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Published by tjgamer125, 2019-10-15 14:49:07

Player Handbook

dnd5eng

A t H igher L evels. W h en you cast this spell using a Fo r b id d a n c e
spell slot o f 3rd level or higher, the dam age increases by 6 th-level abjuration (ritual)
1d6 for each slot level above 2nd.
Casting Time: 10 minutes
F le sh t o St o n e Range: Touch
6 th-level transmutation Components: V, S, M (a sp rinkling o f holy water, rare

Casting Time: 1 action in cen se, and p ow d ered ruby w orth at least 1,000 gp)
Range: 60 feet Duration: 1 day
Com ponents: V, S , M (a pinch o f lim e, water, and earth)
Duration: Concentration, up to 1 minute You create a w ard against m agical travel that protects
up to 40,000 square feet o f floor space to a height o f 30
You attempt to turn one creature that you can see within feet above the floor. For the duration, creatures can’t
range into stone. If the target’s bod y is m ade o f flesh, the teleport into the area or use portals, such as those
creature must make a Constitution saving throw. On a created by the gate spell, to enter the area. T h e spell
failed save, it is restrained as its flesh begins to harden. proofs the area against planar travel, and therefore
On a su ccessfu l save, the creature isn’t affected. prevents creatures from accessing the area by way of
the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
A creature restrained by this spell must make another or the plane shift spell.
Constitution saving throw at the end o f each o f its turns.
If it su ccessfu lly saves against this spell three tim es, the In addition, the spell dam ages types o f creatures that
spell ends. If it fails its saves three tim es, it is turned you c h o o s e w hen you cast it. C h oose one or m ore o f the
to stone and subjected to the petrified condition for the follow ing: celestials, elem entals, fey, fiends, and undead.
duration. The su ccesses and failures don’t need to be W h en a ch osen creature enters the sp ell’s area for the
consecutive; keep track o f both until the target collects first tim e on a turn or starts its turn there, the creature
three o f a kind. takes 5d10 radiant or necrotic dam age (your choice
when you cast this spell).
If the creature is physically broken w hile petrified,
it suffers from sim ilar deform ities if it reverts to its W hen you cast this spell, you can designate a
original state. passw ord. A creature that sp eak s the pa ssw ord as it
enters the area takes no damage from the spell.
If you maintain your concentration on this spell for the
entire possible duration, the creature is turned to stone The sp ell’s area can't overlap w ith the area o f another
until the effect is rem oved. forbiddance spell. If you cast forbiddance every day for
30 days in the sam e location, the spell lasts until it is
F ly dispelled, and the material com ponents are consum ed
3rd-level transmutation on the last casting.

Casting Time: 1 action Forcecage
Range: Touch 7th-level evocation
Components: V, S, M (a w in g feather from any bird)
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 100 feet
You touch a w illing creature. The target gains a flying Components: V, S, M (ruby dust w orth 1,500 gp)
speed o f 60 feet for the duration. W hen the spell ends, Duration: 1 hour
the target falls if it is still aloft, u n less it ca n stop the fall.
An im m obile, invisible, cube-shaped prison com posed of
A t H igher L evels. W h en you cast this spell using magical force springs into existence around an area you
a spell slot o f 4th level or higher, you can target one choose within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you choose.

Fo g C lou d A prison in the shape o f a cage can be up to 20 feet on
1st-level conjuration a side and is made from 1/2-inch diameter bars spaced
1/2 inch apart.
Casting Time: 1 action
Range: 120 feet A prison in the shape o f a box can be up to 10 feet on
Com ponents: V, S a side, creating a solid barrier that prevents any matter
Duration: Concentration, up to 1 hour from passing through it and block in g any sp ells cast into
or out from the area.
You create a 20-foot-radius sphere of fog centered on a
point within range. The sphere spreads around corners, W hen you cast the spell, any creature that is
and its area is heavily obscu red . It lasts for the duration com pletely inside the cage's area is trapped. Creatures
or until a w in d o f m oderate or greater sp eed (at least 10 only partially w ithin the area, or th ose too large to fit
m iles per hour) d isp erses it. inside the area, are pushed away from the center o f the
area until they are com pletely outside the area.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the radius o f the fog A creature inside the cage c a n ’t leave it by n onm agical
in creases by 20 feet for each slot level above 1st. means. If the creature tries to use teleportation or
interplanar travel to leave the cage, it m ust first m ake a
Charisma saving throw. On a success, the creature can

use that m agic to exit the cage. On a failure, the creature Components: V, S, M (a bit o f gauze and a
can't exit the cage and w astes the use o f the spell or wisp of smoke)
effect. The cage also extends into the Ethereal Plane,
blocking ethereal travel. Duration: Concentration, up to 1 hour

