DnD 5e Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Expeditious Retreat C
1st-level
1 Bonus Action
Self
Concentration, Up To 10 Minutes
Transmutation

Casting Time

1 Bonus Action

Range

Self

Duration

Concentration, Up To 10 Minutes

School

Transmutation

Components

  • V
  • S

Spell Description

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

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Faerie Fire C
1st-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Evocation

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

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

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

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False Life
1st-level
1 Action
Self
1 hour
Necromancy

Casting Time

1 Action

Range

Self

Duration

1 hour

School

Necromancy

Components

  • V
  • S
  • M

Materials Required

A Small Amount Of Alcohol Or Distilled Spirits

Spell Description

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

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

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Feather Fall
1st-level
1 Reaction*
60 Feet
1 minute
Transmutation

Casting Time

1 Reaction , Which You Take When You Or A Creature Within 60 Feet Of You Falls

Range

60 Feet

Duration

1 minute

School

Transmutation

Components

  • V
  • M

Materials Required

A Small Feather Or Piece Of Down

Spell Description

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

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Find Familiar
1st-level
1 Hour
10 Feet
Instantaneous
Conjuration

Casting Time

1 Hour

Range

10 Feet

Duration

Instantaneous

School

Conjuration

Class

Components

  • V
  • S
  • M

Materials Required

10 Gp Worth Of Charcoal, Incense, And Herbs That Must Be Consumed By Fire In A Brass Brazier

Spell Description

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

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

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

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

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

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

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

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Fog Cloud C
1st-level
1 Action
120 Feet
Concentration, Up To 1 Hour
Conjuration

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 1 Hour

School

Conjuration

Components

  • V
  • S

Spell Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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Goodberry
1st-level
1 Action
Touch
Instantaneous
Transmutation

Casting Time

1 Action

Range

Touch

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Sprig Of Mistletoe

Spell Description

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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Grease
1st-level
1 Action
60 Feet
1 minute
Conjuration

Casting Time

1 Action

Range

60 Feet

Duration

1 minute

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Bit Of Pork Rind Or Butter

Spell 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.

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Guiding Bolt
1st-level
1 Action
120 Feet
1 round
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

1 round

School

Evocation

Class

Components

  • V
  • S

Spell 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.

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Hail of Thorns 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 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).

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Healing Word
1st-level
1 Bonus Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Bonus Action

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V

Spell 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.

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Hellish Rebuke
1st-level
1 Reaction*
Instantaneous
Evocation

Casting Time

1 Reaction ,Which You Take In Response To Being Damaged By A Creature Within 60 Feet Of You That You Can See 60 Feet

Range

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell 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.

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Heroism C
1st-level
1 Action
Touch
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S

Spell 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.

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Hex C
1st-level
1 Bonus Action
90 Feet
Concentration, Up To 1 Hour
Enchantment

Casting Time

1 Bonus Action

Range

90 Feet

Duration

Concentration, Up To 1 Hour

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

The Petrified Eye Of A Newt

Spell 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.

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Hideous Laughter
1st-level
1 Action
30 Feet
1 Minute
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

1 Minute

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

Tiny tarts and a feather that is waved in the air

Spell Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

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Hunter’s Mark C
1st-level
1 Bonus Action
90 Feet
Concentration, Up To 1 Hour
Divination

Casting Time

1 Bonus Action

Range

90 Feet

Duration

Concentration, Up To 1 Hour

School

Divination

Class

Components

  • V

Spell 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.

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Identify
1st-level
1 Minute
Touch
Instantaneous
Divination

Casting Time

1 Minute

Range

Touch

Duration

Instantaneous

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Pearl Worth At Least 100 Gp And An Owl Feather

Spell 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.

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Illusory Script
1st-level
1 Minute
Touch
10 days
Illusion

Casting Time

1 Minute

Range

Touch

Duration

10 days

School

Illusion

Components

  • S
  • M

Materials Required

A Lead-Based Ink Worth At Least 10 Gp, Which The Spell Consumes

Spell 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.

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Inflict Wounds
1st-level
1 Action
Touch
Instantaneous
Necromancy

Casting Time

1 Action

Range

Touch

Duration

Instantaneous

School

Necromancy

Class

Components

  • V
  • S

Spell 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.

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Jump
1st-level
1 Action
Touch
1 minute
Transmutation

Casting Time

1 Action

Range

Touch

Duration

1 minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Grasshopper’S Hind Leg

Spell Description

You touch a creature. The creature’s jump distance is tripled until the spell ends.

