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ACID SPLASH BOOMING BLADE CREATE BONFIRE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action Self (5-foot radius) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S, M 1 round V, S Concentration, up to 1
minute
You hurl a bubble of acid. Choose one creature a melee weapon worth at least 1 sp
within range, or choose two creatures within You create a bon re on ground that you can see
range that are within 5 feet of each other. A You brandish the weapon used in the spell's within range. Until the spells ends, the magic
target must succeed on a Dexterity saving throw casting and make a melee attack with it against bon re lls a 5-foot cube. Any creature in the
or take 1d6 acid damage. one creature within 5 feet of you. On a hit, the bon re's space when you cast the spell must
This spells damage increases by 1d6 when you target suffers the weapon attack's normal succeed on a Dexterity saving throw or take 1d8
reach 5th Level (2d6), 11th level (3d6) and 17th effects and then becomes sheathed in booming re damage. A creature must also make the
level (4d6). energy until the start of your next turn. If the saving throw when it enters the bon re's space
target willingly moves 5 feet or more before for the rst time on a turn or ends its turn there.
then, the target takes 1d8 thunder damage, and The bon re ignites ammable objects in its area
the spell ends. that aren't being worn or carried.
At Higher Levels. At 5th level, the melee attack The spell's damage increases by 1d8 when you
deals an extra 1d8 thunder damage to the target reach 5th level (2d8), 11th level (3d8), and 17th
on a hit, and the damage the target takes for level (4d8).
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level (2d8 and 3d8) and
again at 17th level (3d8 and 4d8).

Arti cer Conjuration cantrip Arti cer (TCE) Evocation cantrip Arti cer Conjuration cantrip

DANCING LIGHTS FIRE BOLT FROSTBITE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S Instantaneous
minute
You hurl a mote of re at a creature or object You cause numbing frost to form on one creature
You create up to four torch-sized lights within within range. Make a ranged spell attack against that you can see within range. The target must
range, making them appear as torches, lanterns, the target. On a hit, the target takes 1d10 re make a Constitution saving throw. On a failed
or glowing orbs that hover in the air for the damage. A ammable object hit by this spell save, the target takes 1d6 cold damage, and it
duration. You can also combine the four lights ignites if it isn't being worn or carried. has disadvantage on the next weapon attack roll
into one glowing vaguely humanoid form of This spell's damage increases by 1d10 when you it makes before the end of its next turn.
Medium size. Whichever form you choose, each reach 5th level (2d10), 11th level (3d10), and The spell's damage increases by 1d6 when you
light sheds dim light in a 10-foot radius. 17th level (4d10). reach 5th level (2d6), 11th level (3d6), and 17th
As a bonus action on your turn, you can move the level (4d6).
lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light
created by this spell, and a light winks out if it
exceeds the spell's range.

Arti cer Evocation cantrip Arti cer Evocation cantrip Arti cer Evocation cantrip

GREEN-FLAME BLADE GUIDANCE LIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (5-foot radius) 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S Concentration, up to 1 V, M 1 hour
minute
a melee weapon worth at least 1 sp a re y or phosphorescent moss
You touch one willing creature. Once before the
You brandish the weapon used in the spell's spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10
casting and make a melee attack with it against number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the
one creature within 5 feet of you. On a hit, the It can roll the die before or after making the object sheds bright light in a 20-foot radius and
target suffers the weapon attack's normal ability check. The spell then ends. dim light for an additional 20 feet. The light can
effects, and you can cause green re to leap from be colored as you like. Completely covering the
the target to a different creature of your choice object with something opaque blocks the light.
that you can see within 5 feet of it. The second The spell ends if you cast it again or dismiss it as
creature takes re damage equal to your an action.
spellcasting ability modi er. If you target an object held or worn by a hostile
At Higher Levels. At 5th level, the melee attack creature, that creature must succeed on a
deals an extra 1d8 re damage to the target on a Dexterity saving throw to avoid the spell.
hit, and the re damage to the second creature
increases to 1d8 + your spellcasting ability
modi er. Both damage rolls increase by 1d8 at
11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).

Arti cer (TCE) Evocation cantrip Arti cer Divination cantrip Arti cer Evocation cantrip
0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
LIGHTNING LURE MAGE HAND MAGIC STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 15 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 minute V, S 1 minute
You create a lash of lightning energy that strikes A spectral, oating hand appears at a point you You touch one to three pebbles and imbue them
at one creature of your choice that you can see choose within range. The hand lasts for the with magic. You or someone else can make a
within range. The target must succeed on a duration or until you dismiss it as an action. The ranged spell attack with one of the pebbles by
Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet throwing it or hurling it with a sling. lf thrown, a
in a straight line toward you and then take 1d8 away from you or if you cast this spell again. pebble has a range of 60 feet. If someone else
lightning damage if it is within 5 feet of you. You can use your action to control the hand. You attacks with a pebble, that attacker adds your
The spell's damage increases by 1d8 when you can use the hand to manipulate an object, open spellcasting ability modi er, not the attacker's,
reach 5th level (2d8), 11th level (3d8), and 17th an unlocked door or container, stow or retrieve to the attack roll. On a hit, the target takes
level (4d8). an item from an open container, or pour the bludgeoning damage equal to 1d6 +your
contents out of a vial. You can move the hand up spellcasting ability modi er. Whether the attack
to 30 feet each time you use it. hits or misses, the spell then ends on the stone.
The hand can't attack, activate magical items, or If you cast this spell again, the spell ends on any
carry more than 10 pounds. pebbles still affected by your previous casting.

Arti cer (TCE) Evocation cantrip Arti cer Conjuration cantrip Arti cer Transmutation cantrip

MENDING MESSAGE POISON SPRAY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action 120 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S Instantaneous
two lodestones a short piece of copper wire You extend your hand toward a creature you can
see within range and project a puff of noxious
This spell repairs a single break or tear in an You point your nger toward a creature within gas from your palm. The creature must succeed
object you touch, such as broken chain link, two range and whisper a message. The target (and on a Constitution saving throw or take 1d12
halves of a broken key, a torn clack, or a leaking only the target) hears the message and can reply poison damage.
wineskin. As long as the break or tear is no larger in a whisper that only you can hear. This spell's damage increases by 1d12 when you
than 1 foot in any dimension, you mend it, You can cast this spell through solid objects if reach 5th level (2d12), 11th level (3d12), and 17
leaving no trace of the former damage. you are familiar with the target and know it is level (4d12).
This spell can physically repair a magic item or beyond the barrier. Magical silence, 1 foot of
construct, but the spell can't restore magic to stone, 1 inch of common metal, a thin sheet of
such an object. lead, or 3 feet of wood blocks the spell. The spell
doesn't have to follow a straight line and can
travel freely around corners or through
openings.

Arti cer Transmutation cantrip Arti cer Transmutation cantrip Arti cer Conjuration cantrip

PRESTIDIGITATION RAY OF FROST RESISTANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 1 hour V, S Instantaneous V, S, M Concentration, up to 1
minute
This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward
spellcasters use for practice. You create one of the a creature within range. Make a ranged spell a miniature cloak
following magical effects within range. attack against the target. On a hit, it takes 1d8
• You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet You touch one willing creature. Once before the
effect, such as a shower of sparks, a puff of wind, faint spell ends, the target can roll a d4 and add the
musical notes, or an odd odor. until the start of your next turn.
The spell's damage increases by 1d8 when you number rolled to one saving throw of its choice.
• You instantaneously light or snuff out a candle, a It can roll the die before or after the saving
torch, or a small camp re. reach 5th level (2d8), 11th level (3d8), and 17th
• You instantaneously clean or soil an object no larger level (4d8). throw. The spell then ends.
than 1 cubic foot.
• You chill, warm, or avor up to 1 cubic foot of
nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear
on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image
that can t in your hand and that lasts until the end of
your next turn.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.

