Spell Slots: Acid Splash Blade Ward
Spell Slots: Acid Splash Blade Ward
Spell Slots: Acid Splash Blade Ward
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Spell _______ _______ _______ _______ _______ _______ _______ _______ _______ _______
slots
Acid Splash Blade Ward
C onjuration Abjuration
You hurl a bubble of ac id. You extend your hand and trac e a sigil of warding in the air. Until
Choose one c reature within range, or c hoose two c reatures within the end of your next turn, you have resistanc e against bludgeoning,
range that are within 5 feet of eac h other. A target must suc c eed pierc ing, and slashing damage dealt by weapon attac ks.
on a Dexterity saving throw or take 1d6 ac id damage.
At higher level
This spell’s damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
As part of the ac tion used to c ast this spell, you must make a You c reate a ghostly, skeletal hand in the spac e of a c reature
melee attac k with a weapon against one c reature within the spell's within range.
range, otherwise the spell fails. Make a ranged spell attac k against the c reature to assail it with
On a hit, the target suffers the attac k's normal effec ts, and it the c hill of the grave. On a hit, the target takes 1d8 nec rotic
bec omes sheathed in booming energy until the start of your next damage, and it c an’t regain hit points until the start of your next
turn. If the target willingly moves be- fore then, it immediately turn. Until then, the hand c lings to the target. If you hit an undead
takes 1d8 thunder damage, and the spell ends. target, it also has disadvantage on attac k rolls against you until
This spell's damage inc reases when you reac h higher levels. the end of your next turn.
At 5th level, the melee attac k deals an extra 1d8 thunder damage This spell’s damage inc reases by 1d8 when you reac h 5th level
to the target, and the damage the target takes for moving (2d8), 11th level (3d8), and 17th level (4d8).
inc reases to 2d8. Both damage rolls inc rease by 1d8 at 11th level
and 17th level.
Control Flames Create Bonfire
Transmutation C onjuration
You c hoose a nonmagic al flame that you c an see within range and You c reate a bonfire on ground that you c an see within range. Until
that fits within a 5-foot c ube. You affec t it in one of the following the spell ends, the magic bonfire fills a 5-foot c ube. Any c reature in
ways: the bonfire’s spac e when you c ast the spell must suc c eed on a
- You instantaneously expand the flame 5 feet in one direc tion, Dexterity saving throw or take 1d8 fire damage. A c reature must
provided that wood or other fuel is present in the new loc ation. also make the saving throw when it moves into the bonfire’s spac e
- You instantaneously extinguish the flames within the c ube. for the first time on a turn or ends its turn there.
- You double or halve the area of bright light and dim light c ast by The bonfire ignites flammable objec ts in its area that aren’t being
the flame, c hange its c olor, or both. The c hange lasts for 1 hour. worn or c arried.
- You c ause simple shapes — suc h as the vague form of a c reature, The spell’s damage inc reases by 1d8 when you reac h 5th level
an inanimate objec t, or a loc ation — to appear within the flames (2d8), 11th level (3d8), and 17th level (4d8).
and animate as you like. The shapes last for 1 hour.
If you c ast this spell multiple times, you c an have up to three non-
instantaneous
A beam of c rac kling energy streaks toward a c reature within range. You hurl a mote of fire at a c reature or objec t within range. Make a
Make a ranged spell attac k against the target. On a hit, the target ranged spell attac k against the target. On a hit, the target takes
takes 1d10 forc e damage. 1d10 fire damage. A flammable objec t hit by this spell ignites if it
isn’t being worn or c arried.
At higher level
At higher level
The spell c reates more than one beam when you reac h higher
levels: This spell’s damage inc reases by 1d10 when you reac h 5th level
Two beams at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Three beams at 11th level
Four beams at 17th level.
You c an direc t the beams at the same target or at different ones.
Make a separate attac k roll for eac h beam.
Friends Frostbite
Enchantment Evocation
As part of the ac tion used to c ast this spell, you must make a You touc h one willing c reature. Onc e before the spell ends, the
melee attac k with a weapon against one c reature within the spell's target c an roll a d4 and add the number rolled to one ability c hec k
range, otherwise the spell fails. On a hit, the target suffers the of its c hoic e. It c an roll the die before or after making the ability
attac k's normal effec ts, and green fire leaps from the target to a c hec k. The spell then ends.
different c reature of your c hoic e that you c an see within 5 feet of
it. The sec ond c reature takes fire damage equal to your
spellc asting ability modifier. This spell's damage inc reases when
you reac h higher levels.