This spell can ’t be dispelled by dispel magic. You transform a willing creature you touch, along with
everything it’s w earin g and carrying, into a m isty cloud
Fore sig h t for the duration. The spell ends if the creature drops to
9th-level divination 0 hit points. An in corp orea l creature isn’t affected.

Casting Time: 1 minute W hile in this form, the target’s only m ethod of
Range: Touch m ovem ent is a flying sp eed o f 10 feet. The target can
Components: V, S, M (a h um m ingbird feather) enter and occupy the space of another creature. The
Duration: 8 hours target has resistan ce to n onm agical dam age, and it has
advantage on Strength, Dexterity, and Constitution
You touch a w illing creature and bestow a limited ability saving throws. The target can pass through small holes,
to see into the im mediate future. For the duration, the n arrow open in gs, and even m ere cracks, though it treats
target can’t be surprised and has advantage on attack liquids as though they w ere solid surfaces. The target
rolls, ability checks, and saving throws. Additionally, can't fall and rem ains hovering in the air even when
other creatures have disadvantage on attack rolls stunned or otherwise incapacitated.
against the target for the duration.
W h ile in the form o f a m isty cloud, the target ca n ’t talk
T h is spell im m ediately ends if you cast it again before or m anipulate objects, and any objects it w as carryin g or
its duration ends. holding can’t be dropped, used, or otherw ise interacted
with. The target can’t attack or cast spells.
Freedom of M ovement
4th-level abjuration G ate
9th-level conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (a leather strap, bou n d around the Range: 60 feet
Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp)
arm or a similar appendage) Duration: Concentration, up to 1 minute
Duration: 1 hour
You conjure a portal linking an unoccupied space you
You touch a willing creature. For the duration, the can see within range to a precise location on a different
target’s m ovem ent is unaffected by difficult terrain, and plane o f existence. The portal is a circular opening,
spells and other magical effects can neither reduce w hich you can m ake 5 to 20 feet in diameter. You can
the target’s sp eed nor cau se the target to b e paralyzed orient the portal in any direction you ch oose. The portal
or restrained. lasts for the duration.

The target can also spend 5 feet o f movement to The portal has a front and a back on each plane where
automatically escape from nonm agical restraints, such it appears. Travel through the portal is p ossib le only
as m anacles or a creature that has it grappled. Finally, by m ovin g through its front. A nything that d o e s so is
being underwater im poses no penalties on the target's instantly transported to the other plane, appearing in
movement or attacks. the unoccupied space nearest to the portal.

F riends Deities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from opening in their presen ce or
anywhere within their dom ains.
Casting Time: 1 action
Range: Self W hen you cast this spell, you can speak the name
Components: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e
d oesn ’t work). If that creature is on a plane other than
to the face as this spell is cast) the on e you are on, the portal op en s in the nam ed
Duration: Concentration, up to 1 minute creatu re’s im m ediate vicinity and draw s the creature
through it to the nearest u n occu p ied sp ace on your side
For the duration, you have advantage on all Charisma o f the portal. You gain no special pow er over the creature,
ch eck s directed at on e creature o f your ch oice that isn’t and it is free to act as the DM deem s appropriate. It
hostile toward you. W hen the spell ends, the creature might leave, attack you, or help you.
realizes that you used m agic to influence its m ood
and becom es hostile toward you. A creature prone G eas
to violence might attack you. Another creature might 5th-level enchantment
seek retribution in other w ays (at the D M ’s discretion),
depen din g on the nature o f your interaction w ith it. Casting Time: 1 minute
Range: 60 feet
G aseous Form Components: V
3rd-level transmutation Duration: 30 days