Arti cer Transmutation cantrip Arti cer Evocation cantrip Arti cer Abjuration cantrip
0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
SHOCKING GRASP SPARE THE DYING SWORD BURST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V Instantaneous
Lightning springs from your hand to deliver a You touch a living creature that has 0 hit points. You create a momentary circle of spectral blades
shock to a creature you try to touch. Make a The creature becomes stable. This spell has no that sweep around you. Each creature within
melee spell attack against the target. You have effect on undead or constructs. range, other than you, must succeed on a
advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force
wearing armor made of metal. On a hit, the damage.
target takes 1d8 lightning damage, and it can't The spell's damage increases by 1d6 when you
take reactions until the start of its next turn. reach 5th level (2d6), 11th level (3d6), and 17th
The spell's damage increases by 1d8 when you level (4d6).
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Arti cer Evocation cantrip Arti cer Necromancy cantrip Arti cer (TCE) Conjuration cantrip

THORN WHIP THUNDERCLAP ABSORB ELEMENTS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 5 feet 1 reaction, which you take Self
when you take acid, cold,
COMPONENTS DURATION COMPONENTS DURATION re, lightning, or thunder
V, S, M Instantaneous S Instantaneous damage
the stem of a plant with thorns You create a burst of thunderous sound that can COMPONENTS DURATION
be heard up to 100 feet away. Each creature S 1 round
You create a long, vine-like whip covered in within range, other than you, must make a
thorns that lashes out at your command toward Constitution saving throw or take 1d6 thunder The spell captures some of the incoming energy,
a creature in range. Make a melee spell attack damage. lessening its effect on you and storing it for your
against the target. If the attack hits, the creature The spell's damage increases by 1d6 when you next melee attack. You have resistance to the
takes 1d6 piercing damage, and if the creature is reach 5th level (2d6), 11th level (3d6), and 17th triggering damage type until the start of your
Large or smaller, you pull the creature up to 10 level (4d6). next turn. Also, the rst time you hit with a
feet closer to you. melee attack on your next turn, the target takes
This spell's damage increases by 1d6 when you an extra 1d6 damage of the triggering type, and
reach 5th level (2d6), 11th level (3d6), and 17th the spell ends.
level (4d6). At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level
above 1st.

Arti cer Transmutation cantrip Arti cer Evocation cantrip Arti cer 1st level Abjuration

ALARM (RITUAL) CATAPULT CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours S Instantaneous V, S Instantaneous
a tiny bell and a piece of ne silver wire Choose one object weighing 1 to 5 pounds A creature you touch regains a number of hit
within range that isn't being worn or carried. The points equal to 1d8 + your spellcasting ability
You set an alarm against unwanted intrusion. object ies in a straight line up to 90 feet in a modi er. This spell has no effect on undead or
Choose a door, a window, or an area within range direction you choose before falling to the constructs.
that is no larger than a 20-foot cube. Until the ground, stopping early if it impacts against a At Higher Levels: When you cast this spell
spell ends, an alarm alerts you whenever a tiny or solid surface. If the object would strike a using a spell slot of 2nd level or higher, the
larger creature touches or enters the warded creature, that creature must make a Dexterity healing increases by 1d8 for each slot level
area. When you cast the spell, you can designate saving throw. On a failed save, the object strikes above 1st.
creatures that won't set off the alarm. You also the target and stops moving. When the object
choose whether the alarm is mental or audible. strikes something, the object and what it strikes
A mental alarm alerts you with a ping in your each take 3d8 bludgeoning damage.
mind if you are within 1 mile of the warded area. At Higher Levels: When you cast this spell
This ping awakens you if you are sleeping. using a spell slot of 2nd level or higher, the
An audible alarm produces the sound of a hand maximum weight of objects that you can target
bell for 10 seconds within 60 feet. with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level
above 1st.

Arti cer 1st level Abjuration Arti cer 1st level Transmutation Arti cer 1st level Evocation
0 0 0

0 0 0

1 0 0

1 0 0

1 1 1

1 1 1
DETECT MAGIC (RITUAL) DISGUISE SELF EXPEDITIOUS RETREAT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Concentration, up to 10
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of weapons, and other belongings on your person, look This spell allows you to move at an incredible
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your pace. When you cast this spell, and then as a
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or bonus action on each of your turns until the spell
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't ends, you can take the Dash action.
change your body type, so you must adopt a form that
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
magic, if any. the extent of the illusion is up to you.
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the
dirt. hat, and anyone who touches it would feel nothing or
would feel your head and hair. If you use this spell to
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Arti cer 1st level Divination Arti cer 1st level Illusion Arti cer 1st level Transmutation

FAERIE FIRE FALSE LIFE FEATHER FALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M 1 hour V, M 1 minute
minute
a small amount of alcohol or distilled spirits a white feather or the heart of a hen
Each object in a 20-foot cube within range is
outlined in blue, green, or violet light (your Bolstering yourself with a necromantic facsimile Reaction - When you or a creature within 60 feet
choice). Any creature in the area when the spell of life, you gain 1d4+4 temporary hit points for of you falls Choose up to ve falling creatures
is cast is also outlined in light if it fails a Dexterity the duration. within range. A falling creature's rate of descent
saving throw. For the duration, objects and At Higher Levels: When you cast this spell slows to 60 feet per round until the spell ends. If
affected creatures shed dim light in a 10-foot using a spell slot of 2nd level or higher, you gain 5 the creature lands before the spell ends, it takes
radius. additional temporary hit points for each slot no falling damage and can land on its feet, and
Any attack roll against an affected creature or level above 1st. the spell ends for that creature.
object has advantage if the attacker can see it,
and the affected creature or object can't bene t
from being invisible.

Arti cer 1st level Evocation Arti cer 1st level Necromancy Arti cer 1st level Transmutation

GREASE IDENTIFY (RITUAL) JUMP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Instantaneous V, S, M 1 minute
a bit of pork rind or butter a pearl worth at least 100 gp and an owl feather a grasshopper's hind leg
Slick grease covers the ground in a 10-foot You choose one object that you must touch You touch a creature. The creature's jump
square centered on a point within range and throughout the casting of the spell. If it is a magic distance is tripled until the spell ends.
turns it into dif cult terrain for the duration. item or some other magic-imbued object, you
When the grease appears, each creature learn its properties and how to use them,
standing in its area must succeed on a Dexterity whether it requires attunement to use, and how
saving throw or fall prone. A creature that enters many charges it has, if any. You learn whether
the area or ends its turn there must also succeed any spells are affecting the item and what they
on a Dexterity saving throw or fall prone. are. If the item was created by a spell, you learn
which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Arti cer 1st level Conjuration Arti cer 1st level Divination Arti cer 1st level Transmutation
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
LONGSTRIDER PURIFY FOOD AND DRINK (RITUAL) SANCTUARY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M 1 minute
a pinch of dirt All nonmagical food and drink within a 5-foot- a small silver mirror
radius sphere centered on a point of your choice
You touch a creature. The target's speed within range is puri ed and rendered free of You ward a creature within range against attack.
increases by 10 feet until the spell ends. poison and disease. Until the spell ends, any creature who targets
At Higher Levels: When you cast this spell the warded creature with an attack or a harmful
using a spell slot of 2nd level or higher, you can spell must rst make a Wisdom saving throw. On
target one additional creature for each slot level a failed save, the creature must choose a new
above 1st. target or lose the attack or spell. This spell
doesn't protect the warded creature from area
effects, such as the explosion of a reball.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.

