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Cantrips
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Acid Splash | Conjuration | Sorcerer Wizard |
DEX | 18m | 2m | Throw a bubble of acid that damages each creature it hits. | ||||||
Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. | ||||||||
Bone Chill | Necromancy | Sorcerer Warlock Wizard |
18m | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. | ||||||||
Dancing Lights | Evocation | Bard Sorcerer Wizard |
18m | 9m | Illuminate a 9 m / 30 ft radius. | |||||||
Eldritch Blast | Evocation | Warlock | 18m | Conjure a beam of crackling energy. Deals 1d10Force damage to a target. | ||||||||
Fire Bolt | Evocation | Sorcerer Wizard |
18m | Hurl a mote of fire. | ||||||||
Friends | Enchantment | Bard Sorcerer Warlock Wizard |
9m | Gain Advantage on Checks against a non-hostile creature. | ||||||||
Guidance | Divination | Cleric Druid |
1.5m | The target gains +1d4 bonus to Ability checks. Duration: 10 turns | ||||||||
Light | Evocation | Bard Cleric Sorcerer Wizard |
1.5m | Infuse an object with an aura of light. | ||||||||
Mage Hand | Conjuration | Bard Sorcerer Warlock Wizard |
18m | Create a spectral hand that can manipulate and interact with objects.
Duration: 10 turns. This cantrip can only be cast once per short rest. |
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Minor Illusion | Illusion | Bard Sorcerer Warlock Wizard |
18m | Create an illusion that compels nearby creatures to investigate. | ||||||||
Poison Spray | Conjuration | Druid Sorcerer Warlock Wizard |
CON | 3m | Project a puff of noxious gas, dealing 1d12Poison to a target. | |||||||
Produce Flame | Conjuration | Cleric Druid |
0 | A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Fire damage when thrown. | ||||||||
Ray of Frost | Evocation | Sorcerer Wizard |
18m | Reduces the target's Movement Speed by 3 m / 10 ft. | ||||||||
Resistance | Abjuration | Cleric Druid |
1.5m | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving throws. | ||||||||
Sacred Flame | Evocation | Cleric | DEX | 18m | Engulf a target in a flame-like radiance. | |||||||
Shillelagh | Transmutation | Druid | 0 | Quarterstaff or Club Required. Your staff or club becomes magical: it deals 1d8 + Wisdom ModifierBludgeoning damage, and uses your Spellcasting Ability for Attack rolls. | ||||||||
Shocking Grasp | Evocation | Sorcerer Wizard |
1.5m | The target cannot use Reactions. This spell has Advantage on creatures with metal Armour. | ||||||||
Thaumaturgy | Transmutation | Cleric | 0 | Gain Advantage on Intimidation and Performance Checks. | ||||||||
Thorn Whip | Transmutation | Druid | 9m | Pulls the creature 3 m / 10 ft closer to you. | ||||||||
True Strike | Divination | Bard Sorcerer Warlock Wizard |
18m | Gain Advantage on your next Attack roll. | ||||||||
Vicious Mockery | Enchantment | Bard | WIS | 18m | Insult a creature: it has Disadvantage on its next Attack roll. |
Spell Level 1
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Animal Friendship | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Armour of Agathys | Abjuration | Warlock | 0 | Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. | ||||||||
Arms of Hadar | Conjuration | Warlock | STR | 0 | 3m | Prevent targets from using reactions. | ||||||
Bane | Enchantment | Bard Cleric |
9m | Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. | ||||||||
Bless | Enchantment | Cleric Paladin |
9m | Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. | ||||||||
Burning Hands | Evocation | Sorcerer Wizard |
DEX | 0 | 5m | Each flammable target is hit with 3d6Fire damage. | ||||||
Charm Person | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Chromatic Orb | Evocation | Sorcerer Wizard |
18m | Hurl a sphere of energy. It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. | ||||||||
Colour Spray | Illusion | Sorcerer Wizard |
0 | 5m | creatures up to a combined 33 Hit Points. | |||||||
Command | Enchantment | Cleric Paladin |
18m | Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. | ||||||||
Compelled Duel | Enchantment | Paladin | 9m | Force an enemy to attack only you, giving it Disadvantage against other targets. | ||||||||
Create or Destroy Water | Transmutation | Cleric Druid |
9m | 4m | Choose to call forth rain or destroy a water-based surface. | |||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Disguise Self | Illusion | Bard Sorcerer Wizard |
0 | Magically change all aspects of your appearance. | ||||||||
Dissonant Whispers | Enchantment | Bard | WIS | 18m | a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. | |||||||
Divine Favour | Evocation | Paladin | 0 | Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. | ||||||||