Casting Time: 1 action You place a m agical com m and on a creature that you
Range: Touch ca n see w ithin range, forcin g it to ca rry out som e

service or refrain from som e action or course o f activity G libness
as you decide. If the creature can understand you, it 8 th-level transmutation
must succeed on a W isdom saving throw or becom e
charm ed by you for the duration. W hile the creature Casting Time: 1 action
is charm ed by you, it takes 5 d10 psychic dam age Range: Self
each tim e it acts in a m ann er d irectly coun ter to your Components: V
instructions, but no m ore than on ce each day. A creature Duration: 1 hour
that can't understand you is unaffected by the spell.
Until the spell ends, w hen you m ake a Charism a
You can issue any com m and you choose, short of an check, you can replace the num ber you roll w ith a 15.
activity that w ould result in certain death. Should you Additionally, no matter what you say, m agic that w ould
issue a suicidal com m and, the spell ends. determ ine if you are telling the truth indicates that you
are being truthful.
You can end the spell early by using an action to
d ism iss it. A rem ove curse, greater restoration, or wish G lobe of In vu ln e ra b ility
sp ell also ends it. 6 th-level abjuration

A t H igher L evels. W h en you cast this spell using Casting Time: 1 action
a spell slot o f 7th or 8th level, the duration is 1 year. Range: S elf (10-foot radius)
W hen you cast this spell using a spell slot o f 9th level, Components: V, S, M (a glass or crystal bead that
the spell lasts until it is ended by on e o f the spells
mentioned above. shatters when the spell ends)
Duration: Concentration, up to 1 minute
G entle R epose
2 nd-level necrom ancy (ritual) An im m obile, faintly shim m ering barrier springs into
existence in a 10-foot radius around you and rem ains for
Casting Time: 1 action the duration.
Range: Touch
Components: V, S, M (a pinch o f salt and on e cop p er Any spell of 5th level or lower cast from outside the
barrier can't affect creatu res or ob jects w ithin it, even
piece placed on each o f the co rp s e ’s eyes, w hich must if the spell is cast using a higher level spell slot. Such a
remain there for the duration) spell can target creatures and objects within the barrier,
Duration: 10 days but the spell has no effect on them. Similarly, the area
within the barrier is excluded from the areas affected
You touch a corpse or other remains. For the by such spells.
duration, the target is protected from decay and can’t
becom e undead. A t H igher L evels. W h en you cast this spell using a
spell slot o f 7th level or higher, the barrier blocks spells
The spell also effectively extends the time limit on o f one level higher for each slot level above 6th.
raising the target from the dead, since days spent under
the influence o f this spell d on ’t coun t against the time G lyph of Ward in g
limit o f spells such as raise dead. 3rd-level abjuration

G ia n t Insect Casting Time: 1 hour
4th-level transmutation Range: Touch
Components: V, S, M (in cen se and p ow d ered diam ond
Casting Time: 1 action
Range: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 minutes
W hen you cast this spell, you inscribe a glyph that
You transform up to ten centipedes, three spiders, five harm s other creatures, either upon a surface (such as
w asps, or one scorpion within range into giant versions a table or a section o f floor or wall) or within an object
o f their natural form s for the duration. A centipede that can be closed (such as a book, a scroll, or a treasure
b ecom es a giant centipede, a spider becom es a giant chest) to conceal the glyph. If you ch oose a surface, the
spider, a w asp b ecom es a giant wasp, and a scorpion glyph can cover an area o f the surface no larger than
b ecom es a giant scorpion. 10 feet in diameter. If you ch oose an object, that object
m ust rem ain in its place; if the ob ject is m oved m ore
Each creature obeys your verbal com m ands, and than 10 feet from w here you cast this spell, the glyph is
in combat, they act on your turn each round. The DM broken, and the spell ends without being triggered.
has the statistics for these creatures and resolves their
actions and movement. The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save
A creature rem ains in its giant size for the duration, DC to be found.
until it d rops to 0 hit points, or until you u se an action to
dism iss the effect on it. You decide what triggers the glyph w hen you cast
the spell. For glyphs inscribed on a surface, the most
The DM might allow you to ch oose different targets. typical triggers include touching or standing on the
For example, if you transform a bee, its giant version glyph, rem oving another object covering the glyph,
might have the sam e statistics as a giant wasp. approaching within a certain distance o f the glyph, or
manipulating the object on w hich the glyph is inscribed.
For glyphs inscribed within an object, the m ost com m on