Arti cer 1st level Transmutation Arti cer 1st level Transmutation Arti cer 1st level Abjuration

SNARE [1/2] SNARE [2/2] TASHA'S CAUSTIC BREW


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action Self (30-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 8 hours S, M 8 hours V, S, M Concentration, up to 1
minute
25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
a bit of rotten food
As you cast this spell, you use the rope to create a creature is restrained by it.
circle with a 5-foot radius on the ground or the oor. A stream of acid emanates from you in a line 30
When you nish casting, the rope disappears and the feet long and 5 feet wide in a direction you
circle becomes a magic trap. choose. Each creature in the line must succeed
This trap is nearly invisible, requiring a successful on a Dexterity saving throw or be covered in acid
Intelligence (Investigation) check against your spell
save DC to be discerned. for the spell's duration or until a creature uses its
The trap triggers when a Small, Medium, or Large action to scrape or wash the acid off itself or
creature moves onto the ground or the oor in the another creature. A creature covered in the acid
spell's radius. That creature must succeed on a takes 2d4 acid damage at start of each of its
Dexterity saving throw or be magically hoisted into turns.
the air, leaving it hanging upside down 3 feet above At Higher Levels: When you cast this spell
the ground or the oor. The creature is restrained using a spell slot 2nd level or higher, the damage
there until the spell ends. increases by 2d4 for each slot level above 1st.
A restrained creature can make a Dexterity saving
throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no

Arti cer 1st level Abjuration Arti cer 1st level Abjuration Arti cer (TCE) 1st-level evocation

HEALING WORD RAY OF SICKNESS MAGIC MISSILE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Instantaneous V, S Instantaneous
A creature of your choice that you can see within A ray of sickening greenish energy lashes out You create three glowing darts of magical force.
range regains hit points equal to 1d4 + your toward a creature within range. Make a ranged Each dart hits a creature of your choice that you
spellcasting ability modi er. This spell has no spell attack against the target. On a hit, the can see within range. A dart deals 1d4+1 force
effect on undead or constructs. target takes 2d8 poison damage and must make damage to its target. The darts all strike
At Higher Levels: When you cast this spell a Constitution saving throw. On a failed save, it is simultaneously and you can direct them to hit
using a spell slot of 2nd level or higher, the also poisoned until the end of your next turn. one creature or several.
healing increases by 1d4 for each slot level At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
above 1st. using a spell slot of 2nd level or higher, the using a spell slot of 2nd level or higher, the spell
damage increases by 1d8 for each slot level creates one more dart for each slot above 1st.
above 1st.

Arti cer (Alchemist) 1st level Evocation Arti cer (Alchemist) 1st level Necromancy Arti cer (Armorer) 1st level Evocation
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
THUNDERWAVE SHIELD THUNDERWAVE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 reaction Self 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S Instantaneous
A wave of thunderous force sweeps out from An invisible barrier of magical force appears and A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating protects you. Until the start of your next turn, you. Each creature in a 15-foot cube originating
from you must make a Constitution saving you have a +5 bonus to AC, including against the from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 triggering attack, and you take no damage from throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away magic missile. thunder damage and is pushed 10 feet away
from you. On a successful save, the creature from you. On a successful save, the creature
takes half as much damage and isn't pushed. takes half as much damage and isn't pushed.
In addition, unsecured objects that are In addition, unsecured objects that are
completely within the area of effect are completely within the area of effect are
automatically pushed 10 feet away from you by automatically pushed 10 feet away from you by
the spell's effect, and the spell emits a the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet. thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level damage increases by 1d8 for each slot level
above 1st. above 1st.

Arti cer (Armorer) 1st level Evocation Arti cer (Artillerist) 1st level Abjuration Arti cer (Artillerist) 1st level Evocation

HEROISM SHIELD AID


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 reaction Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 round V, S, M 8 hours
minute
An invisible barrier of magical force appears and a tiny strip of white cloth
A willing creature you touch is imbued with protects you. Until the start of your next turn,
bravery. Until the spell ends, the creature is you have a +5 bonus to AC, including against the Your spell bolsters your allies with toughness
immune to being frightened and gains temporary triggering attack, and you take no damage from and resolve. Choose up to three creatures within
hit points equal to your spellcasting ability magic missile. range. Each target's hit point maximum and
modi er at the start of each of its turns. When current hit points increase by 5 for the duration.
the spell ends, the target loses any remaining At Higher Levels: When you cast this spell
temporary hit points from this spell. using a spell slot of 3rd level or higher, a target's
hit points increase by an additional 5 for each
At Higher Levels: When you cast this spell slot level above 2nd.
using a spell slot of 2nd level or higher, you can
target 1 additional creature for each slot level
above 1st.

Arti cer (Battle Smith) 1st level Enchantment Arti cer (Battle Smith) 1st level Abjuration Arti cer 2nd level Abjuration

ALTER SELF [1/2] ALTER SELF [2/2] ARCANE LOCK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Until dispelled
hour hour
gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as consumes
choose one of the following options, the effects of appropriate to the natural weapon you chose,
which last for the duration of the spell. While the spell and you are pro cient with you unarmed strikes. You touch a closed door, window, gate, chest, or
lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you other entryway, and it becomes locked for the
bene ts of a different one.
Aquatic Adaptation: You adapt your body to an have a +1 bonus to the attack and damage rolls duration. You and the creatures you designate
aquatic environment, sprouting gills, and growing you make using it. when you cast this spell can open the object
webbing between your ngers. You can breathe normally. You can also set a password that, when
underwater and gain a swimming speed equal to your spoken within 5 feet of the object, suppresses
walking speed. this spell for 1 minute. Otherwise, it is
Change Appearance: You transform your impassable until it is broken or the spell is
appearance. You decide what you look like, including dispelled or suppressed. Casting knock on the
your height, weight, facial features, sound of your object suppresses arcane lock for 10 minutes.
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as While affected by this spell, the object is more
a member of another race, though none of your dif cult to break or force open. The DC to break
statistics change. You also don't appear as a creature it or pick any locks on it increases by 10.
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6

Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation Arti cer 2nd level Abjuration
1 1 1

1 1 1

2 1 1

2 1 1

2 2 2

2 2 2
BLUR CONTINUAL FLAME DARKVISION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Until dispelled V, S, M 8 hours
minute
ruby dust worth 50 gp, which the spell consumes either a pinch of dried carrot or an agate
Your body becomes blurred, shifting and
wavering to all who can see you. For the A ame, equivalent in brightness to a torch, You touch a willing creature to grant it the ability
duration, any creature has disadvantage on springs forth from an object that you touch. The to see in the dark. For the duration, that creature
attack rolls against you. An attacker is immune effect looks like a regular ame, but it creates no has darkvision out to a range of 60 feet.
to this effect if it doesn't rely on sight, as with heat and doesn't use oxygen. A continual ame
blindsight, or can see through illusions, as with can be covered or hidden but not smothered or
truesight. quenched.

Arti cer 2nd level Illusion Arti cer 2nd level Evocation Arti cer 2nd level Transmutation

ENHANCE ABILITY ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute minute
fur or a feather from a beast a pinch of powdered iron a pinch of powdered iron
You touch a creature and bestow upon it a magical You cause a creature or an object you can see within target's size is halved in all dimensions, and its
enhancement. Choose one of the following effects - range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This
the target gains the effect until the spell ends. Choose either a creature or an object that is neither reduction decreases its size by one category -
Bear's Endurance: The target has advantage on worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the
Constitution checks. It also gains 2d6 temporary hit a Constitution saving throw. On a success, the spell
points, which are lost when the spell ends. has no effect. spell ends, the target also has disadvantage on
Bull's Strength: The target has advantage on If the target is a creature, everything it is wearing and Strength checks and Strength saving throws. The
Strength checks, and his or her carrying capacity carrying changes size with it. Any item dropped by an target's weapons also shrink to match its new
doubles. affected creature returns to normal size at once. size. While these weapons are reduced, the
Cat's Grace: The target has advantage on Dexterity Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage
checks. It also doesn't take damage from falling 20 and its weight is multiplied by eight. This growth (this can't reduce the damage below 1).
feet or less if it isn't incapacitated. increases its size by one category - from Medium to
Eagle's Splendor: The target has advantage on Large, for example. If there isn't enough room for the
Charisma checks. target to double its size, the creature or object attains
Fox's Cunning: The target has advantage on the maximum possible size in the space available. Until
Intelligence checks. the spell ends, the target also has advantage on
Owl's Wisdom: The target has advantage on Strength checks and Strength saving throws. The
Wisdom checks. target's weapons also grow to match its new size.
At Higher Levels: When you cast this spell using a While these weapons are enlarged, the target's attack
spell slot of 3rd level or higher, you can target one with them deal 1d4 extra damage.
additional creature for each slot level above 2nd. Reduce. The

Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation

HEAT METAL INVISIBILITY LESSER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute hour
You touch a creature and can end either one
a piece of iron and a ame an eyelash encased in gum arabic disease or one condition af icting it. The
condition can be blinded, deafened, paralyzed, or
Choose a manufactured metal object, such as a A creature you touch becomes invisible until the poisoned.
metal weapon or a suit of heavy or medium spell ends. Anything the target is wearing or
metal armor, that you can see within range. You carrying is invisible as long as it is on the target's
cause the object to glow red-hot. Any creature in person. The spell ends for a target that attacks or
physical contact with the object takes 2d8 re casts a spell.
damage when you cast the spell. Until the spell At Higher Levels: When you cast this spell
ends, you can use a bonus action on each of your using a spell slot of 3rd level or higher, you can
subsequent turns to cause this damage again. target one additional creature for each slot level
If a creature is holding or wearing the object and above 2nd.
takes the damage from it, the creature must
succeed on a Constitution saving throw or drop
the object if it can. If it doesn't drop the object, it
has disadvantage on attack rolls and ability
checks until the start of your next turn.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot above
2nd.

