Spell Descriptions Investiture. You touch one willing humanoid.
Choose one 1st-level spell you have prepared
The spells are presented in alphabetical order. and expend a spell slot and any material
components as if you were casting that spell. The
Cause Fear spell has no effect. Instead, the target can cast
this spell once without having to expend a spell
1st-level necromancy slot or use material components. If the target
doesn’t cast the spell within 1 hour, the invested
Casting Time: 1 action spell is lost.
Range: 60 feet Marriage. You touch adult humanoids willing
Components: V, S to be bonded together in marriage. For the next
Duration: Concentration, up to 1 minute 24 hours, each target gains a +2 bonus to AC and
saving throws while they are within 30 feet of
You awaken the sense of mortality in one each other. A creature can benefit from this
creature you can see within range. The target ceremony just once.
must succeed on a Wisdom saving throw or
become frightened for the duration. A target Chaos Bolt
with 25 hit points or fewer makes the saving
throw with disadvantage. The spell has no effect 1st-level evocation
on constructs or undead.
Casting Time: 1 action
Ceremony Range: 120 feet
Components: V, S
1st-level evocation (ritual) Duration: Instantaneous
Casting Time: 1 hour You hurl an undulating, warbling mass of chaotic
Range: Touch energy at one creature in range. Make a ranged
Components: V, S, M (25 gp worth of powdered spell attack against the target. On a hit, the target
takes 2d8 damage. Choose one of the d8s. The
silver) number it rolled determines the type of damage,
Duration: Instantaneous (see text) as shown below.
You perform one of several religious ceremonies. d8 Damage Type
When you cast the spell, choose one of the 1 Acid
following ceremonies, the target of which must 2 Cold
be within 10 feet of you throughout the casting. 3 Fire
Atonement. You touch one willing creature 4 Force
whose alignment has changed, and you make a 5 Lightning
DC 20 Wisdom (Insight) check. On a success, you 6 Poison
restore the target to its original alignment. 7 Psychic
Bless Water. You touch one vial of water and 8 Thunder
cause it to become holy water.
Coming of Age. You touch one humanoid old If you roll the same number on both d8s, the
enough to be a young adult. For the next 24 chaotic energy leaps from the target to a
hours, whenever the target makes an ability different creature of your choice within 30 feet
check, it can roll a d4 and add the number rolled of it. Make a new attack roll against the new
to the ability check. A creature can benefit from target, and make a new damage roll, which could
this ceremony just once. cause the chaotic energy to leap again.
Dedication. You touch one humanoid who A creature can be targeted only once by this
would willingly convert to your religion or who mass of chaotic energy.
wishes to be dedicated to your god’s service. For At Higher Levels. When you cast this spell
the next 24 hours, whenever the target makes a using a spell slot of 2nd level or higher, each
saving throw, it can roll a d4 and add the number target takes extra damage of the type rolled. The
rolled to the save. A creature can benefit from extra damage equals 1d6 for each slot level
this ceremony just once. above 1st.
Funeral Rite. You bless one corpse within 5
feet of you. For the next 24 hours, the target 2
can’t become undead by any means short of a
wish spell.
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Guiding Hand As an action, a creature can drink the elixir or
administer it to another creature. The drinker
1st-level divination (ritual) regains 2d4 + 2 hit points.
Casting Time: 1 minute Infestation
Range: 5 feet
Components: V, S Conjuration cantrip
Duration: Concentration, up to 8 hours
Casting Time: 1 action
You create a Tiny incorporeal hand of Range: 30 feet
shimmering light in an unoccupied space you can Components: V, S, M (a living flea)
see within range. The hand exists for the Duration: Instantaneous
duration, but it disappears if you teleport or you
travel to a different plane of existence. You cause mites, fleas, and other parasites to
When the hand appears, you name one major appear momentarily on one creature you can see
landmark, such as a city, mountain, castle, or within range. The target must succeed on a
battlefield on the same plane of existence as you. Constitution saving throw or take 1d6 piercing
Someone in history must have visited the site damage. If the target takes any of that damage,
and mapped it. If the landmark appears on no the target moves 5 feet in a random direction.
map in existence, the spell fails. Otherwise, Roll a d8 for the direction: 1, north; 2, northeast;
whenever you move toward the hand, it moves 3, east; 4, southeast; 5, south; 6, southwest; 7,
away from you at the same speed you moved, west; or 8, northwest.
and it moves in the direction of the landmark, The spell’s damage increases by 1d6 when you
always remaining 5 feet away from you. reach 5th level (2d6), 11th level (3d6), and 17th
If you don’t move toward the hand, it remains level (4d6).
in place until you do and beckons for you to
follow once every 1d4 minutes. Primal Savagery
Hand of Radiance Transmutation cantrip
Evocation cantrip Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: S
Range: Self (5-foot radius) Duration: Instantaneous
Components: V, S
Duration: Instantaneous Your teeth or fingernails lengthen and sharpen.
You choose which. Make a melee spell attack
You raise your hand, and burning radiance against one creature within 5 feet of you. On a
erupts from it. Each creature of your choice that hit, the target takes 1d10 piercing or slashing
you can see within 5 feet of you must succeed on damage (your choice). After you make the attack,
a Constitution saving throw or take 1d6 radiant your teeth or fingernails return to normal.
damage. The spell’s damage increases by 1d10 when
The spell’s damage increases by 1d6 when you you reach 5th level (2d10), 11th level (3d10),
reach 5th level (2d6), 11th level (3d6), and 17th and 17th level (4d10).
level (4d6).