triggers include opening that object, approaching within You conjure a vine that sprouts from the ground in an
a certain distance o f the object, or seeing or reading the unoccupied space o f your choice that you can see within
glyph. O nce a glyph is triggered, this spell ends. range. W hen you cast this spell, you can direct the vine
to lash out at a creature w ithin 30 feet o f it that you can
You can further refine the trigger so the spell activates see. That creature must succeed on a Dexterity saving
only under certain circum stances or according to throw or b e pulled 20 feet directly toward the vine.
physical characteristics (such as height or weight),
creature kind (for example, the ward could be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or drow), or alignment. You can also at the sam e creature or another on e as a bon u s action
set conditions for creatures that don’t trigger the glyph, on each o f your turns.
such as those w ho say a certain password.
G rease
W h en you in scribe the glyph, c h o ose explosive runes 1st-level conjuration
or a spell glyph.
Casting Time: 1 action
E xplosive Runes. W hen triggered, the glyph erupts Range: 60 feet
with m agical energy in a 20-foot-radius sphere centered Components: V, S, M (a bit o f pork rind or butter)
on the glyph. The sphere spreads around corners. Each Duration: 1 minute
creature in the area must make a Dexterity saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or Slick grease covers the ground in a 10-foot square
thunder damage on a failed saving throw (your choice centered on a point w ithin range and turns it into
w hen you create the glyph), or half as much dam age on a difficult terrain for the duration.
successful one.
W hen the grease appears, each creature standing in
S pell Glyph. You can store a prepared spell o f its area must su cceed on a Dexterity saving throw or fall
3rd level or low er in the glyph by castin g it as part prone. A creature that enters the area or ends its turn
o f creating the glyph. The spell must target a single there must also succeed on a Dexterity saving throw
creature or an area. The spell being stored has no or fall prone.
im m ediate effect w hen cast in this way. W hen the glyph
is triggered, the stored spell is cast. If the spell has a G reater In visibility
target, it targets the creature that triggered the glyph. 4th-level illusion
If the spell affects an area, the area is centered on
that creature. If the spell sum m ons hostile creatures Casting Time: 1 action
or creates harmful objects or traps, they appear as Range: Touch
clo se as p ossib le to the intruder and attack it. If the Components: V, S
spell requ ires concentration, it lasts until the end o f its Duration: Concentration, up to 1 minute
full duration.
You or a creature you touch b ecom es invisible until the
A t H igher Levels. W h en you cast this spell using spell ends. Anything the target is w earing or carrying is
a spell slot o f 4th level or higher, the dam age o f an invisible as long as it is on the target’s person .
explosive runes glyph in creases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store G reater R esto ration
any spell o f up to the sam e level as the slot you use for 5th-level abjuration
the glyph o f warding.
Casting Time: 1 action
G oodberry Range: Touch
1st-level transmutation Components: V, S, M (diam ond dust w orth at least 100

Casting Time: 1 action gp, which the spell consum es)
Range: Touch Duration: Instantaneous
Components: V, S, M (a sprig o f m istletoe)
Duration: Instantaneous You imbue a creature you touch with positive energy to
undo a debilitating effect. You can reduce the target’s
Up to ten berries appear in your hand and are infused exhaustion level by one, or end one o f the following
with m agic for the duration. A creature can u se its effects on the target:
action to eat on e berry. Eating a berry restores 1 hit
point, and the berry provides enough nourishm ent to • One effect that charm ed or petrified the target
sustain a creature for on e day. • One curse, including the target’s attunement to a

The berries lose their potency if they have not been cursed m agic item
consum ed within 24 hours o f the casting o f this spell. • Any reduction to on e o f the target’s ability s c o r e s
• O ne effect reducing the target’s hit point m axim um
G raspin g V ine
4th-level conjuration G u a r d i a n o f Fa i t h
4th-level conjuration
Casting Time: 1 bonus action
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 minute Components: V
Duration: 8 hours