Arti cer 2nd level Transmutation Arti cer 2nd level Illusion Arti cer 2nd level Abjuration
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
LEVITATE MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Until dispelled
minutes
a small bit of honeycomb and jade dust worth at a small bit of honeycomb and jade dust worth at
either a small leather loop or a piece of golden wire least 10 gp, which the spell consumes least 10 gp, which the spell consumes
bent into a cup shape with a long shank on one end
You implant a message within an object in range, a 30 feet of the object. For example, you could
One creature or object of your choice that you message that is uttered when a trigger condition is instruct the mouth to speak when any creature
can see within range rises vertically, up to 20 met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
feet, and remains suspended there for the being worn or carried by another creature. Then silver bell rings within 30 feet of it.
duration. The spell can levitate a target that speak the message, which must be 25 words or less,
though it can be delivered over as long as 10 minutes.
weighs up to 500 pounds. An unwilling creature Finally, determine the circumstance that will trigger
that succeeds on a Constitution saving throw is the spell to deliver your message.
unaffected. When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling appears on the object and recites the message in your
against a xed object or surface within reach voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to you chose has a mouth or something that looks like a
move as if it were climbing. You can change the mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either magical mouth appears there so that words appear to
come from the object's mouth. When you cast this
direction on your turn. If you are the target, you spell, you can have the spell end after it delivers its
can move up or down as part of your move. message, or it can remain and repeats its message
Otherwise, you can use your action to move the whenever the trigger occurs.
target, which must remain within the spell's The triggering circumstance can be as general or as
range. detailed as you like, though it must be based on visual
When the spell ends, the target oats gently to or audible conditions that occur within
the ground if it is still aloft.

Arti cer 2nd level Transmutation Arti cer 2nd level Illusion Arti cer 2nd level Illusion

MAGIC WEAPON PROTECTION FROM POISON PYROTECHNICS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 hour V, S Instantaneous
hour
You touch a creature. If it is poisoned, you Choose an area of nonmagical ame that you can
You touch a nonmagical weapon. Until the spell neutralize the poison. If more than one poison see and that can t within a 5-foot cube within
ends, that weapon becomes a magic weapon af icts the target, you neutralize on poison that range. You can extinguish the re in that area,
with a +1 bonus to attack rolls and damage rolls. you know is present, or you neutralize one at and you create either reworks or smoke when
At Higher Levels: When you cast this spell random. you do so.
using a spell slot of 4th level or higher, the bonus For the duration, the target has advantage on Fireworks: The target explodes with a dazzling
increases to +2. When you use a spell slot of 6th saving throws against being poisoned, and it has display of colors. Each creature within 10 feet of
level or higher, the bonus increases to +3. resistance to poison damage. the target must succeed on a Constitution saving
throw or become blinded until the end of your
next turn.
Smoke: Thick black smoke spreads out from the
target in a 20-foot radius, moving around
corners. The area of the smoke is heavily
obscured. The smoke persists for 1 minute or
until a strong wind disperses it.

Arti cer 2nd level Transmutation Arti cer 2nd level Abjuration Arti cer 2nd level Transmutation

ROPE TRICK SEE INVISIBILITY SKYWRITE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V, S Concentration, up to 1
hour
powdered corn extract and a twisted loop of A pinch of Talc and a small sprinkling of powdered
parchment silver You cause up to ten words to form in a part of
the sky you can see. The words appear to be
You touch a length of rope that is up to 60 feet For the duration, you see invisible creatures and made of cloud and remain in place for the spell's
long. One end of the rope then rises into the air objects as if they were visible, and you can see duration. The words dissipate when the spell
until the whole rope hangs perpendicular to the into the Ethereal Plane. Ethereal creatures and ends. A strong wind can disperse the clouds and
ground. At the upper end of the rope, an invisible objects appear ghostly and translucent. end the spell early.
entrance opens to an extradimensional space
that lasts until the spell ends.
The extradimensional space can be reached by
climbing to the top of the rope. The space can
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space,
making the rope disappear from view outside the
space.
Attacks and spells can't cross through the
entrance into or out of the extradimensional
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.
Anything inside the extradimensional space
drops out when the spell ends.

Arti cer 2nd level Transmutation Arti cer 2nd level Divination Arti cer 2nd level Transmutation
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
SPIDER CLIMB WEB FLAMING SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour minute
a drop of bitumen and a spider a bit of spider web a bit of tallow, a pinch of brimstone, and a dusting of
powdered iron
Until the spell ends, one willing creature you You conjure a mass of thick, sticky webbing at a point
touch gains the ability to move up, down, and of your choice within range. The webs ll a 20-foot A 5-foot-diameter sphere of re appears in an
across vertical surfaces and upside down along cube from that point for the duration. The webs are unoccupied space of your choice within range and
ceilings, while leaving its hands free. The target dif cult terrain and lightly obscure their area. lasts for the duration. Any creature that ends its turn
If the webs aren't anchored between two solid masses within 5 feet of the sphere must make a Dexterity
also gains a climbing speed equal to its walking (such as walls or trees) or layered across a oor, wall, saving throw. The creature takes 2d6 re damage on a
speed. or ceiling, the conjured web collapses on itself, and the failed save, or half as much damage on a successful
spell ends at the start of your next turn. Webs layered one.
over a at surface have a depth of 5 feet. As a bonus action, you can move the sphere up to 30
Each creature that starts its turn in the webs or that feet. If you ram the sphere into a creature, that
enters them during its turn must make a Dexterity creature must make the saving throw against the
saving throw. On a failed save, the creature is sphere's damage, and the sphere stops moving this
restrained as long as it remains in the webs or until it turn.
breaks free. When you move the sphere, you can direct it over
A creature restrained by the webs can use its actions barriers up to 5 feet tall and jump it across pits up to
to make a Strength check against your spell save DC. If 10 feet wide. The sphere ignites ammable objects
it succeeds, it is no longer restrained. not being worn or carried, and it sheds bright light in a
The webs are ammable. Any 5-foot cube of webs 20-foot radius and dim light for an additional 20 feet.
exposed to re burns away in 1 round, dealing 2d4 re At Higher Levels: When you cast this spell using a
damage to any creature that starts its turn in the re. spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Arti cer 2nd level Transmutation Arti cer 2nd level Conjuration Arti cer (Alchemist) 2nd level Conjuration

MELF'S ACID ARROW MIRROR IMAGE SCORCHING RAY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 minute V, S Instantaneous
powdered rhubarb leaf and an adder's stomach Three illusory duplicates of yourself appear in your You create three rays of re and hurl them at
space. Until the spell ends, the duplicates move with targets within range. You can hurl them at one
A shimmering green arrow streaks toward a you and mimic your actions, shifting position so it's target or several.
target within range and bursts in a spray of acid. impossible to track which image is real. You can use Make a ranged spell attack for each ray. On a hit,
Make a ranged spell attack against the target. On your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the target takes 2d6 re damage.
a hit, the target takes 4d4 acid damage the spell's duration, roll a d20 to determine whether At Higher Levels: When you cast this spell
immediately and 2d4 acid damage at the end of the attack instead targets one of your duplicates. using a spell slot of 3rd level or higher, you create
its next turn. On a miss, the arrow splashes the If you have three duplicates, you must roll a 6 or one additional ray for each slot level above 2nd.
target with acid for half as much of the initial higher to change the attack's target to a duplicate.
damage and no damage at the end of its next With two duplicates, you must roll an 8 or higher. With
turn. one duplicate, you must roll an 11 or higher.
At Higher Levels: When you cast this spell A duplicate's AC equals 10 + your Dexterity modi er.
using a spell slot of 3rd level or higher, the If an attack hits a duplicate, the duplicate is destroyed.
damage (both initial and later) increases by 1d4 A duplicate can be destroyed only by an attack that
hits it. It ignores all other damage and effects. The
for each slot level above 2nd. spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it
relies on senses other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.