Puppet
Healing Elixir
1st-level enchantment
1st-level conjuration
Casting Time: 1 action
Casting Time: 1 minute Range: 120 feet
Range: Self Components: S
Components: V, S, M (alchemist’s supplies) Duration: Instantaneous
Duration: 24 hours
Your gesture forces one humanoid you can see
You create a healing elixir in a simple vial that within range to make a Constitution saving
appears in your hand. The elixir retains its throw. On a failed save, the target must move up
potency for the duration or until it’s consumed, to its speed in a direction you choose. In
at which point the vial vanishes. addition, you can cause the target to drop
©2017 Wizards of the Coast LLC 3
whatever it is holding. This spell has no effect on Sudden Awakening
a humanoid that is immune to being charmed.
1st-level enchantment
Sense Emotion
Casting Time: 1 bonus action
1st-level divination Range: 10 feet
Components: V
Casting Time: 1 action Duration: Instantaneous
Range: Self
Components: V, S Each sleeping creature you choose within range
Duration: Concentration, up to 10 minutes awakens, and then each prone creature within
range can stand up without expending any
You attune your senses to pick up the emotions movement.
of others for the duration. When you cast the
spell, and as your action on each turn until the Toll the Dead
spell ends, you can focus your senses on one
humanoid you can see within 30 feet of you. You Necromancy cantrip
instantly learn the target’s prevailing emotion,
whether it’s love, anger, pain, fear, calm, or Casting Time: 1 action
something else. If the target isn’t actually Range: 60 feet
humanoid or it is immune to being charmed, you Components: V, S
sense that it is calm. Duration: Instantaneous
Snare You point at one creature you can see within
range, and the sound of a dolorous bell fills the
1st-level abjuration air around it for a moment. The target must
succeed on a Wisdom saving throw or take 1d8
Casting Time: 1 minute necrotic damage. If the target is missing any of
Range: Touch its hit points, it instead takes 1d12 necrotic
Components: V, S, M (30 feet of cord or rope, damage.
The spell’s damage increases by one die when
which is consumed by the spell) you reach 5th level (2d8 or 2d12), 11th level
Duration: Until dispelled or triggered (3d8 or 3d12), and 17th level (4d8 or 4d12).
While you cast this spell, you use the cord or Unearthly Chorus
rope to create a circle with a 5-foot radius on a
flat surface within your reach. When you finish 1st-level illusion
casting, the cord or rope disappears to become a
magical trap. Casting Time: 1 action
The trap is nearly invisible and requires a Range: Self (30-foot radius)
successful Intelligence (Investigation) check Components: V
against your spell save DC to be found. Duration: Concentration, up to 10 minutes
The trap triggers when a Small creature or
larger moves into the area protected by the spell. Music of a style you choose fills the air around
The triggering creature must succeed on a you in a 30-foot radius. The music spreads
Dexterity saving throw or fall prone and be around corners and can be heard from up to 100
hoisted into the air until it hangs upside down 3 feet away. The music moves with you, centered
feet above the protected surface, where it is on you for the duration.
restrained. Until the spell ends, you make Charisma
The restrained creature can make a Dexterity (Performance) checks with advantage. In
saving throw with disadvantage at the end of addition, you can use a bonus action on each of
each of its turns and ends the restrained effect your turns to beguile one creature you choose
on a success. Alternatively, another creature that within 30 feet of you that can see you and hear
can reach the restrained creature can use an the music. The creature must make a Charisma
action to make an Intelligence (Arcana) check saving throw. If you or your companions are
against your spell save DC. On a success, the attacking it, the creature automatically succeeds
restrained effect also ends. on the saving throw. On a failure, the creature
becomes friendly to you for as long as it can hear
©2017 Wizards of the Coast LLC the music and for 1 hour thereafter. You make
4
Charisma (Deception) checks and Charisma Zephyr Strike
(Persuasion) checks against creatures made
friendly by this spell with advantage. 1st-level transmutation
Virtue Casting Time: 1 bonus action
Range: Self
Abjuration cantrip Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Touch You move like the wind. For the duration, your
Components: V, S movement doesn’t provoke opportunity attacks.
Duration: 1 round In addition, the first time you make a weapon
attack on your turn before the spell ends, you
You touch one creature, imbuing it with vitality. make the attack roll with advantage, and your
If the target has at least 1 hit point, it gains a speed increases by 30 feet until the end of that
number of temporary hit points equal to 1d4 + turn.
your spellcasting ability modifier. The temporary
hit points are lost when the spell ends.
Wild Cunning
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You call out to the spirits of nature to aid you.
When you cast this spell, choose one of the
following effects:
• If there are any tracks on the ground within
range, you know where they are, and you
make Wisdom (Survival) checks to follow
these tracks with advantage for 1 hour or until
you cast this spell again.
• If there is edible forage within range, you
know it and where to find it.
• If there is clean drinking water within range,
you know it and where to find it.
• If there is suitable shelter for you and your
companions with range, you know it and
where to find.
• Send the spirits to bring back wood for a fire
and to set up a campsite in the area using your
supplies. The spirits build the fire in a circle of
stones, put up tents, unroll bedrolls, and put
out any rations and water for consumption.
• Have the spirits instantly break down a
campsite, which includes putting out a fire,
taking down tents, packing up bags, and
burying any rubbish.
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