A Large spectral guardian appears and hovers for the
duration in an unoccupied space o f your choice that you

can see within range. The guardian occu p ies that space • P la ce a suggestion in on e location. You select an area
and is indistinct except for a gleam ing sword and shield o f up to 5 feet square, and any creature that enters
em b lazon ed with the sym bol o f your deity. or passes through the area receives the suggestion
mentally.
Any creature hostile to you that m oves to a space
within 10 feet o f the guardian for the first time on a T h e w hole w arded area radiates m agic. A dispel
turn must su cceed on a Dexterity saving throw. The magic cast on a sp ecific effect, if su ccessfu l, rem oves
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian
vanishes w hen it has dealt a total o f 60 dam age. You can create a permanently guarded and warded
structure by casting this spell there every day
G uards and Wards for one year.
6 th-level abjuration
G u idance
Casting Time: 10 minutes Divination cantrip
Range: Touch
Components: V, S, M (burning in cen se, a sm all Casting Time: 1 action
Range: Touch
m easure o f brim stone and oil, a knotted string, a Components: V, S
sm all amount o f umber hulk blood, and a small silver Duration: Concentration, up to 1 minute
rod w orth at least 10 gp)
Duration: 24 hours You touch one w illing creature. O nce before the spell
ends, the target can roll a d4 and add the num ber rolled
You create a w ard that protects up to 2,5 00 square feet to one ability ch eck o f its ch oice. It can roll the die before
of floor space (an area 50 feet square, or one hundred or after m aking the ability check. The spell then ends.
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you G u idin g B olt
desire. You can ward several stories of a stronghold by 1st-level evocation
dividing the area am ong them, as long as you can walk
into each contiguous area w hile you are casting the spell. Casting Time: 1 action
Range: 120 feet
W hen you cast this spell, you can specify individuals Components: V, S
that are unaffected by any or all o f the effects that Duration: 1 round
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen spoken aloud, m akes the speaker im m une to A flash o f light streaks toward a creature o f your choice
these effects. within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d 6 radiant dam age,
Guards and wards creates the follow in g effects w ithin and the next attack roll m ade against this target before
the warded area. the end o f your next turn has advantage, thanks to the
m ystical dim light glittering on the target until then.
C orridors. F og fills all the w arded corridors, m aking
them heavily ob scu red. In addition, at each intersection A t H igher Levels. W h en you cast this spell using a
or branching passage offering a choice of direction, spell slot o f 2nd level or higher, the dam age increases by
there is a 50 percent chance that a creature other than 1d6 for each slot level above 1st.
you w ill believe it is going in the opposite direction from
the on e it ch ooses. G ust of W ind
2 nd-level evocation
D oors. All doors in the w arded area are magically
locked, as if sealed by an arcane lock spell. In addition, Casting Time: 1 action
you can cover up to ten doors with an illusion (equivalent Range: S elf (60-foot line)
to the illusory object function o f the m inor illusion spell) Components: V, S, M (a legum e seed )
to make them appear as plain sections o f wall. Duration: Concentration, up to 1 minute

Stairs. W eb s fill all stairs in the w arded area from top A line o f strong w ind 60 feet long and 10 feet w ide
to bottom , as the web spell. T h ese strands regrow in 10 blasts from you in a direction you c h o o s e for the sp ell’s
m inutes if they are burned or torn away w hile guards duration. Each creature that starts its turn in the line
and wards lasts. must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction follow in g the line.
O ther S pell E ffect. You can place your ch oice o f one
of the following m agical effects within the w arded area Any creature in the line must spend 2 feet of
o f the stronghold. m ovem ent for every 1 foot it m oves w hen m oving
closer to you.
• P la ce dancing lights in four corridors. You can desig­
nate a sim ple program that the lights repeat as long as The gust d isp erses gas or vapor, and it extinguishes
guards and wards lasts. candles, torches, and sim ilar unprotected flam es in
the area. It cau ses protected flam es, such as th ose o f
• P la ce magic mouth in tw o locations. lanterns, to dance wildly and has a 50 percent chance to
• P la ce stinking cloud in tw o locations. T h e vapors extinguish them.

appear in the places you designate; they return within As a bonus action on each o f your turns before the
10 m inutes if disp ersed by w ind w hile guards and spell ends, you can change the direction in w hich the
wards lasts. line blasts from you.
• P la ce a constant gust o f wind in on e corrid or or room .