At higher level
At 5th level, the melee attac k deals an extra 1d8 fire damage to
the target, and the fire damage to the sec ond c reature inc reases
to 1d8 + your spellc asting ability modifier. Both damage rolls
inc rease by 1d8 at 11th level and 17th level.
Gust Infestation
Transmutation C onjuration
You seiz e the air and c ompel it to c reate one of the following You c ause a c loud of mites, fleas, and other parasites to appear
effec ts at a point you c an see within range: momentarily on one c reature you c an see within range. The target
• One Medium or smaller c reature that you c hoose must suc c eed must suc c eed on a Constitution saving throw, or it takes 1d6
on a S trength saving throw or be pushed up to 5 feet away from poison damage and moves 5 feet in a random direc tion if it c an
you. move and its speed is at least 5 feet. Roll a d4 for the direc tion: 1.,
• You c reate a small blast of air c apable of moving one objec t that north; 2, south; 3, east; or 4, west. This movement doesn’t provoke
is neither held nor c arried and that weighs no more than 5 pounds. opportunity attac ks, and if the direc tion rolled is bloc ked, the
The objec t is pushed up to 10 feet away from you. It isn’t pushed target doesn't move.
with enough forc e to c ause damage. The spell’s damage inc reases by 1d6 when you reac h 5th level
• You c reate a harmless sensory affec t using air, suc h as c ausing (2d6), 11th level (3d6), and 17th level (4d6).
leaves to rustle, wind to slam shutters shut, or your c lothing to
ripple in a breez e.
You touc h one objec t that is no larger than 10 feet in any You c reate a lash of lightning energy that strikes at one c reature of
dimension. Until the spell ends, the objec t sheds bright light in a your c hoic e that you c an see within range.
20-foot radius and dim light for an additional 20 feet. The light c an The target must suc c eed on a S trength saving throw or be pulled
be c olored as you like. Completely c overing the objec t with up to 10 feet in a straight line toward you and then take 1d8
something opaque bloc ks the light. The spell ends if you c ast it lightning damage if it is within 5 feet of you.
again or dismiss it as an ac tion.
At higher level
If you target an objec t held or worn by a hostile c reature, that
c reature must suc c eed on a Dexterity saving throw to avoid the This spell's damage inc reases by 1d8 when you reac h 5th level
spell. (2d8), 11th level (3d8), and 17th level (4d8).
A spec tral, floating hand appears at a point you c hoose within You touc h one to three pebbles and imbue them with magic . You or
range. someone else c an make a ranged spell attac k with one of the
The hand lasts for the duration or until you dismiss it as an ac tion. pebbles by throwing it or hurling it with a sling. If thrown, a pebble
The hand vanishes if it is ever more than 30 feet away from you or if has a range of 60 feet. If someone else attac ks with a pebble, that
you c ast this spell again. attac ker adds your spellc asting ability modifier, not the attac ker’s,
to the attac k roll. On a hit, the target takes bludgeoning damage
You c an use your ac tion to c ontrol the hand. You c an use the hand equal to 1d6 + your spellc asting ability modifier. Whether the
to manipulate an objec t, open an unloc ked door or c ontainer, stow attac k hits or misses, the spell then ends on the stone.
or retrieve an item from an open c ontainer, or pour the c ontents If you c ast this spell again, the spell ends on any pebbles still
out of a vial. You c an move the hand up to 30 feet eac h time you affec ted by your previous c asting.
use it.
The hand c an’t attac k, ac tivate magic al items, or c arry more than
10 pounds.
Mending Message
Transmutation Transmutation
This spell repairs a single break or tear in an objec t you touc h, You point your finger toward a c reature within range and whisper a
suc h as broken c hain link, two halves of a broken key, a torn message.
c loac k, or a leaking wineskin. The target (and only the target) hears the message and c an reply
As long as the break or tear is no larger than 1 foot in any in a whisper that only you c an hear.
dimension, you mend it, leaving no trac e of the former damage.