Arti cer (Alchemist) 2nd level Evocation Arti cer (Armorer) 2nd level Illusion Arti cer (Artillerist) 2nd level Evocation

SHATTER BRANDING SMITE WARDING BOND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Concentration, up to 1 V, S, M 1 hour
minute
A chip of mica a pair of platinum rings worth at least 50 gp each,
The next time you hit a creature with a weapon which you and target must wear for the duration
A sudden loud ringing noise, painfully intense, attack before this spell ends, the weapon gleams
erupts from a point of your choice within range. with astral radiance as you strike. The attack This spell wards a willing creature you touch and
Each creature in a 10-foot-radius sphere deals an extra 2d6 radiant damage to the target, creates a mystic connection between you and
centered on that point must make a Constitution which becomes visible if it is invisible, and the the target until the spell ends. While the target is
saving throw. A creature takes 3d8 thunder target sheds dim light in a 5-foot radius and can't within 60 feet of you, it gains a +1 bonus to AC
damage on a failed save, or half as much damage become invisible until the spell ends. and saving throws, and it has resistance to all
on a successful one. A creature made of At Higher Levels: When you cast this spell damage. Also, each time it takes damage, you
inorganic material such as stone, crystal, or using a spell slot of 3rd level or higher, the extra take the same amount of damage.
metal has disadvantage on this saving throw. damage increases by 1d6 for each slot level The spell ends if you drop to 0 hit points or if you
A nonmagical object that isn't being worn or above 2nd. and the target become separated by more than
carried also takes the damage if it's in the spell's 60 feet. It also ends if the spell is cast again on
area. either of the connected creatures. You can also
dismiss the spell as an action.
At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
increases by 1d8 for each slot level above 2nd.

Arti cer (Artillerist) 2nd level Evocation Arti cer (Battle Smith) 2nd level Evocation Arti cer (Battle Smith) 2nd level Abjuration
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
BLINK CATNAP CREATE FOOD AND WATER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute S, M 10 minutes V, S Instantaneous
Roll a d20 at the end of each of your turns for the a pinch of sand You create 45 pounds of food and 30 gallons of
duration of the spell. On a roll of 11 or higher, you water on the ground or in containers within
vanish from your current plane of existence and You make a calming gesture, and up to three range, enough to sustain up to fteen humanoids
appear in the Ethereal Plane (the spell fails and the willing creatures of your choice that you can see or ve steeds for 24 hours. The food is bland but
casting is wasted if you were already on that plane). At within range fall unconscious for the spell's
the start of you next turn, and when the spell ends if nourishing, and spoils if uneaten after 24 hours.
you are on the Ethereal Plane, you return to an duration. The spell ends on a target early if it The water is clean and doesn't go bad.
unoccupied space of your choice that you can see takes damage or someone uses an action to
within 10 feet of the space you vanished from. If no shake or slap it awake. If a target remains
unoccupied space is available within that range, you unconscious for the full duration, that target
appear in the nearest unoccupied space (chosen at gains the bene t of a short rest, and it can't be
random if more than one space is equally near). You affected by this spell again until it nishes a long
can dismiss this spell as an action. rest.
While on the Ethereal Plane, you can see and hear the At Higher Levels: When you cast this spell
plane you originated from, which is cast in shades of using a spell slot of 4th level or higher, you can
gray, and you can't see anything more than 60 feet
away. You can only affect and be affected by other target one additional willing creature for each
creatures on the Ethereal Plane. Creature that aren't slot level above 3rd.
there can't perceive you or interact with you, unless
they have the ability to do so.

Arti cer 3rd level Transmutation Arti cer 3rd level Enchantment Arti cer 3rd level Conjuration

CRUSADER'S MANTLE DISPEL MAGIC ELEMENTAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 1
minute hour
Choose any creature, object, or magical effect
Holy power radiates from you in an aura with a within range. Any spell of 3rd level or lower on A nonmagical weapon you touch becomes a
30-foot radius, awakening boldness in friendly the target ends. For each spell of 4th level or magic weapon. Choose one of the following
creatures. Until the spell ends, the aura moves higher on the target, make an ability check using damage types - acid, cold, re, lightning, or
with you, centered on you. While in the aura, your spellcasting ability. The DC equals 10 + the thunder. For the duration, the weapon has a +1
each non-hostile creature in the aura (including spell's level. On a successful check, the spell bonus to attack rolls and deals an extra 1d4
you) deals an extra 1d4 radiant damage when it ends. damage of the chosen type when it hits.
hits with a weapon attack. At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, you using a spell slot of 5th or 6th level, the bonus to
automatically end the effects of a spell on the attack rolls increases to +2 and the extra damage
target if the spell's level is equal to or less than increases to 2d4. When you use a spell slot of
the level of the spell slot you used. 7th level or higher, the bonus increases to +3 and
the extra damage increases to 3d4.

Arti cer 3rd level Evocation Arti cer 3rd level Abjuration Arti cer 3rd level Transmutation

FLAME ARROWS FLY GLYPH OF WARDING [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Until dispelled or
hour minutes triggered
You touch a quiver containing arrows or bolts. a wing feather from any bird incense and powdered diamond worth at least 200
When a target is hit by a ranged weapon attack gp, which the spell consumes
using a piece of ammunition drawn from the You touch a willing creature. The target gains a
quiver, the target takes an extra 1d6 re damage. ying speed of 60 feet for the duration. When When you cast this spell, you inscribe a glyph that
The spell's magic ends on the piece of the spell ends, the target falls if it is still aloft, harms other creatures, either upon a surface (such as
ammunition when it hits or misses, and the spell unless it can stop the fall. a table or a section of oor or wall) or within an object
At Higher Levels: When you cast this spell that can be closed (such as a book, a scroll, or a
ends when twelve pieces of ammunition have treasure chest) to conceal the glyph. If you choose a
been drawn from the quiver. using a spell slot of 4th level or higher, you can surface, the glyph can cover an area of the surface no
At Higher Levels: When you cast this spell target one additional creature for each slot level larger than 10 feet in diameter. If you choose an
using a spell slot of 4th level or higher, the above 3rd. object, that object must remain in its place, if the
number of pieces of ammunition you can affect object is moved more than 10 feet from where you
with this spell increases by two for each slot level cast this spell, the glyph is broken and the spell ends
above 3rd. without being triggered.
The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell
save DC to be found.
You decide what triggers the glyph when you cast the
spell. For glyphs inscribed on a surface, the most
typical triggers include touching or standing on the
glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an

Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation Arti cer 3rd level Abjuration
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3] HASTE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Concentration, up to 1
triggered triggered minute
incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 a shaving of licorice root
gp, which the spell consumes gp, which the spell consumes
Choose a willing creature that you can see within
object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or range. Until the spell ends, the target's speed is
that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the doubled, it gains a +2 bonus to AC, it has
the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an advantage on Dexterity saving throws, and it
glyph is triggered, this spell ends. area. The spell being stored has no immediate effect gains an additional action on each of its turns.
You can further re ne the trigger so the spell activates when cast in this way. When the glyph is triggered, the That action can be used only to take the Attack
only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets
physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell (one weapon attack only), Dash, Disengage,
creature kind (for example, the ward could be set to affects an area, the area is centered on that creature. Hide, or Use an Object action.
affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates When the spell ends, the target can't move or
set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as take actions until after its next turn, as a wave of
glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell lethargy sweeps over it.
When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
or a spell glyph. duration.
Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
cold, re, lightning, or thunder damage on a failed use for the glyph of warding.
saving throw (your choice when you create the glyph),
or half as much damage on a successful one.

