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7 categories

Spells

884 of 884 entries · Showing 401–450

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

Paladin (Redemption), Artificer (Armorer)

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

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

Ice Knife

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

S, M (a drop of water or a piece of ice)

Duration

Instantaneous

Classes

Druid, Sorcerer, Wizard

Description

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

Source: Xanathar's Guide to Everything p. 157, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 237

Dice Rolls

1d10

2d6

Ice Storm

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S, M (a pinch of dust and a few drops of water)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Druid, Sorcerer, Wizard

Description

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

Source: Player's Handbook p. 252

Dice Rolls

2d8+4d6

Ice Storm*

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S, M (a pinch of dust and a few drops of water)

Duration

Instantaneous

Classes

Cleric (Tempest), Druid (Arctic), Paladin (Ancients), Artificer (Artillerist)

Description

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

Source: Player's Handbook p. 252

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

Dice Rolls

2d8+4d6

Identify

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Touch

Components

V, S, M (a pearl worth at least 100 gp and an owl feather)

Duration

Instantaneous

Classes

Bard, Wizard, Artificer

Description

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Source: Player's Handbook p. 252

Identify (Ritual Only)

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Touch

Components

V, S, M (a pearl worth at least 100 gp and an owl feather)

Duration

Instantaneous

Classes

Ritual Caster

Description

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Source: Player's Handbook p. 252

Identify*

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Touch

Components

V, S, M (a pearl worth at least 100 gp and an owl feather)

Duration

Instantaneous

Classes

Cleric (Forge), Cleric (Knowledge)

Description

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Source: Player's Handbook p. 252

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

Illusory Dragon

Level

Level 8

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

S

Duration

Concentration, up to 1 minute

Classes

Wizard

Description

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Source: Xanathar's Guide to Everything p. 157

Illusory Script

Level

Level 1

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

Touch

Components

S, M (a lead-based ink worth at least 10 gp, which the spell consumes)

Duration

10 days

Classes

Rogue (Arcane Trickster), Bard, Warlock, Wizard

Description

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Source: Player's Handbook p. 252

Illusory Script (Ritual Only)

Level

Level 1

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

Touch

Components

S, M (a lead-based ink worth at least 10 gp, which the spell consumes)

Duration

10 days

Classes

Ritual Caster

Description

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Source: Player's Handbook p. 252

Immolation

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard

Description

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Source: Xanathar's Guide to Everything p. 158, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 237

Dice Rolls

7d6

3d6

Immovable Object

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (gold dust worth at least 25 gp, which the spell consumes)

Duration

1 hour

Classes

Wizard (Graviturgy)

Description

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Source: Explorer's Guide to Wildemount p. 187

Imprisonment

Level

Level 9

School

Abjuration

Ritual

No

Casting Time

1 minute

Range

30 feet

Components

V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)

Duration

Until dispelled

Classes

Warlock, Wizard

Description

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber: The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Source: Player's Handbook p. 252

Incendiary Cloud

Level

Level 8

School

Conjuration

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard, Druid

Description

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Source: Player's Handbook p. 253

Dice Rolls

10d8

Incite Greed

Level

Level 3

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

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

Duration

Concentration, up to 1 minute

Classes

Cleric, Wizard, Warlock

Description

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

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

Source: Acquisitions Incorporated p. 76

Infernal Calling

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S, M (a ruby worth at least 999 gp)

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

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

Source: Xanathar's Guide to Everything p. 158

Infestation

Level

Cantrip

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a living flea)

Duration

Instantaneous

Classes

Druid, Sorcerer, Warlock, Wizard

Description

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

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

Source: Xanathar's Guide to Everything p. 158

Dice Rolls

1d6

1d8

Inflict Wounds

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Cleric

Description

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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. 253

Dice Rolls

3d10

Inflict Wounds*

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Paladin (Oathbreaker)

Description

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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. 253

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

Dice Rolls

3d10

Infusion: Arcane Propulsion Armor (Level 14)

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

• The wearer's walking speed increases by 5 feet.

• The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.

• The armor can't be removed against the wearer's will.

• If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Source: Tasha's Cauldron of Everything p. 20

Infusion: Armor of Magical Strength

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.

• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Source: Tasha's Cauldron of Everything p. 20

Infusion: Boots Of The Winding Path (Level 6)

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: Pair of Boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 21

Infusion: Enhanced Arcane Focus

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 21

Infusion: Enhanced Defense

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A suit of armor or a shield.

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 21

Infusion: Enhanced Weapon

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 21

Infusion: Helm of Awareness (Level 10)

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.

