User:Toancaro/List of concentration spells

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishing Smite Banishing Smite Abjuration Abjuration Bard Bard Action Concentration Weapon Range Damage Types Possibly Banished Banish your target to another plane of existence.
Banishment Banishment Abjuration Abjuration Cleric Cleric
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration CHA 18m Temporarily Banished Banish your target to another plane of existence.
Beacon of Hope Beacon of Hope Abjuration Abjuration Cleric Cleric Action Concentration 0 9m Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage Icon.png Advantage on Wisdom Saving throws and Death Saving Throws.
Dispel Evil and Good Dispel Evil and Good Abjuration Abjuration Cleric Cleric Action Concentration 0 Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage Icon.png Disadvantage on Attack rolls against you. You can also break Enchantments that Charmed Charm, Frightened Frighten, or Malefic Possession Possesses allies.
Globe of Invulnerability Globe of Invulnerability Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 3m Create a barrier that makes creatures and objects inside it Immune to all damage.
Pass Without Trace Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 0 9m Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 18m Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The targets can't be Charmed Charmed, Frightened Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage Icon.png Disadvantage.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Stoneskin Stoneskin Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Gate Arcane Gate Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. The game's pathfinding will automatically navigate through a portal if it is the shorter route.
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.
Cloud of Daggers Cloud of Daggers Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Damage Types Conjure a cloud of spinning daggers that attack anyone inside.
Cloudkill Cloudkill Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Craft a large cloud that inflicts 5d8Damage TypesPoison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
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.
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.
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.
Flaming Sphere Flaming Sphere Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
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.
Insect Plague Insect Plague Conjuration Conjuration Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 18m 6m Damage Types Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks.
Sleet Storm Sleet Storm Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Spirit Guardians Spirit Guardians Conjuration Conjuration Cleric Cleric Action Concentration 0 3m Call forth spirits to protect you. Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
Stinking Cloud Stinking Cloud Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Create a cloud of gas so nauseating it prevents creatures from taking actions.
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.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration DEX 18m Cover an area in thick, flammable webbing that can Enwebbed Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Detect Thoughts Detect Thoughts Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration Ritual 0 Focus your mind to read the thoughts of certain creatures while talking to them.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
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.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bane (Spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
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.
Confusion Confusion Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 6m Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Crown of Madness Crown of Madness Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Dominate Beast Dominate Beast Enchantment Enchantment Druid Druid
Sorcerer Sorcerer
Action Concentration 18m Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination.
Dominate Person Dominate Person Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving throw against your domination. Allies cannot be dominated.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma icon.png Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced Silenced.
Heroism Heroism Enchantment Enchantment Bard Bard
Paladin Paladin
Action Concentration 1.5m Make yourself or a target immune to Frightened Frightened and gain 5 Temporary Hit Points each turn.
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.
Hold Monster Hold Monster Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Paralysed Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Otto's Irresistible Dance Otto's Irresistible Dance Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration 9m Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage Icon.png Advantage on Attack rolls. The dancer has Disadvantage Icon.png Disadvantage on Attack Rolls and Dexterity Saving throws.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Barrier Blade Barrier Evocation Evocation Cleric Cleric Action Concentration 18m Damage Types Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
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.
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.
Dancing Lights Dancing Lights Evocation Evocation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 9m Illuminate a 9 m / 30 ft radius.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscured Heavily Obscures and inflicts Blinded Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
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.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
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.
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
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.
Sunbeam Sunbeam Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration CON m 18m Damage Types A beam of brilliant light sears and Blinded Blinds all creatures in its path.
Wall of Fire Wall of Fire Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.
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.
Wall of Stone Wall of Stone Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.
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
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Your body becomes Blurred Blurred. Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions.
Fear Fear Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0 9m Project an image so frightening it makes targets drop everything and become Fearful Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving throw to shake off their fear. Affected targets become Fearful for 2 turns and Disarmed for 1 turn.
Greater Invisibility Greater Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage. Invisibility breaks when you fail increasingly harder Stealth checks on attacking, casting spells, or interacting with items.
Hypnotic Pattern Hypnotic Pattern Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m 9m Hypnotised Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. This spell can be cast while you are Silenced Silenced.
Invisibility Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Touch a creature to turn it Invisible Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage. Invisibility breaks when you fail Stealth Checks on attacking, casting spells, or interacting with items.[See: Bugs]
Phantasmal Force Phantasmal Force Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered.
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
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Eyebite Eyebite Necromancy Necromancy Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot.
Ray of Enfeeblement Ray of Enfeeblement Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Weaken a foe: they deal half damage with weapon attacks using Strength.
Vampiric Touch Vampiric Touch Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 1.5m Damage Types Touch an enemy to siphon their life force and regain half as many Hit Points. For 10 turns, you can use Vampiric Touch again without expending an additional Spell Slot.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
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.
Enhance Ability Enhance Ability Transmutation Transmutation Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 1.5m Bestow a magical enchantment upon an ally. They gain Advantage Icon.png Advantage on Ability Checks with a chosen Ability.
Enlarge/Reduce Enlarge/Reduce Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws.
Expeditious Retreat Expeditious Retreat Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action Concentration 0 Gain Dash Dash immediately and as a bonus action on each of your turns until this spell ends.
Flesh to Stone Flesh to Stone Transmutation Transmutation Warlock Warlock
Wizard Wizard
Action Concentration CON 18m Atrophy a foe, Flesh to Stone: Restrained Stage 1 Restraining them until they temporarily turn to stone. The target will Petrified Petrify if it does not succeed its Saving Throw within 3 turns.
Gaseous Form Gaseous Form Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. The cloud has Advantage Icon.png Advantage on Constitution, Dexterity, and Strength Saving throws.
Grant Flight Grant Flight Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Bestow the ability to Flight Fly upon yourself or an ally.
Haste Haste Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Target yourself or an ally to become Hastened Hastened. The creature has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
Heat Metal Heat Metal Transmutation Transmutation Bard Bard
Druid Druid
Action Concentration 18m Damage Types Cause a metal Weapon or Armour to glow red-hot and force the creature touching it to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to Reapply Heat Metal Reapply Heat Metal to deal another 2d8Damage TypesFire damage and force the creature to let go or receive Disadvantage.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Polymorph Polymorph Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep. If the sheep's Hit Points drop to 0, the target reverts to its original form with its original Hit Points.
Slow Slow Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
Spike Growth Spike Growth Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed.
Telekinesis Telekinesis Transmutation Transmutation Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action Concentration STR 18m Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage when thrown in this manner. Duration: 10 turns

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