User:Toancaro/List of utilities spells/Class

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Bard[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
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.
Vicious Mockery Vicious Mockery Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
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.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
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.
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.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
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
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
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.
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.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
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 wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
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.
Invisibility (spell) 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.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
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.

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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
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
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
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.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.

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.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
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.
Sanctuary Sanctuary Abjuration Abjuration Cleric Cleric Bonus Action 18m You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
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.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
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.
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.
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.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
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.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Create 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.

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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
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
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.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
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.
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 Obscure Heavily Obscure and Blind Blind creatures within.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.

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.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
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.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
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 wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
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.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft.
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.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.

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Paladin[edit | edit source]

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
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.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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 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.
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.
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.
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.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your melee 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 Frightening 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 Attack roll 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.
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.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.

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Ranger[edit | edit source]

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
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.
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 Obscure Heavily Obscure and Blind Blind creatures within.

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.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
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.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
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.

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Sorcerer[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
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
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
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 Obscure Heavily Obscure and Blind Blind creatures within.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
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.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
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.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
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.
Invisibility (spell) 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.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

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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
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
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
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.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Hex Hex Enchantment Enchantment Warlock Warlock Bonus Action Concentration 18m Damage Types Make your attacks deal an additional 1d6Damage TypesNecrotic damage to the target and give it Disadvantage Icon.png Disadvantage on an Ability of your choosing.
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.
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.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
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.
Invisibility (spell) 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.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
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.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.

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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
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
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
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
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 Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
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.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
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.
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.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
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.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
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.
Invisibility (spell) 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.
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.
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.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
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.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

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