DnD 5e Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Acid Splash
Cantrip
1 Action
60 Feet
Instantaneous
Conjuration

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Conjuration

Components

  • V
  • S

Spell Description

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

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Blade Ward
Cantrip
1 Action
Self
1 round
Abjuration

Casting Time

1 Action

Range

Self

Duration

1 round

School

Abjuration

Components

  • V
  • S

Spell Description

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

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Chill Touch
Cantrip
1 Action
120 Feet
1 round
Necromancy

Casting Time

1 Action

Range

120 Feet

Duration

1 round

School

Necromancy

Components

  • V
  • S

Spell Description

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

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

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

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Dancing Lights C
Cantrip
1 Action
120 Feet
Concentration, Up To 1 Minute
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Phosphorus Or W Ychwood, Or A Glowworm

Spell Description

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

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Druidcraft
Cantrip
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S

Spell Description

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
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Eldritch Blast
Cantrip
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

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Fire Bolt
Cantrip
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

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

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

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Friends C
Cantrip
1 Action
Self
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 1 Minute

School

Enchantment

Components

  • S
  • M

Materials Required

A Small Amount Of Makeup Applied To The Face As This Spell Is Cast

Spell Description

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

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Guidance C
Cantrip
1 Action
Touch
Concentration, Up To 1 Minute
Divination

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Minute

School

Divination

Components

  • V
  • S

Spell 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.

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Light
Cantrip
1 Action
Touch
1 hour
Evocation

Casting Time

1 Action

Range

Touch

Duration

1 hour

School

Evocation

Components

  • V
  • M

Materials Required

A Firefly Or Phosphorescent Moss

Spell Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Mage Hand
Cantrip
1 Action
30 Feet
1 minute
Conjuration

Casting Time

1 Action

Range

30 Feet

Duration

1 minute

School

Conjuration

Components

  • V
  • S

Spell Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

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Mending
Cantrip
1 Minute
Touch
Instantaneous
Transmutation

Casting Time

1 Minute

Range

Touch

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Two Lodestones

Spell Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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Message
Cantrip
1 Action
120 Feet
1 round
Transmutation

Casting Time

1 Action

Range

120 Feet

Duration

1 round

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Short Piece Of Copper Wire

Spell Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

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Minor Illusion
Cantrip
1 Action
30 Feet
1 minute
Illusion

Casting Time

1 Action

Range

30 Feet

Duration

1 minute

School

Illusion

Components

  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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Poison Spray
Cantrip
1 Action
10 Feet
Instantaneous
Conjuration

Casting Time

1 Action

Range

10 Feet

Duration

Instantaneous

School

Conjuration

Components

  • V
  • S

Spell Description

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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Prestidigitation
Cantrip
1 Action
10 Feet
Up to 1 hour
Transmutation

Casting Time

1 Action

Range

10 Feet

Duration

Up to 1 hour

School

Transmutation

Components

  • V
  • S

Spell Description

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Produce Flame
Cantrip
1 Action
Self
10 minutes
Conjuration

Casting Time

1 Action

Range

Self

Duration

10 minutes

School

Conjuration

Class

Components

  • V
  • S

Spell Description

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

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

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Ray of Frost
Cantrip
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

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Resistance C
Cantrip
1 Action
Touch
Concentration, Up To 1 Minute
Abjuration

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Minute

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Miniature Cloak

Spell Description

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

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Sacred Flame
Cantrip
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

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Shillelagh
Cantrip
1 Bonus Action
Touch
1 minute
Transmutation

Casting Time

1 Bonus Action

Range

Touch

Duration

1 minute

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

Mistletoe, A Shamrock Leaf, And A Club Or Quarterstaff

Spell Description

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

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Shocking Grasp
Cantrip
1 Action
Touch
Instantaneous
Evocation

Casting Time

1 Action

Range

Touch

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

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

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Spare the Dying
Cantrip
1 Action
Touch
Instantaneous
Necromancy

Casting Time

1 Action

Range

Touch

Duration

Instantaneous

School

Necromancy

Components

  • V
  • S

Spell Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

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Thaumaturgy
Cantrip
1 Action
30 Feet
Up to 1 minute
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

Up to 1 minute

School

Transmutation

Class

Components

  • V

Spell Description

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Thorn Whip
Cantrip
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

The Stem Of A Plant With Thorns

Spell Description

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

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True Strike C
Cantrip
1 Action
30 Feet
Concentration, Up To 1 Round
Divination

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 1 Round

School

Divination

Components

  • S

Spell Description

You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

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Vicious Mockery
Cantrip
1 Action
60 Feet
Instantaneous
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Enchantment