Arti cer 3rd level Abjuration Arti cer 3rd level Abjuration Arti cer 3rd level Transmutation

INTELLECT FORTRESS PROTECTION FROM ENERGY REVIVIFY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
hour hour
diamonds worth 300 gp, which the spell consumes
For the duration, you or one willing creature you For the duration, the willing creature you touch
can see within range has resistance to psychic has resistance to one damage type of your You touch a creature that has died within the last
damage, as well as advantage on Intelligence, choice: acid, cold, re, lightning, or thunder. minute. That creature returns to life with 1 hit
Wisdom, and Charisma saving throws. point. This spell can't return to life a creature
At Higher Levels: When you cast this spell that has died of old age, nor can it restore any
using a spell slot of 4th level or higher, you can missing body parts.
target one additional creature for each slot level
above 3rd. The creatures must be within 30 feet
of each other when you target them.

Arti cer (TCE) 3rd-level abjuration Arti cer 3rd level Abjuration Arti cer 3rd level Necromancy

TINY SERVANT [1/2] TINY SERVANT [2/2] WATER BREATHING (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S 8 hours V, S, M 24 hours
You touch one Tiny, nonmagical object that isn't each slot level above 3rd. a short reed or piece of straw
attached to another object or a surface and isn't being
carried by another creature. The target animates and This spell grants up to ten willing creatures you
sprouts little arms and legs, becoming a creature can see within range the ability to breathe
under your control until the spell ends or the creature underwater until the spell ends. Affected
drops to 0 hit points. See the stat block (XGE p169) for creatures also retain their normal mode of
its statistics.
As a bonus action, you can mentally command the respiration.
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command
any or all of them at the same time, issuing the same
command to each one.) You decide what action the
creature will take and where it will move during its
next turn, or you can issue a simple, general command,
such as to fetch a key, stand watch, or stack some
books. If you issue no commands, the servant does
nothing other than defend itself against hostile
creatures. Once given an order, the servant continues
to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to
its original form, and any remaining damage carries
over to that form.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, you can animate two
additional objects for

Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
WATER WALK (RITUAL) GASEOUS FORM MASS HEALING WORD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V Instantaneous
hour
a piece of cork As you call out words of restoration, up to six
a bit of gauze and a wisp of smoke creatures of your choice that you can see within
This spell grants the ability to move across any range regain hit points equal to 1d4 + your
liquid surface - such as water, acid, mud, snow, You transform a willing creature you touch, along with spellcasting ability modi er. This spell has no
quicksand, or lava - as if it were harmless solid everything it's wearing and carrying, into a misty cloud
for the duration. The spell ends if the creature drops effect on undead or constructs.
ground (creatures crossing molten lava can still to 0 hit points. An incorporeal creature isn't affected. At Higher Levels: When you cast this spell
take damage from the heat). Up to ten willing While in this form, the target's only method of using a spell slot of 4th level or higher, the
creatures you can see within range gain this movement is a ying speed of 10 feet. The target can healing increases by 1d4 for each slot level
ability for the duration. enter and occupy the space of another creature. The above 3rd.
If your target a creature submerged in a liquid, target has resistance to nonmagical damage, and it has
the spell carries the target to the surface of the advantage on Strength, Dexterity, and Constitution
liquid at a rate of 60 feet per round. saving throws. The target can pass through small
holes, narrow openings, and even mere cracks, though
it treats liquids as though they were solid surfaces.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Arti cer 3rd level Transmutation Arti cer (Alchemist) 3rd level Transmutation Arti cer (Alchemist) 3rd level Evocation

HYPNOTIC PATTERN LIGHTNING BOLT FIREBALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self (100-foot line) 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Instantaneous
minute
a bit of fur and a rod of amber, crystal, or glass a tiny ball of bat guano and sulfur
A glowing stick of incense or a crystal vial lled with
phosphorescent material A stroke of lightning forming a line of 100 feet A bright streak ashes from your pointing nger
long and 5 feet wide blasts out from you in a to a point you choose within range then
You create a twisting pattern of colors that direction you choose. Each creature in the line blossoms with a low roar into an explosion of
weaves through the air inside a 30-foot cube must make a Dexterity saving throw. A creature ame. Each creature in a 20-foot radius must
within range. The pattern appears for a moment takes 8d6 lightning damage on a failed save, or make a Dexterity saving throw. A target takes
and vanishes. Each creature in the area who sees half as much damage on a successful one. 8d6 re damage on a failed save, or half as much
the pattern must make a Wisdom saving throw. The lightning ignites ammable objects in the damage on a successful one.
On a failed save, the creature becomes charmed area that aren't being worn or carried. The re spreads around corners. It ignites
for the duration. While charmed by this spell, the At Higher Levels: When you cast this spell ammable objects in the area that aren't being
creature is incapacitated and has a speed of 0. using a spell slot of 4th level or higher, the worn or carried.
The spell ends for an affected creature if it takes damage increases by 1d6 for each slot above At Higher Levels: When you cast this spell
any damage or if someone else uses an action to 3rd. using a spell slot of 4th level or higher, the
shake the creature out of its stupor. damage increases by 1d6 for each slot level
above 3rd.

Arti cer (Armorer) 3rd level Illusion Arti cer (Armorer) 3rd level Evocation Arti cer (Artillerist) 3rd level Evocation

WIND WALL AURA OF VITALITY CONJURE BARRAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self (30-foot radius) 1 action Self (60-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Instantaneous
minute minute
one piece of ammunition or a thrown weapon
a tiny fan and a feather of exotic origin Healing energy radiates from you in an aura with
a 30-foot radius. Until the spell ends, the aura You throw a nonmagical weapon or re a piece of
A wall of strong wind rises from the ground at a point moves with you, centered on you. You can use a nonmagical ammunition into the air to create a
you choose within range. You can make the wall up to bonus action to cause one creature in the aura cone of identical weapons that shoot forward
50 feet long, 15 feet high, and 1 foot thick. You can and then disappear. Each creature in a 60-foot
shape the wall in any way you choose so long as it (including you) to regain 2d6 hit points.
makes one continuous path along the ground. The wall cone must succeed on a Dexterity saving throw.
lasts for the duration. A creature takes 3d8 damage on a failed save, or
When the wall appears, each creature within its area half as much damage on a successful one. The
must make a Strength saving throw. A creature takes damage type is the same as that of the weapon
3d8 bludgeoning damage on a failed save, or half as or ammunition used as a component.
much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at
bay. Small or smaller ying creatures or objects can't
pass through the wall. Loose, lightweight materials
brought into the wall y upward. Arrows, bolts, and
other ordinary projectiles launched at targets behind
the wall are de ected upward and automatically miss.
(Boulders hurled by giants or siege engines, and
similar projectiles, are unaffected.) Creatures in
gaseous form can't pass through it.

Arti cer (Artillerist) 3rd level Evocation Arti cer (Battle Smith) 3rd level Evocation Arti cer (Battle Smith) 3rd level Conjuration
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
ARCANE EYE ELEMENTAL BANE FABRICATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 90 feet 10 minutes 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous
hour minute
You convert raw materials into products of the same
a bit of bat fur Choose one creature you can see within range, material. For example, you can fabricate a wooden
and choose one of the following damage types - bridge from a clump of trees, a rope from a patch of
You create an invisible, magical eye within range acid, cold, re, lightning, or thunder. The target hemp, and clothes from ax or wool.
that hovers in the air for the duration. must succeed on a Constitution saving throw or Choose raw materials that you can see within range.
You mentally receive visual information from the You can fabricate a Large or smaller object (contained
be affected by the spell for its duration. The rst within a 10-foot cube, or eight connected 5-foot
eye, which has normal vision and darkvision out time each turn the affected target takes damage cubes), given a suf cient quantity of raw material. If
to 30 feet. The eye can look in every direction. of the chosen type, the target takes an extra 2d6 you are working with metal, stone, or another mineral
As an action, you can move the eye up to 30 feet damage of that type. Moreover, the target loses substance, however, the fabricated object can be no
in any direction. There is no limit to how far away any resistance to that damage type until the spell larger than Medium (contained within a single 5-foot
from you the eye can move, but it can't enter ends. cube). The quality of objects made by the spell is
another plane of existence. A solid barrier blocks At Higher Levels: When you cast this spell commensurate with the quality of the raw materials.
the eye's movement, but the eye can pass using a spell slot of 5th level or higher, you can Creatures or magic items can't be created or
through an opening as small as 1 inch in transmuted by this spell. You also can't use it to create
target one additional creature for each slot level items that ordinarily require a high degree of
diameter. above 4th. The creatures must be within 30 feet craftsmanship, such as jewelry, weapons, glass, or
of each other when you target them. armor, unless you have pro ciency with the type of
artisan's tools used to craft such objects.

