook p. 250

Healing Spirit

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

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

Source: Xanathar's Guide to Everything p. 157

Healing Word

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard, Cleric, Druid

Description

A creature of your choice that you can see within range regains hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook p. 250

Dice Rolls

1d4+%0

Healing Word*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Artificer (Alchemist)

Description

A creature of your choice that you can see within range regains hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook, p. 250

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

Dice Rolls

1d4+%0

Heat Metal

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a piece of iron and a flame)

Duration

Concentration, up to 1 minute

Classes

Bard, Druid, Artificer

Description

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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

Source: Player's Handbook p. 250

Dice Rolls

2d8

Heat Metal*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a piece of iron and a flame)

Duration

Concentration, up to 1 minute

Classes

Cleric (Forge)

Description

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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

Source: Player's Handbook p. 250

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

Dice Rolls

2d8

Hellish Rebuke

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Warlock

Description

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Source: Player's Handbook p. 250

Dice Rolls

2d10

Hellish Rebuke*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Paladin (Oathbreaker)

Description

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Source: Player's Handbook p. 250

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

Dice Rolls

2d10

Heroes' Feast

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

10 minutes

Range

30 feet

Components

V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Cleric, Druid, Bard

Description

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Source: Player's Handbook p. 250

Dice Rolls

2d10

Heroism

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Paladin

Description

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

Source: Player's Handbook p. 250

Heroism*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Order), Cleric (Peace), Paladin (Glory), Artificer (Battle Smith)

Description

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

Source: Player's Handbook p. 250

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

Hex

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 bonus action

Range

90 feet

Components

V, S, M (the petrified eye of a newt)

Duration

Concentration, up to 1 hour

Classes

Warlock

Description

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Source: Player's Handbook p. 251

Dice Rolls

1d6

Hold Monster

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a small, straight piece of iron)

Duration

Concentration, up to 1 minute

Classes

Bard, Ranger (Monster Slayer), Sorcerer, Warlock, Wizard

Description

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 251

Hold Monster*

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a small, straight piece of iron)

Duration

Concentration, up to 1 minute

Classes

Cleric (War), Paladin (Redemption), Paladin (Vengeance), Paladin (Watchers)

Description

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Source: Player's Handbook p. 251

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

Hold Person

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a small, straight piece of iron)

Duration

Concentration, up to 1 minute

Classes

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

Description

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.

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

Source: Player's Handbook p. 251

Hold Person*

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a small, straight piece of iron)

Duration

Concentration, up to 1 minute

Classes

Cleric (Order), Druid (Arctic), Paladin (Conquest), Paladin (Redemption), Paladin (Vengeance)

Description

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.

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

Source: Player's Handbook p. 251

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

Holy Aura

Level

Level 8

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)

Duration

Concentration, up to 1 minute

Classes

Cleric

Description

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Source: Player's Handbook p. 251

Holy Weapon

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric, Paladin

Description

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 157

Hunger of Hadar

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a pickled octopus tentacle)

Duration

Concentration, up to 1 minute

Classes

Warlock, Sorcerer (Aberrant)

Description

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Source: Player's Handbook p. 251

Dice Rolls

2d6

Hunter's Mark

Level

Level 1

School

Divination

Ritual

No

Casting Time

1 bonus action

Range

90 feet

Components

V

Duration

Concentration, up to 1 hour

Classes

Ranger

Description

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Source: Player's Handbook p. 251

Dice Rolls

1d6

Hunter's Mark*

Level

Level 1

School

Divination

Ritual

No

Casting Time

1 bonus action

Range

90 feet

Components

V

Duration

Concentration, up to 1 hour

Classes

Paladin (Vengeance)

Description

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Source: Player's Handbook p. 251

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

Dice Rolls

1d6

Hypnotic Pattern

Level

Level 3

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

S, M (a glowing stick o f incense or a crystal vial filled with phosphorescent material)

Duration

Concentration, up to 1 minute

Classes

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

Description

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Source: Player's Handbook p. 252