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Unearthed

Arcana: Starter Spells


This document introduces spells to playtest,
specifically cantrips and 1st-level spells.
Paladin
1st Level
This Is Playtest Material Ceremony (conjuration, ritual)
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in
draft form, usable in your campaign but not refined by Ranger
design iterations or full game development and editing.
They arent officially part of the game and arent 1st Level
permitted in D&D Adventurers League events. Snare (abjuration)
If we decide to make this material official, it will be Sudden awakening (enchantment)
refined based on your feedback, and then it will appear Wild cunning (transmutation)
in a D&D book. Zephyr strike (transmutation)

Spell Lists Sorcerer


The following lists indicate which classes get the
spells in this document.
Cantrips (0 Level)
Infestation (conjuration)

Bard 1st Level


Chaos bolt (evocation)
1st Level Sudden awakening (enchantment)
Guiding hand (divination, ritual)
Puppet (enchantment)
Sense emotion (divination) Warlock
Sudden awakening (enchantment)
Unearthly chorus (illusion) Cantrips (0 Level)
Infestation (conjuration)
Toll the dead (necromancy)
Cleric
Cantrips (0 Level) 1st Level
Cause fear (necromancy)
Hand of radiance (evocation)
Healing elixir (conjuration)
Toll the dead (necromancy)
Puppet (enchantment)
Virtue (abjuration)
Sense emotion (divination)

1st Level
Ceremony (conjuration, ritual) Wizard
Guiding hand (divination, ritual)
Cantrips (0 Level)
Infestation (conjuration)
Druid Toll the dead (necromancy)

Cantrips (0 Level)
Infestation (conjuration)
1st Level
Cause fear (necromancy)
Primal savagery (transmutation)
Guiding hand (divination, ritual)
Healing elixir (conjuration)
1st Level Puppet (enchantment)
Guiding hand (divination, ritual) Sense emotion (divination)
Snare (abjuration) Snare (abjuration)
Wild cunning (transmutation) Sudden awakening (enchantment)

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Investiture. You touch one willing humanoid.
Spell Descriptions 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
1st-level necromancy this spell once without having to expend a spell
slot or use material components. If the target
Casting Time: 1 action doesnt cast the spell within 1 hour, the invested
Range: 60 feet spell is lost.
Components: V, S Marriage. You touch adult humanoids willing
Duration: Concentration, up to 1 minute to be bonded together in marriage. For the next
You awaken the sense of mortality in one 24 hours, each target gains a +2 bonus to AC and
creature you can see within range. The target saving throws while they are within 30 feet of
must succeed on a Wisdom saving throw or each other. A creature can benefit from this
become frightened for the duration. A target ceremony just once.
with 25 hit points or fewer makes the saving
throw with disadvantage. The spell has no effect Chaos Bolt
on constructs or undead. 1st-level evocation
Casting Time: 1 action
Ceremony Range: 120 feet
1st-level evocation (ritual) Components: V, S
Casting Time: 1 hour Duration: Instantaneous
Range: Touch You hurl an undulating, warbling mass of chaotic
Components: V, S, M (25 gp worth of powdered energy at one creature in range. Make a ranged
silver) spell attack against the target. On a hit, the target
Duration: Instantaneous (see text) takes 2d8 damage. Choose one of the d8s. The
You perform one of several religious ceremonies. number it rolled determines the type of damage,
When you cast the spell, choose one of the as shown below.
following ceremonies, the target of which must
be within 10 feet of you throughout the casting. d8 Damage Type
1 Acid
Atonement. You touch one willing creature
2 Cold
whose alignment has changed, and you make a
3 Fire
DC 20 Wisdom (Insight) check. On a success, you 4 Force
restore the target to its original alignment. 5 Lightning
Bless Water. You touch one vial of water and 6 Poison
cause it to become holy water. 7 Psychic
Coming of Age. You touch one humanoid old 8 Thunder
enough to be a young adult. For the next 24
hours, whenever the target makes an ability If you roll the same number on both d8s, the
check, it can roll a d4 and add the number rolled chaotic energy leaps from the target to a
to the ability check. A creature can benefit from different creature of your choice within 30 feet
this ceremony just once. of it. Make a new attack roll against the new
Dedication. You touch one humanoid who target, and make a new damage roll, which could
would willingly convert to your religion or who cause the chaotic energy to leap again.
wishes to be dedicated to your gods service. For A creature can be targeted only once by this
the next 24 hours, whenever the target makes a mass of chaotic energy.
saving throw, it can roll a d4 and add the number At Higher Levels. When you cast this spell
rolled to the save. A creature can benefit from using a spell slot of 2nd level or higher, each
this ceremony just once. target takes extra damage of the type rolled. The
Funeral Rite. You bless one corpse within 5 extra damage equals 1d6 for each slot level
feet of you. For the next 24 hours, the target above 1st.
cant 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
1st-level divination (ritual) administer it to another creature. The drinker
regains 2d4 + 2 hit points.
Casting Time: 1 minute
Range: 5 feet Infestation
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 spells damage increases by 1d6 when you
always remaining 5 feet away from you. reach 5th level (2d6), 11th level (3d6), and 17th
If you dont 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
Transmutation cantrip
Hand of Radiance Casting Time: 1 action
Evocation cantrip Range: Self
Casting Time: 1 action Components: S
Range: Self (5-foot radius) Duration: Instantaneous
Components: V, S Your teeth or fingernails lengthen and sharpen.
Duration: Instantaneous 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 spells damage increases by 1d10 when
The spells 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 (alchemists 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 its consumed, to its speed in a direction you choose. In
at which point the vial vanishes. addition, you can cause the target to drop

