User:Toancaro/List of class unique spells

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Notes[edit | edit source]

  • This is a list of all spells that are available to only 1 class.
  • If a class is not in here, it does not have unique spells.
  • If a cantrips tab or a level tab is missing, that class does not have unique spells for that specific level.

Bard[edit | edit source]

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Cleric[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Prayer of Healing Prayer of Healing Evocation Evocation Cleric Cleric Action 0 9m Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Summon a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws. Each time the target takes damage, the spellcaster takes the same amount of damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Guardian of Faith Guardian of Faith Conjuration Conjuration Cleric Cleric Action 9m Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. Lasts 10 turns. The guardian is stationary. When an enemy is in range, it uses an attack called "Strike of the Guardian". It has a range of 3m and deals 20 Radiant damage. On a DEX save, enemies still take half damage. It has 60 Hit Points.

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Druid[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangled Entangling creatures within. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Flame Blade Flame Blade Evocation Evocation Druid Druid Bonus Action 0 Conjure a flaming Scimitar in your hand that deals 3d6Damage TypesFire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types Call down a silvery beam of pale light that deals 2d10Damage TypesRadiant damage to any creatures that enters it or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. On a successful Constitution Saving throw, targets still take half damage.

Duration: 10 turns

When cast, the spellcaster gains the following ability:

  • Move Moonbeam Move Moonbeam: Move the beam of moonlight up to 18 m / 60 ft.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Call Lightning Call Lightning Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Wall of Thorns Wall of Thorns Conjuration Conjuration Druid Druid Action Concentration 18m Damage Types Create a wall of pliable, twisting thorns surrounded by Entangling vines. Creatures can move through the wall, but take 7d8Damage TypesPiercing damage per turn, their Movement Speed is quartered due to Difficult Terrain, and they may become Entangled Entangled.
Wind Walk Wind Walk Transmutation Transmutation Druid Druid Action 9m Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non-magical damage, gain Advantage Icon.png Advantage on Constitution, Dexterity, and Strength Saving throws, and become Tiny in size. You also gain the ability to Flight Fly.

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Paladin[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Compelled Duel Compelled Duel Enchantment Enchantment Paladin Paladin Bonus Action Concentration 9m Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
Divine Favour Divine Favour Evocation Evocation Paladin Paladin Bonus Action Concentration 0 Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Damage TypesRadiant damage.
Divine Smite Divine Smite Paladin Paladin Action Weapon Range Damage Types Your weapon emanates divine might as you strike, dealing an additional 2d8Damage TypesRadiantDRS damage. Deals an additional 1d8Damage TypesRadiant damage to Fiends and Undead.
Searing Smite Searing Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll Weapon Range Damage Types Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Damage TypesFire damage and marks the target with Searing Smite Searing Smite.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.
Wrathful Smite Wrathful Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll WIS Weapon Range Damage Types Your weapon absorbs your wrath as you strike, possibly Frightened Frightening your target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Branding Smite Branding Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll CON Weapon Range Damage Types Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.
  • This spell, unlike other Smite Spells, will work with Ranged weaponry.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blinding Smite Blinding Smite Evocation Evocation Paladin Paladin Action Attack roll CON Weapon Range Damage Types Evoke a heavenly flare and possibly Blinded Blind your target
Crusader's Mantle Crusader's Mantle Evocation Evocation Paladin Paladin Action Concentration 0 9m Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
Elemental Weapon Elemental Weapon Transmutation Transmutation Paladin Paladin Action Concentration 18m Imbue a weapon with elemental power. It receives a +1 bonus to Attack rolls and Damage Rolls[See Notes], and deals an additional D4 Physical.png 1d4 damage of your choice.
Warden of Vitality Warden of Vitality Evocation Evocation Paladin Paladin Action 0 While this aura lasts, you can cast Restore Vitality Restore Vitality as a Bonus action to heal yourself or nearby allies by 2d6hit points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Destructive Wave Destructive Wave Evocation Evocation Paladin Paladin Action CON 9m Damage Types Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone Prone.

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Ranger[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Hail of Thorns Hail of Thorns Conjuration Conjuration Ranger Ranger Bonus Action Attack roll 18m 2m Damage Types Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Damage TypesPiercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion.
Hunter's Mark Hunter's Mark Divination Divination Ranger Ranger Bonus Action Concentration 18m Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can use Reapply Hunter's Mark Reapply Hunter's Mark to mark a new creature.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Conjure Barrage Conjure Barrage Conjuration Conjuration Ranger Ranger Action 0 9m Damage Types Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon. On a successful Dexterity Saving throw, targets still take half damage.
Lightning Arrow Lightning Arrow Transmutation Transmutation Ranger Ranger Action Attack roll 18m 3m Damage Types After the arrow hits, smaller bolts snake out from the target towards nearby creatures.

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Warlock[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Eldritch Blast Eldritch Blast Evocation Evocation Warlock Warlock Action Attack roll 18m Damage Types Conjure a beam of crackling energy. Deals 1d10Damage TypesForce damage to a target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Armour of Agathys Armour of Agathys Abjuration Abjuration Warlock Warlock Action 0 Gain HP Icon.png 5 temporary hit points and deal 5Damage TypesCold damage to any creature that hits you with a melee attack.
Arms of Hadar Arms of Hadar Conjuration Conjuration Warlock Warlock Action STR 0 3m Damage Types Prevent targets from using reactions.
Hellish Rebuke Hellish Rebuke Evocation Evocation Warlock Warlock Reaction DEX m Damage Types React to your next attacker with flames that deal 2d10Damage TypesFire damage.
Hex Hex Enchantment Enchantment Warlock Warlock Bonus Action Concentration 18m Damage Types Make your attacks deal an additional 1d6Damage TypesNecrotic damage damage [sic] to the target and give it Disadvantage Icon.png Disadvantage on Checks on an Ability of your choosing. If the target dies before the spell ends, you can Reapply Hex Reapply Hex to a new creature without expending a Spell Slot.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Hunger of Hadar Hunger of Hadar Conjuration Conjuration Warlock Warlock Action Concentration 18m Damage Types Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.

Creatures starting their turn in the area take 2d6Damage TypesCold damage. Creatures ending their turn in the area possibly take 2d6Damage TypesAcid damage.

The area is Difficult Terrain Difficult Terrain.

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Wizard[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Lock Arcane Lock Abjuration Abjuration Wizard Wizard Action 1.5m Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock Knock.
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Evard's Black Tentacles Evard's Black Tentacles Conjuration Conjuration Wizard Wizard Action Concentration STR 18m 6m Damage Types Tentacles sprout from the ground, turning the area into Difficult Terrain Difficult Terrain, attacking and Black Tentacles Smothering creatures within.
Fire Shield Fire Shield Evocation Evocation Wizard Wizard Action 0 Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Damage TypesFire or Damage TypesCold damage, and retaliate against melee attacks.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage
Phantasmal Killer Phantasmal Killer Illusion Illusion Wizard Wizard Action Concentration WIS 18m Damage Types Haunt a creature with illusions of its greatest fears. It takes 4d10Damage TypesPsychic Damage per turn, cannot move, has Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Otiluke's Freezing Sphere Otiluke's Freezing Sphere Evocation Evocation Wizard Wizard Action 1.5m Damage Types Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Wall of Ice Wall of Ice Evocation Evocation Wizard Wizard Action Concentration 18m Damage Types Raise a wall of solid ice that deals 10d6Damage TypesCold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6Damage TypesCold per turn to creatures within.

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