Enhance Leap | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Triple a creature's Jumping distance. | ||||||||
Ensnaring Strike | Conjuration | Ranger | m | Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. | ||||||||
Entangle | Conjuration | Druid | 18m | 3m | Vines sprout from the ground, turning it into and possibly creatures within. | |||||||
Expeditious Retreat | Transmutation | Sorcerer Warlock Wizard |
0 | Gain immediately and as a bonus action on each of your turns until this spell ends. | ||||||||
Faerie Fire | Evocation | Bard Druid |
DEX | 18m | 6m | All targets within the light turn visible, and Attack rolls against them have Advantage. | ||||||
False Life | Necromancy | Sorcerer Wizard |
0 | Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. | ||||||||
Feather Fall | Transmutation | Bard Sorcerer Wizard |
0 | 9m | You and nearby allies gain Immunity to Falling damage. | |||||||
Find Familiar | Conjuration | Wizard | 18m | Summon a familiar, a fey spirit that takes an animal form of your choosing | ||||||||
Fog Cloud | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to and creatures within. | |||||||
Goodberry | Transmutation | Druid Ranger |
1.5m | Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4hit points.
Each berry counts as one Camp Supplies. The berries appear in the targeted creature's inventory and disappear after a Long Rest. |
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Grease | Conjuration | Wizard | 18m | Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall . | ||||||||
Guiding Bolt | Evocation | Cleric | 18m | The next attack roll against this target has Advantage. | ||||||||
Hail of Thorns | Conjuration | Ranger | 18m | 2m | Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Piercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion. | |||||||
Healing Word | Evocation | Bard Cleric Druid |
18m | Heal a creature you can see. | ||||||||
Hellish Rebuke | Evocation | Warlock | DEX | m | React to your next attacker with flames that deal 2d10Fire damage. | |||||||
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to and gain 5 Temporary Hit Points each turn. | ||||||||
Hex | Enchantment | Warlock | 18m | Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. | ||||||||
Hunter's Mark | Divination | Ranger | 18m | Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. | ||||||||
Ice Knife | Conjuration | Druid Sorcerer Wizard |
18m | 2m | Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. | |||||||
Inflict Wounds | Necromancy | Cleric | 1.5m | Putrefy a creature with Necrotic energy filling your hands. | ||||||||
Longstrider | Transmutation | Bard Druid Ranger Wizard |
1.5m | Increase a creature's Movement Speed by 3 m / 10 ft. | ||||||||
Mage Armour | Abjuration | Sorcerer Wizard |
1.5m | Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. | ||||||||
Magic Missile | Evocation | Sorcerer Wizard |
18m | Create three darts of magical force, each dealing 1d4 + 1Force damage to its target. The darts always hit their target, and can each be targeted individually. | ||||||||
Protection from Evil and Good | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. | ||||||||
Ray of Sickness | Necromancy | Sorcerer Wizard |
18m | Possibly the target. | ||||||||
Sanctuary | Abjuration | Cleric Paladin |
18m | You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. | ||||||||
Searing Smite | Evocation | Paladin | CON | Weapon Range | Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Fire damage and marks the target with . | |||||||
Shield | Abjuration | Sorcerer Wizard |
0 | When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from . These effects last until the start of your next turn. | ||||||||
Shield of Faith | Abjuration | Cleric Paladin |
18m | Surround a creature with a shimmering field of magic that increases its Armour Class by 2. | ||||||||
Sleep | Enchantment | Bard Sorcerer Wizard |
18m | Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. | ||||||||
Speak with Animals | Divination | Bard Druid Ranger |
0 | Gain the ability to comprehend and communicate with beasts. | ||||||||
Tasha's Hideous Laughter | Enchantment | Bard Wizard |
WIS | 18m | Leave a creature with laughter, without the ability to get up. | |||||||
Thunderous Smite | Evocation | Paladin | STR | Weapon Range | Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them . | |||||||
Thunderwave | Evocation | Bard Druid Sorcerer Wizard |
CON | 1.5m | 5m | Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. | ||||||
Witch Bolt | Evocation | Sorcerer Warlock Wizard |
18m | Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. | ||||||||
Wrathful Smite | Evocation | Paladin | WIS | Weapon Range | Your weapon absorbs your wrath as you strike, possibly your target. |