H a il of T horns Energy Vulnerability. A ffected creatures in the area
1st-level conjuration have vulnerability to one dam age type of your choice,
except for bludgeoning, piercing, or slashing.
Casting Time: 1 bonus action
Range: Self Everlasting Rest. D ead b o d ie s interred in the area
Components: V c a n ’t be turned into undead.
Duration: Concentration, up to 1 minute
Extradimensional Interference. Affected creatures
T h e next tim e you hit a creature w ith a ranged w eapon can’t move or travel using teleportation or by
attack before the spell ends, this spell creates a rain extradim ensional or interplanar m eans.
o f thorns that sprouts from your ranged w eapon or
ammunition. In addition to the norm al effect of the Fear. A ffected creatures are frightened
attack, the target of the attack and each creature within while in the area.
5 feet o f it m ust m ake a D exterity saving throw. A
creature takes 1dlO piercing dam age on a failed save, or Silence. N o sou n d ca n em anate from w ithin the area,
half as much damage on a successful one. and no sou n d can reach into it.

A t Higher Levels. If you cast this spell using a spell Tongues. A ffected creatures can com m u n icate with
slot o f 2nd level or higher, the damage increases by 1d10 any other creature in the area, even if they don’t share a
for each slot level above 1st (to a m axim um o f 6 d10). com m on language.

H allow H allu cin ato ry T errain
5th-level evocation 4th-level illusion

Casting Time: 24 hours Casting Tim e: 10 m inutes
Range: Touch Range: 300 feet
Com ponents: V, S, M (herbs, oils, and in cen se w orth at Components: V, S, M (a stone, a tw ig, and a bit

least 1,000 gp, which the spell consum es) o f green plant)
Duration: Until dispelled Duration: 24 hours

You touch a point and infuse an area around it w ith holy You m ake natural terrain in a 150-foot cube in range
(or unholy) power. The area can have a radius up to 60 look, sound, and smell like som e other sort of natural
feet, and the spell fails if the radius includes an area terrain. Thus, open fields or a road can be m ade to
already under the effect a hallow spell. T h e affected area resem ble a swam p, hill, crevasse, or som e other difficult
is subject to the follow ing effects. or im passable terrain. A pond can be made to seem
like a grassy m eadow, a precipice like a gentle slope,
First, celestials, elem entals, fey, fiends, and undead or a rock-strewn gully like a wide and sm ooth road.
can’t enter the area, nor can such creatures charm, M anufactured structures, equipment, and creatures
frighten, or p o s s e s s creatu res w ithin it. Any creature within the area aren’t changed in appearance.
charm ed, frightened, or possessed by such a creature
is no longer charm ed, frightened, or possessed upon The tactile characteristics of the terrain are
entering the area. You can exclude one or m ore of those unchanged, so creatures entering the area are likely to
types of creatures from this effect. see through the illusion. If the difference isn’t obvious
by touch, a creature carefully exam ining the illusion can
Second, you can bind an extra effect to the area. attempt an Intelligence (Investigation) check against
C h o o se the effect from the follow in g list, or c h o o s e an your spell save D C to disbelieve it. A creature w ho
effect offered by the DM. S om e o f these effects apply to discern s the illusion for w hat it is, s e e s it as a vague
creatures in the area; you can designate w hether the im age superim posed on the terrain.
effect applies to all creatures, creatures that follow a
specific deity or leader, or creatures o f a specific sort, H arm
such as ores or trolls. W hen a creature that w ould be 6 th-level necrom ancy
affected enters the sp ell’s area for the first tim e on a
turn or starts its turn there, it can m ake a Charism a Casting Time: 1 action
saving throw. On a su ccess, the creature ignores the Range: 60 feet
extra effect until it leaves the area. Components: V, S
Duration: Instantaneous
Courage. A ffected creatu res ca n ’t be frightened
w hile in the area. You unleash a virulent disease on a creature that
you can see within range. The target must make a
Darkness. D arkness fills the area. N orm al light, Constitution saving throw. On a failed save, it takes
as w ell as m agical light created by spells o f a low er 14d6 necrotic damage, or half as much damage on a
level than the slot you used to cast this spell, can’t su ccessfu l save. The dam age ca n ’t reduce the target’s
illuminate the area. hit points below 1. If the target fails the saving throw,
its hit point m axim um is reduced for 1 hour by an
Daylight. Bright light fills the area. M agical darkness am ount equal to the n ecrotic dam age it took. Any effect
created by spells o f a lower level than the slot you used that rem oves a d isease allow s a creatu re’s hit point
to cast this spell ca n ’t extinguish the light. m axim um to return to norm al before that time passes.

