Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | ||||||||
False Life | Necromancy | Sorcerer Wizard |
0 | Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. | ||||||||
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. | ||||||||
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. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area. | ||||||||
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 Magic Missile. These effects last until the start of your next turn. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to grant it protection against Poisonous influences. You neutralize all Poisons that affect it, grant it Advantage on Saving throws against being Poisoned, and Resistance to Poison damage. | ||||||||
Silence | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. | ||||||||
Warding Bond | Abjuration | Cleric | 1.5m | Ward an ally. They gain Resistance to all damage, and a +1 bonus to their 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 | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. | ||||||||
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. The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Calm Emotions | Enchantment | Bard Cleric |
18m | 6m | Humanoids can't be Charmed, Frightened, or become enraged. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Minor Illusion | Illusion | Bard Sorcerer Warlock Wizard |
18m | Create an illusion that compels nearby creatures to investigate.
You can remain hidden while casting this spell. This spell can be cast while you are Silenced. Duration: 10 turns. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Compelled Duel | Enchantment | Paladin | 9m | Force an enemy to attack only you, giving it Disadvantage against other targets. | ||||||||
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. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Branding Smite | Evocation | Paladin | CON | Weapon Range | Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.
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Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Enthrall | Enchantment | Bard Warlock |
6m | Reduce a creature's peripheral vision and make it look at you. | ||||||||
Moonbeam | Evocation | Druid | 18m | 1m | Call down a silvery beam of pale light that deals 2d10Radiant 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:
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Ray of Enfeeblement | Necromancy | Warlock Wizard |
18m | Weaken a foe: they deal half damage with weapon attacks using Strength. |