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Longstrider
1st-level
1 Action
Touch
1 hour
Transmutation

Casting Time

1 Action

Range

Touch

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Dirt

Spell Description

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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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Mage Armor
1st-level
1 Action
Touch
8 hours
Abjuration

Casting Time

1 Action

Range

Touch

Duration

8 hours

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Piece Of Cured Leather

Spell Description

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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Magic Missile
1st-level
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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Protection from Evil and Good C
1st-level
1 Action
Touch
Concentration, Concentration up to 10 minutes
Abjuration

Casting Time

1 Action

Range

Touch

Duration

Concentration, Concentration up to 10 minutes

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Holy Water Or Powdered Silver And Iron, Which The Spell Consumes

Spell Description

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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Purify Food and Drink
1st-level
1 Action
10 Feet
Instantaneous
Transmutation

Casting Time

1 Action

Range

10 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S

Spell Description

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

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Ray of Sickness
1st-level
1 Action
60 Feet
Instantaneous
Necromancy

Casting Time

1 Action

Range

60 Feet

Duration

Instantaneous

School

Necromancy

Components

  • V
  • S

Spell Description

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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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Sanctuary
1st-level
1 Bonus Action
30 Feet
1 minute
Abjuration

Casting Time

1 Bonus Action

Range

30 Feet

Duration

1 minute

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Small Silver Mirror

Spell Description

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

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Searing Smite 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

Spell Description

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

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Shield
1st-level
1 Reaction*
Self
1 Round
Abjuration

Casting Time

1 Reaction ,Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell

Range

Self

Duration

1 Round

School

Abjuration

Components

  • V
  • S

Spell Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

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Shield of Faith C
1st-level
1 Bonus Action
60 Feet
Concentration, Up To 10 Minutes
Abjuration

Casting Time

1 Bonus Action

Range

60 Feet

Duration

Concentration, Up To 10 Minutes

School

Abjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Small Parchment With A Bit Of Holy Text Written On It

Spell Description

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Silent Image C
1st-level
1 Action
60 Feet
Concentration, Up To 10 Minutes
Illusion

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 10 Minutes

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

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Sleep
1st-level
1 Action
90 Feet
1 minute
Enchantment

Casting Time

1 Action

Range

90 Feet

Duration

1 minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Fine Sand, Rose Petals, Or A Cricket

Spell Description

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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Speak with Animals
1st-level
1 Action
Self
10 minutes
Divination

Casting Time

1 Action

Range

Self

Duration

10 minutes

School

Divination

Class

Components

  • V
  • S

Spell Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

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Tasha’s Hideous Laughter 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

Tiny Tarts And A Feather That Is Waved In The Air

Spell Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

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Tenser’s Floating Disk
1st-level
1 Action
30 Feet
1 hour
Conjuration

Casting Time

1 Action

Range

30 Feet

Duration

1 hour

School

Conjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Mercury

Spell Description

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

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Thunderous Smite 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

Spell Description

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

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Thunderwave
1st-level
1 Action
Self (15-Foot Cube)
Instantaneous
Evocation

Casting Time

1 Action

Range

Self (15-Foot Cube)

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

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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Unseen Servant
1st-level
1 Action
60 Feet
1 hour
Conjuration

Casting Time

1 Action

Range

60 Feet

Duration

1 hour

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Piece Of String And A Bit Of Wood

Spell Description

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

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Witch Bolt C
1st-level
1 Action
30 Feet
Concentration, Up To 1 Minute
Evocation

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Twig From A Tree That Has Been Struck By Lightning

Spell Description

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

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Wrathful Smite 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

Spell Description

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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Arcane Lock
2nd-level
1 Action
Touch
Until dispelled
Abjuration

Casting Time

1 Action

Range

Touch

Duration

Until dispelled

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Gold Dust W Orth At Least 25 Gp, Which The Spell Consumes

Spell Description

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

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Augury
2nd-level
1 Minute
Self
Instantaneous
Divination

Casting Time

1 Minute

Range

Self

Duration

Instantaneous

School

Divination

Class

Components

  • V
  • S
  • M

Materials Required

Specially Marked Sticks, Bones, Or Similar Tokens W Orth At Least 25 Gp

Spell Description

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

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Barkskin C
2nd-level
1 Action
Touch
Concentration, Up To 1 Hour
Transmutation

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Handful Of Oak Bark

Spell Description

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

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Beast Sense C
2nd-level
1 Action
Touch
Concentration, Up To 1 Hour
Divination

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Divination

Class

Components

  • S

Spell Description

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

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Blindness/Deafness
2nd-level
1 Action
30 Feet
1 minute
Necromancy

Casting Time

1 Action

Range

30 Feet

Duration

1 minute

School

Necromancy

Components

  • V

Spell Description

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

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.

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Blur C
2nd-level
1 Action
Self
Concentration, Up To 1 Minute
Illusion

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 1 Minute

School

Illusion

Components

  • V

Spell Description

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Branding Smite C
2nd-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

Spell Description

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. 

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

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Calm Emotions C
2nd-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S

Spell Description

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

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

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

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Cloud of Daggers C
2nd-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Conjuration

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Sliver Of Glass

Spell Description

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

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

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Continual Flame
2nd-level
1 Action
Touch
Until dispelled
Evocation

Casting Time

1 Action

Range

Touch

Duration

Until dispelled

School

Evocation

Components

  • V
  • S
  • M

Materials Required

Ruby Dust Worth 50 Gp, Which The Spell Consumes

Spell Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

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