Energy Protection. A ffected creatures in the area
have resistance to one damage type of your choice,
except for bludgeoning, piercing, or slashing.

H aste If a creature is holding or w earing the object and
3rd-level transmutation takes the dam age from it, the creature m ust s u cce e d on
a Constitution saving th row or drop the object if it can. If
Casting Time: 1 action it d oesn ’t drop the object, it has disadvantage on attack
Range: 30 feet rolls and ability checks until the start o f your next turn.
Components: V, S, M (a shaving o f licorice root)
Duration: Concentration, up to 1 minute A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
C h oose a w illing creature that you can see within range. 1d8 for each slot level above 2nd.
Until the spell ends, the target’s sp eed is doubled, it
gains a +2 bon u s to AC, it h as advantage on Dexterity H ellish R ebuke
saving throw s, and it gains an additional action on each 1st-level evocation
o f its turns. That action can be used only to take the
Attack (one w eapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, w hich you take in response
or Use an Object action. to being dam aged by a creature within 60 feet of you
that you can see
W hen the spell ends, the target can’t m ove or take
actions until after its next turn, as a wave o f lethargy Range: 60 feet
sw eep s over it. Components: V, S
Duration: Instantaneous
H eal
6 th-level evocation You point your finger, and the creature that dam aged
you is mom entarily surrounded by hellish flames. The
Casting Time: 1 action creature must m ake a D exterity saving throw. It takes
Range: 60 feet 2d10 fire dam age on a failed save, or half as much
Components: V, S damage on a successful one.
Duration: Instantaneous
A t H igher Levels. W h en you cast this spell using a
C h oose a creature that you can see within range. A spell slot o f 2nd level or higher, the damage increases by
surge of positive energy washes through the creature, 1dlO for each slot level above 1st.
causing it to regain 70 hit points. This spell also ends
blindness, deafness, and any diseases affecting the H eroes’ Feast
target. This spell has no effect on constructs or undead. 6 th-level conjuration

A t H igher L evels. W h en you cast this spell using a Casting Time: 10 minutes
spell slot o f 7th level or higher, the amount o f healing Range: 30 feet
increases by 10 for each slot level above 6th. Components: V, S , M (a gem -en crusted bow l w orth at

H ealin g W ord least 1,000 gp, w hich the spell consum es)
1st-level evocation Duration: Instantaneous

Casting Time: 1 bonus action You bring forth a great feast, including magnificent
Range: 60 feet food and drink. The feast takes 1 hour to consum e and
Components: V disappears at the end o f that time, and the beneficial
Duration: Instantaneous effects don’t set in until this hour is over. Up to twelve
other creatures can partake o f the feast.
A creature o f your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting A creature that partakes o f the feast gains several
ability modifier. This spell has no effect on undead benefits. The creature is cured o f all diseases and
or constructs. poison, becom es im mune to poison and being
frightened, and m akes all W isdom saving throws with
A t H igher L evels. W h en you cast this spell using a advantage. Its hit point m axim u m also in creases by
spell slot o f 2nd level or higher, the healing increases by 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
1d4 for each slot level above 1st. benefits last for 24 hours.