You c an c ast this spell through solid objec ts if you are familiar with
This spell c an physic ally repair a magic item or c onstruc t, but the the target and know it is beyond the barrier. Magic al silenc e, 1 foot
spell c an’t restore magic to suc h an objec t. of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood bloc ks the spell. The spell doesn’t have to follow a straight
line and c an travel freely around c orners or through openings.
You c reate a sound or an image of an objec t within range that lasts You c hoose a portion of dirt or stone that you c an see within range
for the duration. The illusion also ends if you dismiss it as an ac tion and that fits within a 5-foot c ube. You manipulate it in one of the
or c ast this spell again. following ways:
• If you target an area of loose earth, you c an instantaneously
If you c reate a sound, its volume c an range from a whisper to a exc avate it, move it along the ground, and deposit it up to 5 feet
sc ream. It c an be your voic e, someone else’s voic e, a lion’s roar, a away. This movement doesn’t have enough forc e to c ause damage.
beating of drums, or any other sound you c hoose. The sound • You c ause shapes, c olors, or both to appear on the dirt or stone,
c ontinues unabated throughout the duration, or you c an make spelling out words, c reating images, or shaping patterns. The
disc rete sounds at different times before the spell ends. c hanges last for 1 hour.
• If the dirt or stone you target is on the ground, you c ause it to
If you c reate an image of an objec ts uc h as a c hair, muddy bec ome diffic ult terrain. Alternatively, you c an c ause the ground to
footprints, or a small c hesti t must be no larger than a 5-foot c ube. bec ome normal terrain if it is already diffic ult terrain. This c hange
The image c an’t c reate sound, light, smell, or any other sensory lasts for 1 hour. If you c ast this spell multiple times, you c an have
effec t. Physic al interac tion with the image reveals it to be an no more than two of its non-instantaneous effec ts ac tive at a time,
illusion, bec ause things c an pass through it. and you c an dismiss suc h an effec t as an ac tion.
You extend your hand toward a c reature you c an see within range This spell is a minor magic al tric k that novic e spellc asters use for
and projec t a puff of noxious gas from your palm. The c reature prac tic e. You c reate one of the following magic al effec ts within
must suc c eed on a Constitution saving throw or take 1d12 poison range:
damage. -You c reate an instantaneous, harmless sensory effec t, suc h as a
shower of sparks, a puff of wind, faint music al notes, or an odd
At higher level odor.
-You instantaneously light or snuff out a c andle, a torc h, or a small
This spell’s damage inc reases by 1d12 when you reac h 5th level c ampfire.
(2d12), 11th level (3d12), 17th level (4d12). -You instantaneously c lean or soil an objec t no larger than 1 c ubic
foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving material
for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an objec t
or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an fit in
your hand and that lasts until the end of your next turn.
If you c ast this spell multiple times, you c an have up to three of its
non-instantaneous effec ts ac tive at a time, and you c an dismiss
suc h an effec t as an ac tion.
You c hannel primal magic to c ause your teeth or fingernails to A flic kering flame appears in your hand.
sharpen, ready to deliver a c orrosive attac k. Make a melee spell The flame remains there for the duration and harms neither you nor
attac k against one c reature within 5 feet of you. On a hit, the your equipment. The flame sheds bright light in a 10-foot radius
target takes 1d10 ac id damage. After you make the attac k, your and dim light for an additional 10 feet. The spell ends if you dismiss
teeth or fingernails return to normal. The spell’s damage inc reases it as an ac tion or if you c ast it again.
by 1d10 when you reac h 5th level (2d10), 11th level (3d10), and
17th level (4d10). You c an also attac k with the flame, although doing so ends the
spell. When you c ast this spell, or as an ac tion on a later turn, you
c an hurl the flame at a c reature within 30 feet of you. Make a
ranged spell attac k. On a hit, the target takes 1d8 fire damage.
At higher level
This spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost Resistance
Evocation Abjuration
A frigid beam of blue-white light streaks toward a c reature within You touc h one willing c reature. Onc e before the spell ends, the
range. Make a ranged spell attac k against the target. On a hit, it target c an roll a d4 and add the number rolled to one saving throw
takes 1d8 c old damage, and its speed is reduc ed by 10 feet until of its c hoic e. It c an roll the die before or after the saving throw.
the start of your next turn. The spell then ends.