Arti cer 4th level Divination Arti cer 4th level Transmutation Arti cer 4th level Evocation

FREEDOM OF MOVEMENT LEOMUND'S SECRET CHEST MORDENKAINEN'S FAITHFUL HOUND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M 8 hours
a leather strap, bound around the arm or a similar an exquisite chest, 3 feet by 2 feet by 2 feet, a tiny silver whistle, a piece of bone, and a thread
appendage constructed from rare materials worth at least
5,000 gp, and a Tiny replica made from the same You conjure a phantom watchdog in an
You touch a willing creature. For the duration, unoccupied space that you can see within range,
the target's movement is unaffected by dif cult materials worth at least 50 gp where it remains for the duration, until you
terrain, and spells and other magical effects can You hide a chest, and all its contents, on the dismiss it as an action, or until you move more
neither reduce the target's speed nor cause the Ethereal Plane. You must touch the chest and the than 100 feet away from it.
target to be paralyzed or restrained. miniature replica that serves as a material The hound is invisible to all creatures except you
The target can also spend 5 feet of movement to component for the spell. The chest can contain and can't be harmed. When a Small or larger
automatically escape from nonmagical up to 12 cubic feet of nonliving material (3 feet creature comes within 30 feet of it without rst
restraints, such as manacles or a creature that by 2 feet by 2 feet). speaking the password that you specify when
has it grappled. Finally, being underwater While the chest remains on the Ethereal Plane, you cast this spell, the hound starts barking
imposes no penalties on the target's movement you can use an action and touch the replica to loudly. The hound sees invisible creatures and
or attacks. recall the chest. It appears in an unoccupied can see into the Ethereal Plane. It ignores
space on the ground within 5 feet of you. You can illusions.
send the chest back to the Ethereal Plane by At the start of each of your turns, the hound
using an action and touching both the chest and attempts to bite one creature within 5 feet of it
the replica. that is hostile to you. The hound's attack bonus is
After 60 days, there is a cumulative 5 percent equal to your spellcasting ability modi er + your
chance per day that the spell's effect ends. This pro ciency bonus. On a hit, it deals 4d8 piercing
effect ends if you cast this spell again, if the damage.
smaller replica chest is destroyed, or if you
choose to end the spell as an action. If the spell
ends and the larger chest is on the Ethereal
Pl it i i t i bl l t
Arti cer 4th level Abjuration Arti cer 4th level Conjuration Arti cer 4th level Conjuration

OTILUKE'S RESILIENT SPHERE STONESKIN SUMMON CONSTRUCT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
a hemispherical piece of clear crystal and a diamond dust worth 100 gp, which the spell an ornate stone and metal lockbox worth at least
matching hemispherical piece of gum arabic consumes 400 gp
A sphere of shimmering force encloses a creature or This spell turns the esh of a willing creature you You call forth the spirit of a construct. It manifests in
object of Large size or smaller within range. An touch as hard as stone. Until the spell ends, the an unoccupied space that you can see within range.
unwilling creature must make a Dexterity saving target has resistance to nonmagical bludgeoning, This corporeal form uses the Construct Spirit stat
throw. On a failed save, the creature is enclosed for piercing, and slashing damage. block. When you cast the spell, choose a material:
the duration. Clay, Metal, or Stone. The creature resembles a golem
Nothing, not physical objects, energy, or other spell or a modron (your choice) made of the chosen
effects, can pass through the barrier, in or out, though material, which determines certain traits in its stat
a creature in the sphere can breathe there. The sphere block. The creature disappears when it drops to 0 hit
is immune to all damage, and a creature or object points or when the spell ends.
inside can't be damaged by attacks or effects The creature is an ally to you and your companions. In
originating from outside, nor can a creature inside the combat, the creature shares your initiative count, but
sphere damage anything outside it. it takes its turn immediately after yours. It obeys your
The sphere is weightless and just large enough to verbal commands (no action required by you). If you
contain the creature or object inside. An enclosed don't issue any, it takes the Dodge action and uses its
creature can use its action to push against the sphere's move to avoid danger.
walls and thus roll the sphere at up to half the At Higher Levels: When you cast this spell using a
creature's speed. Similarly, the globe can be picked up spell slot of 4th level or higher, use the higher level
and moved by other creatures. A disintegrate spell wherever the spell's level appears in the stat block.
targeting the globe destroys it without harming
anything inside it.

Arti cer 4th level Evocation Arti cer 4th level Abjuration Arti cer (TCE) 4th-level conjuration
4 4 4

4 4 4

4 4 4

4 4 4

4 4 4

4 4 4
BLIGHT DEATH WARD FIRE SHIELD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 8 hours V, S, M 10 minutes
Necromantic energy washes over a creature of You touch a creature and grant it a measure of a bit of phosphorous or a re y
your choice that you can see within range, protection from death.
draining moisture and vitality from it. The target The rst time the target would drop to 0 hit Thin and wispy ames wreathe your body for the
must make a Constitution saving throw. The points as a result of taking damage, the target duration, shedding bright light in a 10-foot
target takes 8d8 necrotic damage on a failed instead drops to 1 hit point, and the spell ends. radius and dim light for an additional 10 feet. You
save, or half as much damage on a successful If the spell is still in effect when the target is can end the spell early by using an action to
one. This spell has no effect on undead or subjected to an effect that would kill it dismiss it.
constructs. instantaneously without dealing damage, that The ames provide you with a warm shield or a
If you target a plant creature or a magical plant, effect is instead negated against the target, and chill shield, as you choose. The warm shield
it makes the saving throw with disadvantage, the spells ends. grants you resistance to cold damage, and the
and the spell deals maximum damage to it. chill shield grants you resistance to re damage.
If you target a nonmagical plant that isn't a In addition, whenever a creature within 5 feet of
creature, such as a tree or shrub, it doesn't make you hits you with a melee attack, the shield
a saving throw, it simply withers and dies. erupts with ame. The attacker takes 2d8 re
At Higher Levels: When you cast this spell damage from a warm shield, or 2d8 cold damage
using a spell slot of 5th level or higher, the from a cold shield.
damage increases by 1d8 for each slot level
above 4th.

Arti cer (Alchemist) 4th level Necromancy Arti cer (Alchemist) 4th level Abjuration Arti cer (Armorer) 4th level Evocation

GREATER INVISIBILITY ICE STORM WALL OF FIRE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 300 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
minute minute
a pinch of dust and a few drops of water
You or a creature you touch becomes invisible a small piece of phosphorus
until the spell ends. Anything the target is A hail of rock-hard ice pounds to the ground in a
wearing or carrying is invisible as long as it is on 20-foot-radius, 40-foot-high cylinder centered You create a wall of re on a solid surface within
the target's person. on a point within range. Each creature in the range. You can make the wall up to 60 feet long, 20
cylinder must make a Dexterity saving throw. A feet high, and 1 foot think, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot think. The
creature takes 2d8 bludgeoning damage and 4d6 wall is opaque and lasts for the duration.
cold damage on a failed save, or half as much When the wall appears, each creature within its area
damage on a successful one. must make a Dexterity saving throw. On a failed save,
Hailstones turn the storm's area of effect into a creature takes 5d8 re damage, or half as much
dif cult terrain until the end of your next turn. damage on a successful save.
At Higher Levels: When you cast this spell One side of the wall, selected by you when you cast
using a spell slot of 5th level or higher, the this spell, deals 5d8 re damage to each creature that
bludgeoning damage increases by 1d8 for each ends its turn within 10 feet of that side or inside the
wall. A creature takes the same damage when it enters
slot level above 4th. the wall for the rst time on a turn or ends its turn
there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.