H eat M etal H eroism
2 nd-level transmutation 1st-level enchantment

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a p iece o f iron and a flame) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

C hoose a manufactured metal object, such as a metal A willing creature you touch is im bued with bravery.
w eapon or a suit o f heavy or m edium metal armor, that Until the spell ends, the creature is im m une to being
you can see within range. You cause the object to glow frightened and gains tem porary hit points equal to
red-hot. Any creature in physical contact w ith the object your sp ellcastin g ability m odifier at the start o f each
takes 2d8 fire dam age w hen you cast the spell. Until the o f its turns. W hen the spell ends, the target loses any
spell ends, you can use a bonus action on each of your rem ainin g tem porary hit points from this spell.
subsequent turns to cause this dam age again.

At Higher Levels. W h en you cast this spell using H oly A ura
a spell slot o f 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Time: 1 action
H ex Range: Self
1st-level enchantment Components: V, S, M (a tiny reliquary w orth at least

Casting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap of
Range: 90 feet cloth from a saint’s robe or a p iece o f parchm ent from
Components: V, S, M (the petrified eye o f a newt) a religious text)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You place a curse on a creature that you can see within Divine light w ashes out from you and coalesces
range. Until the spell ends, you deal an extra 1d6 in a soft radiance in a 30-foot radius around you.
n ecrotic dam age to the target w hen ever you hit it with Creatures o f your choice in that radius w hen you cast
an attack. A lso, ch oose one ability w hen you cast the this spell shed dim light in a 5-foot radius and have
spell. The target has disadvantage on ability checks advantage on all saving throws, and other creatures
m ade w ith the ch osen ability. have disadvantage on attack rolls against them until
the spell ends. In addition, when a fiend or an undead
If the target drops to 0 hit points before this spell hits an affected creature with a m elee attack, the aura
ends, you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must su cceed
o f yours to curse a new creature. on a Constitution saving throw or be blinded until
the spell ends.
A rem ove curse cast on the target ends this spell early.
A t Higher Levels. W h en you cast this spell using H unger of H adar
a spell slot o f 3rd or 4th level, you can maintain your 3rd-level conjuration
concentration on the spell for up to 8 hours. W hen you
use a spell slot o f 5th level or higher, you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours. Range: 150 feet
Components: V, S, M (a pickled octop u s tentacle)
H old M onster Duration: Concentration, up to 1 minute
5th-level enchantment
You open a gateway to the dark between the stars, a
Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius
Range: 90 feet sphere of blackness and bitter cold appears, centered
Com ponents: V, S, M (a sm all, straight piece o f iron) on a point with range and lasting for the duration. This
Duration: Concentration, up to 1 minute void is filled with a cacophony o f soft w hispers and
slurping n oises that can be heard up to 30 feet away. No
C h oose a creature that you can see within range. The light, m agical or otherw ise, can illuminate the area, and
target must succeed on a W isdom saving throw or be creatures fully within the area are blinded.
paralyzed for the duration. This spell has no effect on
undead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric of space, and the
m ake another W isdom saving throw. On a success, the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold dam age. Any creature that
ends its turn in the area must su cceed on a Dexterity
At Higher Levels. W h en you cast this spell using saving throw or take 2d6 acid dam age as milky,
a spell slot o f 6th level or higher, you can target one oth erw orldly tentacles rub against it.
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when H u n t e r ’s M a r k
you target them. 1st-level divination

H old Person Casting Time: 1 bonus action
2 nd-level enchantment Range: 90 feet
Components: V
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
Components: V, S, M (a sm all, straight p iece o f iron) You choose a creature you can see within range and
Duration: Concentration, up to 1 minute m ystically m ark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
C h oose a hum anoid that you can see within range. you hit it w ith a w eap on attack, and you have advantage
The target must succeed on a W isdom saving throw on any W isdom (Perception) or W isdom (Survival)
or be paralyzed for the duration. At the end o f each of ch eck you m ake to find it. If the target d rops to 0 hit
its turns, the target can m ake another W isd om saving points before this spell ends, you can use a bonus action
throw. On a success, the spell ends on the target. on a subsequent turn o f yours to mark a new creature.

At Higher Levels. W h en you cast this spell using At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one a spell slot o f 3rd or 4th level, you can maintain your
additional hum anoid for each slot level above 2nd. The concentration on the spell for up to 8 hours. W hen you
humanoids must be within 30 feet of each other when use a spell slot o f 5th level or higher, you can maintain
you target them. your concentration on the spell for up to 24 hours.








































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