DND 5e Spells

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Class Spell School Cast time Range Duration

Cleric X Light Evocation 1 Action Touch 1 hour

Cleric X Resistance Concentration


Abjuration 1 Action Touch
up to 1 minute

Cleric X Sacred Flame Evocation 1 Action 60 feet Instantaneous

Cleric X Thaumaturgy Transmutat 1 Action 30 feet Up to 1 minute


ion

Cleric X Toll the Dead Necroman


1 Action 60 feet Instantaneous
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Druid X Druidcraft Transmutat


1 Action 30 Feet Instantaneous
ion

Warlock X Eldritch Blast Evocation 1 Action 120 Feet Instantaneous

Warlock X Lightning Lure Self (15-


Evocation 1 Action Instantaneous
foot radius)

Wizard X Mage Hand Conjuratio


1 Action 30 Feet 1 minute
n

Sorcerer X2 Chill Touch Necroman


1 Action 120 Feet 1 round
cy

Sorcerer X2 Fire Bolt Evocation 1 Action 120 Feet Instantaneous

Sorcerer X2 Poison Spray Conjuratio


1 Action 10 feet Instantaneous
n

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Sorcerer X2 Shocking Grasp Evocation 1 Action Touch Instantaneous

Wizard X2 Blade Ward Abjuration 1 Action Self 1 round

Wizard X2 Green-Flame BladeEvocation Self (5-foot


1 Action Instantaneous
radius)

Cleric X Bless Enchantme Concentration,


1 Action 30 feet
nt up to 1 minute

Cleric X Cure Wounds Evocation 1 Action Touch Instantaneous

Cleric X Guiding Bolt Evocation 1 Action 120 feet 1 round

Cleric X Healing Word Evocation 1 Bonus Action 60 feet Instantaneous

Cleric X Shield of Faith Concentration,


Abjuration 1 Bonus Action 60 feet
up to 1 minute

Warlock X Hellish Rebuke Evocation 1 Reaction 60 feet Instantaneous

Wizard X Burning Hands Self (15-


Evocation 1 Action Instantaneous
foot cone)

Cleric X2 Inflict Wounds Necroman 1 Action Touch Instantaneous


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Sorcerer X2 Chaos Bolt Evocation 1 Action 120 feet Instantaneous

Sorcerer X2 Shield Abjuration 1 Reaction Self 1 round

Wizard X2 Absorb Elements Abjuration 1 Reaction Self 1 round

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Wizard X2 Earth Tremor Self (10-
Evocation 1 Action Instantaneous
foot radius)

Wizard X2 Longstrider Transmutat


1 Action Touch 1 hour
ion

Wizard X2 Silvery Barbs Enchantme


1 Reaction 60 feet Instantaneous
nt

Wizard X2 Sleep Enchantme


1 Action 90 feet 1 minute
nt

Wizard X2 Snare Until dispelled


Abjuration 1 Minute Touch
or triggered

Cleric X Lesser RestorationAbjuration 1 Action Touch Instantaneous

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Effect

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-
additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light
again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dex
spell.

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving th
die before or after the saving throw. The spell then ends.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving thro
The target gains no benefit from cover for this saving throw. At Higher Levels. The spell’s damage increases by 1d8 when you r
(3d8), and 17th level (4d8).

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects with
to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cau
ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a ru
raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the ap
minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dism

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The t
Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic d
spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4

Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory e
weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain
and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You cre
harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effec
instantly light or snuff out a candle, a torch, or a small campfire.

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the
damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three
beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each bea

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The tar
saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a
it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can
object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a via
to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to
grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then,
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels
by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target
flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d1
(2d10), 11th level (3d10), and 17th level (4d10).

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creat
Constitution saving throw or take 1d12 poison damage.

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Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the targe
attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reacti
turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludg
damage dealt by weapon attacks.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.
weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice tha
it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee a
damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier
1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before t
roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell s
can target one additional creature for each slot level above 1st.

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, t
damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mysti
target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This
or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 f

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must ma
takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spe
or higher, the damage increases by 1d10 for each slot level above 1st.

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fi
15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage
ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a s
the damage increases by 1d6 for each slot level above 1st.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels.
a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the targe
+ 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. d
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, inc
attack, and you take no damage from magic missile.

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack
triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next tu
1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by
1st.

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You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving t
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes di
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell us
higher, you can target one additional creature for each slot level above 1st.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. T
reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yours
advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by on
time.

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. C
point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Star
the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dama
to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with th
creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures i
aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additiona
1st.

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. Wh
or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) c
to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creatu
Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface,
restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restraine
Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) chec
a success, the restrained effect also ends.

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, par

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