Class

Components

  • V

Spell Description

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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Alarm
1st-level
1 Minute
30 Feet
8 hours
Abjuration

Casting Time

1 Minute

Range

30 Feet

Duration

8 hours

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Tiny Bell And A Piece Of Fine Silver Wire

Spell Description

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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Animal Friendship
1st-level
1 Action
30 Feet
24 hours
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

24 hours

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

A Morsel Of Food

Spell Description

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

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

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Armor of Agathys
1st-level
1 Action
Self
1 hour
Abjuration

Casting Time

1 Action

Range

Self

Duration

1 hour

School

Abjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Cup Of Water

Spell Description

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

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Arms of Hadar
1st-level
1 Action
Sel F (10-Foot Radius)
Instantaneous
Conjuration

Casting Time

1 Action

Range

Sel F (10-Foot Radius)

Duration

Instantaneous

School

Conjuration

Class

Components

  • V
  • S

Spell Description

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. 

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.

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Bane C
1st-level
1 Action
30 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Blood

Spell Description

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

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Bless C
1st-level
1 Action
30 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

A Sprinkling Of Holy Water

Spell Description

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

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

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Burning Hands
1st-level
1 Action
Sel F (15-Foot Cone)
Instantaneous
Evocation

Casting Time

1 Action

Range

Sel F (15-Foot Cone)

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

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

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Charm Person
1st-level
1 Action
30 Feet
1 hour
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

1 hour

School

Enchantment

Components

  • V
  • S

Spell Description

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

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

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Chromatic Orb
1st-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

90 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Diamond Worth At Least 50 Gp

Spell Description

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

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

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Color Spray
1st-level
1 Action
S E L F (15-Foot Cone)
1 round
Illusion

Casting Time

1 Action

Range

S E L F (15-Foot Cone)

Duration

1 round

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Powder Or Sand That Is Colored Red, Yellow, And Blue

Spell Description

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

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

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

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Command
1st-level
1 Action
60 Feet
1 round
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

1 round

School

Enchantment

Class

Components

  • V

Spell Description

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

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

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

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

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

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

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

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

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Compelled Duel C
1st-level
1 Bonus Action
30 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Bonus Action

Range

30 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V

Spell Description

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

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

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Comprehend Languages
1st-level
1 Action
Self
1 hour
Divination

Casting Time

1 Action

Range

Self

Duration

1 hour

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Soot And Salt

Spell Description

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

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

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Create or Destroy Water
1st-level
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Water If Creating Water Or A Few Grains Of Sand If Destroying It

Spell Description

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

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Cure Wounds
1st-level
1 Action
Touch
Instantaneous
Evocation

Casting Time

1 Action

Range

Touch

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

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Detect Evil and Good C
1st-level
1 Action
Self
Concentration, Up To 10 Minutes
Divination

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 10 Minutes

School

Divination

Class

Components

  • V
  • S

Spell Description

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Detect Magic C
1st-level
1 Action
Self
Concentration, Up To 10 Minutes
Divination

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 10 Minutes

School

Divination

Components

  • V
  • S

Spell Description

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Detect Poison and Disease C
1st-level
1 Action
Self
Concentration, Up To 10 Minutes
Divination

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Yew Leaf

Spell Description

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Disguise Self
1st-level
1 Action
Self
1 hour
Illusion

Casting Time

1 Action

Range

Self

Duration

1 hour

School

Illusion

Components

  • V
  • S

Spell Description

You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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Dissonant Whispers
1st-level
1 Action
60 Feet
Instantaneous
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Enchantment

Class

Components

  • V

Spell Description

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

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.

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Divine Favor C
1st-level
1 Bonus Action
Self
Concentration, Up To 1 Minute
Evocation

Casting Time

1 Bonus Action

Range

Self

Duration

Concentration, Up To 1 Minute

School

Evocation

Class

Components

  • V
  • S

Spell Description

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

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Ensnaring Strike C
1st-level
1 Bonus Action
Self
Concentration, Up To 1 Minute
Conjuration

Casting Time

1 Bonus Action

Range

Self

Duration

Concentration, Up To 1 Minute

School

Conjuration

Class

Components

  • V

Spell Description

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

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

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

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Entangle C
1st-level
1 Action
90 Feet
Concentration, Up To 1 Minute
Conjuration

Casting Time

1 Action

Range

90 Feet

Duration

Concentration, Up To 1 Minute

School

Conjuration

Class

Components

  • V
  • S

Spell Description

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

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

When the spell ends, the conjured plants wilt away.

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