Source: Tasha's Cauldron of Everything p. 21

Infusion: Homunculus Servant

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 21

Infusion: Mind Sharpener

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Source: Tasha's Cauldron of Everything p. 22

Infusion: Radiant Weapon (Level 6)

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 22

Infusion: Repeating Shot

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Source: Eberron: Rising from the Last War p. 62, Tasha's Cauldron of Everything p. 22

Infusion: Replicate Magic Item

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Replicable Items (2nd-level Artificer)

Magic item | Attunement

Alchemy jug | No

Bag of holding | No

Cap of water breathing | No

Goggles of night | No

Rope of climbing | No

Sending stones | No

Wand of magic detection | No

Wand of secrets | No

Replicable Items (6th-level Artificer)

Magic item | Attunement

Boots of elvenkind | No

Cloak of elvenkind | Yes

Cloak of the manta ray | No

Eyes of charming | Yes

Gloves of thievery | No

Lantern of revealing | No

Pipes of haunting | No

Ring of water walking | No

Replicable Items (10th-level Artificer)

Magic item | Attunement

Boots of striding and springing | Yes

Boots of the winterlands | Yes

Bracers of archery | Yes

Brooch of shielding | Yes

Cloak of protection | Yes

Eyes of the eagle | Yes

Gauntlets of ogre power | Yes

Gloves of missile snaring | Yes

Gloves of swimming and climbing | Yes

Hat of disguise | Yes

Headband of intellect | Yes

Helm of telepathy | Yes

Medallion of thoughts | Yes

Necklace of adaptation | Yes

Periapt of wound closure | Yes

Pipes of the sewers | Yes

Quiver of Ehlonna | No

Ring of jumping | Yes

Ring of mind shielding | Yes

Slippers of spider climbing | Yes

Ventilating lung (detailed in chapter 5) | Yes

Winged boots | Yes

Replicable Items (14th-level Artificer)

Magic item | Attunement

Amulet of health | Yes

Arcane propulsion arm (detailed in chapter 5) | Yes

Belt of hill giant strength | Yes

Boots of levitation | Yes

Boots of speed | Yes

Bracers of defense | Yes

Cloak of the bat | Yes

Dimensional shackles | No

Gem of seeing | Yes

Horn of blasting | No

Ring of free action | Yes

Ring of protection | Yes

Ring of the ram | Yes

Source: Eberron: Rising from the Last War p. 63, Tasha's Cauldron of Everything p. 22

Infusion: Repulsion Shield (Level 6)

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Source: Eberron: Rising from the Last War p. 63, Tasha's Cauldron of Everything p. 23

Infusion: Resistant Armor (Level 6)

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Source: Eberron: Rising from the Last War p. 63, Tasha's Cauldron of Everything p. 23

Infusion: Returning Weapon

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack. The bonus increases to +2 when you reach 10th level in this class.

Source: Eberron: Rising from the Last War p. 63, Tasha's Cauldron of Everything p. 23

Infusion: Spell-Refueling Ring (Level 6)

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

touch

Components

S

Classes

Artificer Infusions

Description

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 23

Insect Plague

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)

Duration

Concentration, up to 10 minutes

Classes

Cleric, Druid, Sorcerer, Ranger (Swarmkeeper)

Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Source: Player's Handbook p. 254

Dice Rolls

4d10

Insect Plague*

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)

Duration

Concentration, up to 10 minutes

Classes

Cleric (Nature), Cleric (Tempest), Druid (Desert), Druid (Grassland), Druid (Swamp), Druid (Underdark)

Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Source: Player's Handbook p. 254

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

Dice Rolls

4d10

Intellect Fortress

Level

Level 3

School

Abjuration

Casting Time

1 action

Range

30 feet

Components

V

Duration

Concentration, up to 1 hour

Classes

Artificer, Bard, Sorcerer, Warlock, Wizard

Description

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

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

Source: Tasha's Cauldron of Everything p. 107

Investiture of Flame

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer, Warlock, Wizard

Description

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

•You are immune to fire damage and have resistance to cold damage.

• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Source: Xanathar's Guide to Everything p. 158, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 237

Dice Rolls

1d10

4d8

Investiture of Ice

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer, Warlock, Wizard

Description

Until the spell ends, ice rimes your body, and you gain the following benefits:

• You are immune to cold damage and have resistance to fire damage.

• You can move across difficult terrain created by ice or snow without spending extra movement.

• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Source: Xanathar's Guide to Everything p. 159, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 237

Dice Rolls

4d6

Investiture of Stone

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer, Warlock, Wizard

Description

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Source: Xanathar's Guide to Everything p. 159, Elemental Evil Player's Companion p. 19, Princes of the Apocalypse p. 237

Investiture of Wind

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer, Warlock, Wizard

Description

Until the spell ends, wind whirls around you, and you gain the following benefits:

• Ranged weapon attacks made against you have disadvantage on the attack roll.

• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20, Princes of the Apocalypse p. 238

Dice Rolls

2d10

Invisibility

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (an eyelash encased in gum arabic)

Duration

Concentration, up to 1 hour

Classes

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

Description

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. The spell ends for a target that attacks or casts a spell.

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. 254

Invisibility*

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (an eyelash encased in gum arabic)

Duration

Concentration, up to 1 hour

Classes

Druid (Grassland)

Description

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. The spell ends for a target that attacks or casts a spell.

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. 254

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

Invocation: Agonizing Blast

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Source: Player's Handbook p. 110

Invocation: Armor of Shadows

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Source: Player's Handbook p. 110

Invocation: Ascendant Step

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Source: Player's Handbook p. 110

Invocation: Aspect of the Moon

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Source: Xanathar's Guide to Everything p. 56

Invocation: Beast Speech

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

You can cast speak with animals at will, without expending a spell slot.

Source: Player's Handbook p. 110

Invocation: Beguiling Influence

Level

Cantrip

Ritual

No

Classes

Eldritch Invocations

Description

You gain proficiency in the Deception and Persuasion skills.

Source: Player's Handbook p. 110