Spells
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.
All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class:
D20 + Proficiency Bonus + Spellcasting Ability Modifier
Spell Slots[edit | edit source]
Spell Slots are the spellcasters' Resource used to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest, with the following notable exceptions:
- Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per day.
- Warlocks only need to take a Short Rest to fully regain their Spell Slots.
Spell Slot Levels[edit | edit source]
Each Spell Slot has a level that corresponds to the level of spells that can be cast using that slot: Level 1,
Level 2,
Level 3, and so on.
Upcasting[edit | edit source]
Upcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, area of effect, targets, or other effects when upcast, but some spells gain no additional benefit. Warlock spells are always upcast to their highest known spell level.
Spellcasting Ability Modifier[edit | edit source]
Your Spellcasting Ability Modifier affects your chance of success with certain spells, and sometimes how powerful they are.
Each class uses a different Ability Modifier for spellcasting:
- Wizards, Arcane Tricksters, and Eldritch Knights use Intelligence as their Spellcasting Ability Modifier.
- Other Rogues and Fighters also use Intelligence as their Spellcasting Ability Modifier for Scrolls and spells from other magical items, despite not being able to cast spells normally.
- Clerics, Rangers, and Druids use Wisdom as their Spellcasting Ability Modifier.
- Bards, Paladins, Sorcerers, and Warlocks use Charisma as their Spellcasting Ability Modifier.
- Barbarians also use Charisma as their Spellcasting Ability Modifier for Scrolls and spells from other magical items, despite not being able to cast spells normally.
Concentration[edit | edit source]
Main page: Concentration
Concentration Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time.
When the caster takes damage, they make a Constitution Saving Throw
to maintain Concentration. The result must match or exceed a DC of 10 or half the number of damage they received.
D20 + Constitution Modifier
- Ways you can lose Concentration while maintaining Concentration Spells:
- Failing a Concentration Check by taking damage.
- Casting another Concentration Spell.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc.
Prepared Spells[edit | edit source]
Prepared Spells are Spells that certain spellcasting classes must prepare in order to cast. In exchange, these classes know many Spells at low levels and will eventually learn all Spells from their class's Spell List.
Prepared Spells can be swapped at any time outside of combat.
The number of Prepared Spells each class can have at a time is equal to Spellcasting Ability Modifier + Class Level
(Minimum of 1 spell).
Known Spells[edit | edit source]
Known Spells are Spells memorized by certain spellcasting classes. These Spells are Always Prepared. In exchange, these classes know fewer Spells at low levels and will be unable to learn every Spell from their class's Spell List.
- Classes that use Known Spells:
Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are Always Prepared.
List of Spells[edit | edit source]
All Spells[edit | edit source]
All Spells (Including Variants)[edit | edit source]
Cantrips[edit | edit source]
Cantrips are Spells that can be cast at will without expending Spell Slots.
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Eldritch Blast
Fire Bolt
Friends
Guidance
Light
Mage Hand
Minor Illusion
Poison Spray
Produce Flame
Ray of Frost
Resistance
Sacred Flame
Shillelagh
Shocking Grasp
Thaumaturgy
Thorn Whip
True Strike
Vicious Mockery
Level 1 Spells[edit | edit source]
Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.
Animal Friendship
Armour of Agathys
Arms of Hadar
Bane
Bless
Burning Hands
Charm Person
Chromatic Orb
Colour Spray
Command
Compelled Duel
Create or Destroy Water
Cure Wounds
Disguise Self
Disguise Self: Femme Dwarf,
Disguise Self: Masc Dwarf
Disguise Self: Femme Drow,
Disguise Self: Masc Drow
Disguise Self: Femme Elf,
Disguise Self: Masc Elf
Disguise Self: Femme Githyanki,
Disguise Self: Masc Githyanki
Disguise Self: Femme Gnome,
Disguise Self: Masc Gnome
Disguise Self: Femme Half-Elf,
Disguise Self: Masc Half-Elf
Disguise Self: Femme Halfling,
Disguise Self: Masc Halfling
Disguise Self: Femme Human,
Disguise Self: Masc Human
Disguise Self: Femme Tiefling,
Disguise Self: Masc Tiefling
Dissonant Whispers
Divine Favour
Ensnaring Strike (Melee)
Ensnaring Strike (Ranged)
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Find Familiar
Fog Cloud
Goodberry
Guiding Bolt
Grease
Hail of Thorns
Healing Word
Hellish Rebuke
Hex
Hunter's Mark
Inflict Wounds
Jump
Longstrider
Mage Armour
Magic Missile
Protection from Evil and Good
Ray of Sickness
Sanctuary
Searing Smite
Shield of Faith
Sleep
Speak with Animals
Tasha's Hideous Laughter
Thunderous Smite
Thunderwave
Witch Bolt
Wrathful Smite
Level 2 Spells[edit | edit source]
Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.
Aid
Barkskin
Blindness
Blur
Branding Smite
Calm Emotions
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Flame Blade
Flaming Sphere
Heat Metal
Hold Person
Invisibility
Lesser Restoration
Magic Weapon
Melf's Acid Arrow
Mirror Image
Misty Step
Moonbeam
Pass Without Trace
Phantasmal Force
Prayer of Healing
Protection from Poison
Ray of Enfeeblement
Scorching Ray
Shatter
Silence
Spike Growth
Web
Level 3 Spells[edit | edit source]
Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.
Animate Dead
Beacon of Hope
Bestow Curse
Bestow Curse: Dread
Bestow Curse: Additional Damage
Bestow Curse: Attack Disadvantage
Bestow Curse: Strength Disadvantage
Bestow Curse: Dexterity Disadvantage
Bestow Curse: Constitution Disadvantage
Bestow Curse: Intelligence Disadvantage
Bestow Curse: Wisdom Disadvantage
Bestow Curse: Charisma Disadvantage
Call Lightning
Counterspell
Daylight
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hunger of Hadar
Hypnotic Pattern
Mass Healing Word
Plant Growth
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Speak with Dead
Spirit Guardians
Stinking Cloud
Vampiric Touch