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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 Necromancy cantrip
humanoid you can see within 30 feet of you. You
instantly learn the targets prevailing emotion, Casting Time: 1 action
whether its love, anger, pain, fear, calm, or Range: 60 feet
something else. If the target isnt actually Components: V, S
humanoid or it is immune to being charmed, you Duration: Instantaneous
sense that it is calm. You point at one creature you can see within
range, and the sound of a dolorous bell fills the
Snare air around it for a moment. The target must
1st-level abjuration 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.
which is consumed by the spell) The spells damage increases by one die when
Duration: Until dispelled or triggered you reach 5th level (2d8 or 2d12), 11th level
(3d8 or 3d12), and 17th level (4d8 or 4d12).
While you cast this spell, you use the cord or
rope to create a circle with a 5-foot radius on a Unearthly Chorus
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 Music of a style you choose fills the air around
larger moves into the area protected by the spell. you in a 30-foot radius. The music spreads
The triggering creature must succeed on a around corners and can be heard from up to 100
Dexterity saving throw or fall prone and be feet away. The music moves with you, centered
hoisted into the air until it hangs upside down 3 on you for the duration.
feet above the protected surface, where it is Until the spell ends, you make Charisma
restrained. (Performance) checks with advantage. In
The restrained creature can make a Dexterity addition, you can use a bonus action on each of
saving throw with disadvantage at the end of your turns to beguile one creature you choose
each of its turns and ends the restrained effect within 30 feet of you that can see you and hear
on a success. Alternatively, another creature that the music. The creature must make a Charisma
can reach the restrained creature can use an saving throw. If you or your companions are
action to make an Intelligence (Arcana) check attacking it, the creature automatically succeeds
against your spell save DC. On a success, the on the saving throw. On a failure, the creature
restrained effect also ends. becomes friendly to you for as long as it can hear
the music and for 1 hour thereafter. You make

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Charisma (Deception) checks and Charisma Zephyr Strike
(Persuasion) checks against creatures made 1st-level transmutation
friendly by this spell with advantage.
Casting Time: 1 bonus action
Virtue 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 doesnt 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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