At higher level
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Flame-like radianc e desc ends on a c reature that you c an see You c hoose an area of water that you c an see within range and that
within range. The target must suc c eed on a Dexterity saving throw fits within a 5-foot c ube.
or take 1d8 radiant damage. The target gains no benefit from c over You manipulate it in one of the following ways:
for this saving throw.
• You instantaneously move or otherwise c hange the flow of the
At higher level water as you direc t, up to 5 feet in any direc tion. This movement
doesn’t have enough forc e to c ause damage.
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8). • You c ause the water to form into simple shapes and animate at
your direc tion. This c hange lasts for 1 hour.
• You c hange the water’s c olor or opac ity. The water must be
c hanged in the same way throughout. This c hange lasts for 1 hour.
• You freez e the water, provided that there are no c rea- tures in it.
The water unfreez es in 1 hour.
If you c ast this spell multiple times, you c an have no more than two
of its non-instantaneous effec ts ac tive at a time, and you c an
dismiss suc h an effec t as an ac tion.
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying Sword Burst
Necromancy C onjuration
You touc h a living c reature that has 0 hit points. The c reature You c reate a momentary c irc le of spec tral blades that sweep
bec omes stable. This spell has no effec t on undead or c onstruc ts. around you.
Eac h c reature within range, other than you, must suc c eed on a
Dexterity saving throw or take 1d6 forc e damage.
At higher level
This spell's damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
You manifest a minor wonder, a sign of supernatural power, within You c reate a long, vine-like whip c overed in thorns that lashes out
range. You c reate one of the following magic al effec ts within range: at your c ommand toward a c reature in range. Make a melee spell
attac k against the target. If the attac k hits, the c reature takes 1d6
* Your voic e booms up to three times as loud as normal for 1 pierc ing damage, and if the c reature is Large or smaller, you pull
minute. the c reature up to 10 feet c loser to you.
* You c ause flames to flic ker, brighten, dim, or c hange c olor for 1
minute. At higher level
* You c ause harmless tremors in the ground for 1 minute.
* You c reate an instantaneous sound that originates from a point of This spell’s damage inc reases by 1d6 when you reac h 5th level
your c hoic e within range, suc h as a rumble of thunder, the c ry of a (2d6), 11th level (3d6), and 17th level (4d6).
raven, or ominous whispers.
* You instantaneously c ause an unloc ked door or window to fly
open or slam shut.
* You alter the appearanc e of your eyes for 1 minute.
If you c ast this spell multiple times, you c an have up to three of its
1-minute effec ts ac tive at a time, and you c an dismiss suc h an
effec t as an ac tion.
You c reate a burst of thunderous sound, whic h c an be heard 100 You point at one c reature you c an see within range, and the sound
feet away. of a dolorous bell fills the air around it for a moment. The target
Eac h c reature other than you within 5 feet of you must make a must suc c eed on a Wisdom saving throw or take 1d8 nec rotic
Constitution saving throw. On a failed save, the c reature takes 1d6 damage. If the target is missing any of its hit points, it instead
thunder damage. takes 1d12 nec rotic damage.
The spell’s damage inc reases by 1d6 when you reac h 5th level The spell’s damage inc reases by one die when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6). (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).
True Strike Vicious Mockery
Divination Enchantment
You extend your hand and point a finger at a target in range. Your You unleash a string of insults lac ed with subtle enc hantments at a
magic grants you a brief insight into the target’s defenses. On your c reature you c an see within range.
next turn, you gain advantage on your first attac k roll against the If the target c an hear you (thought it need not understand you), it
target, provided that this spell hasn’t ended. must suc c eed on a Wisdom saving throw or take 1d4 psyc hic
damage and have disadvantage on the next attac k roll it makes
before the end of its next turn.
At higher level
This spell’s damage inc reases by 1d4 when you reac h 5th level
(2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance
Evocation
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radianc e erupts from you.
Eac h c reature of your c hoic e that you c an see within range must
suc c eed on a Constitution saving throw or take 1d6 radiant
damage.
The spell’s damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).