Arti cer (Armorer) 4th level Illusion Arti cer (Artillerist) 4th level Evocation Arti cer (Artillerist) 4th level Evocation

AURA OF PURITY FIRE SHIELD ANIMATE OBJECTS [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M 10 minutes V, S Concentration, up to 1
minutes minute
a bit of phosphorous or a re y
Purifying energy radiates from you in an aura Objects come to life at your command. Choose up to
with a 30-foot radius. Until the spell ends, the Thin and wispy ames wreathe your body for the ten nonmagical objects within range that are not being
aura moves with you, centered on you. Each non- duration, shedding bright light in a 10-foot worn or carried. Medium targets count as two objects,
hostile creature in the aura (including you) can't radius and dim light for an additional 10 feet. You Large targets count as four objects, Huge targets
can end the spell early by using an action to count as eight objects. You can't animate any object
become diseased, has resistance to poison larger than Huge. Each target animates and becomes a
damage, and has advantage on saving throws dismiss it. creature under your control until the spell ends or
against effects that cause any of the following The ames provide you with a warm shield or a until reduced to 0 hit points.
conditions: blinded, charmed, deafened, chill shield, as you choose. The warm shield As a bonus action, you can mentally command any
frightened, paralyzed, poisoned, and stunned. grants you resistance to cold damage, and the creature you made with this spell if the creature is
chill shield grants you resistance to re damage. within 500 feet of you (if you control multiple
In addition, whenever a creature within 5 feet of creatures, you can command any or all of them at the
you hits you with a melee attack, the shield same time, issuing the same command to each one).
erupts with ame. The attacker takes 2d8 re You decide what action the creature will take and
where it will move during its next turn, or you can
damage from a warm shield, or 2d8 cold damage issue a general command, such as to guard a particular
from a cold shield. chamber or corridor. If you issue no commands, the
creature only defends itself against hostile creatures.
Once given an order, the creature continues to follow
it until its task is complete.
An animated object is a construct with AC, hit points,
attacks, Strength, and Dexterity determine by its size.
Its Constitution is 10 and its Intelligence and Wisdom
are 3, and its Charisma is 1. Its speed is 30 feet, if the

Arti cer (Battle Smith) 4th level Abjuration Arti cer (Battle Smith) 4th level Evocation Arti cer 5th level Transmutation
4 4 4

4 4 4

4 4 4

4 4 4

5 4 4

5 4 4
ANIMATE OBJECTS [2/2] BIGBY'S HAND [1/3] BIGBY'S HAND [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
objects lack legs or other appendages it can use for an eggshell and a snakeskin glove an eggshell and a snakeskin glove
locomotion, it instead has a ying speed of 30 feet and
can hover. If the object is securely attached to a You create a Large hand of shimmering, translucent smaller, you have advantage on the check. If you
surface or larger object, such as a chain bolted to a force in an unoccupied space that you can see within succeed, the hand pushes the target up to 5 feet plus a
wall, its speed is 0. It has blindsight with a radius of 30 range. The hand lasts for the spell's duration, and it number of feet equal to ve times your spellcasting
feet and is blind beyond that distance. When the moves at your command, mimicking the movements of ability modi er. The hand moves with the target to
animated object drops to 0 hit points, it reverts to its your own hand. remain within 5 feet of it.
original object form, and any remaining damage The hand is an object that has AC 20 and hit points Grasping Hand. The hand attempts to grapple a
carries over to its original object form. equal to your hit point maximum. If it drops to 0 hit Huge or smaller creature within 5 feet of it. You use
If you command an object to attack, it can make a points, the spell ends. It has a Strength of 26 (+8) and a the hand's Strength score to resolve the grapple. If the
single melee attack against a creature within 5 feet of Dexterity of 10 (+0). The hand doesn't ll its space. target is Medium or smaller, you have advantage on
it. It makes a slam attack with an attack bonus and When you cast the spell and as a bonus action on your the check. While the hand is grappling the target, you
bludgeoning damage determine by its size. The DM subsequent turns, you can move the hand up to 60 can use a bonus action to have the hand crush it.
might rule that a speci c object in icts slashing or feet and then cause one of the following effects with When you do so, the target takes bludgeoning damage
piercing damage based on its form. it. equal to 2d6 + your spellcasting ability modi er.
Animated Object Statistics Clenched Fist. The hand strikes one creature or Interposing Hand. The hand interposes itself
Size. . , HP, AC, Hit, Damage,Str,Dex object within 5 feet of it. Make a melee spell attack for between you and a creature you choose until you give
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18 the hand using your game statistics. On a hit, the the hand a different command. The hand moves to
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14 target takes 4d8 force damage. stay between you and the target, providing you with
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12 Forceful Hand. The hand attempts to push a half cover against the target. The target can't move
Large , 50, 10, +6 , 2d10 +2,14, 10 creature within 5 feet of it in a direction you choose. through the hand's space if its Strength score is less
Huge. , 80, 10, +8 , 2d12 +4,18 , 6 Make a check with the hand's Strength contested by than or equal to the hand's Strength score. If its
At Higher Levels: If you cast this spell using a spell the Strength (Athletics) check of the target. If the Strength score
slot of 6th level or higher, you can animate two target is Medium or
additional objects for each slot level above 5th.

Arti cer 5th level Transmutation Arti cer 5th level Evocation Arti cer 5th level Evocation

BIGBY'S HAND [3/3] CREATION GREATER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Special V, S, M Instantaneous
minute
a tiny piece of matter of the same type of the item diamond dust worth 100 gp, which the spell
an eggshell and a snakeskin glove you plan to create consumes
is higher than the hand's Strength score, the You pull wisps of shadow material from the You imbue a creature you touch with positive
target can move toward you through the hand's Shadowfell to create a nonliving object of vegetable energy to undo a debilitating effect. You can
space, but that space is dif cult terrain for the matter within range - soft goods, rope, wood, or reduce the target's exhaustion level by one, or
target. something similar. You can also use this spell to create end one of the following effects on the target.
At Higher Levels: When you cast this spell mineral objects such as stone, crystal, or metal. The
object created must be no larger than a 5-foot cube, • One effect that charmed or petri ed the target
using a spell slot of 6th level or higher, the and the object must be of a form and material that you • One curse, including the target's attunement
damage from the clenched st option increases have seen before. to a cursed magic item
by 2d8 and the damage from the grasping hand The duration depends on the object's material. If the • Any reduction to one of the target's ability
increases by 2d6 for each slot level above 5th. object is composed of multiple materials, use the scores
shortest duration. • One effect reducing the target's hit point
Duration: Vegetable matter - 1 day. Stone/crystal - 12 maximum
hours. Precious metals - 1 hour. Gems - 10 minutes.
Adamantine/Mithral - 1 minute.
Using any material created by this spell as another
spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the cube increases by 5
feet for each slot level above 5th.

Arti cer 5th level Evocation Arti cer 5th level Illusion Arti cer 5th level Abjuration

SKILL EMPOWERMENT TRANSMUTE ROCK [1/2] TRANSMUTE ROCK [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Until dispelled V, S, M Until dispelled
hour
clay and water clay and water
Your magic deepens a creature's understanding
of its own talent. You touch one willing creature You choose an area of stone or mud that you can see or half as much damage on a successful one.
and give it expertise in one skill of your choice. that ts within a 40-foot cube and that is within range, Transmute Mud to Rock: Nonmagical mud or
Until the spell ends, the creature doubles its and choose one of the following effects. quicksand in the area no more than 10 feet deep
Transmute Rock to Mud: Nonmagical rock of any transforms into soft stone for the spell's
pro ciency bonus for ability checks it makes that sort in the area becomes an equal volume of thick,
use the chosen skill. owing mud that remains for the spell's duration. duration. Any creature in the mud when it
You must choose a skill in which the target is The ground in the spell's area becomes muddy enough transforms must make a Dexterity saving throw.
pro cient and that isn't already bene ting from that creatures can sink into it. Each foot that a On a successful save, a creature is shunted safely
an effect, such as Expertise, that doubles its creature moves through the mud costs 4 feet of to the surface in an unoccupied space. On a
pro ciency bonus. movement, and any creature on the ground when you failed save, a creature becomes restrained by the
cast the spell must make a Strength saving throw. A rock. A restrained creature, or a nother creature
creature must also make the saving throw when it within reach, can use an action to try to break
moves into the area for the rst time on a turn or ends the rock by succeeding on a DC 20 Strength
its turn there. On a failed save, a creature sinks into
the mud and is restrained, though it can use an action check or by dealing damage to it. The rock has
to end the restrained condition on itself by pulling AC 15 and 25 hit points, and it is immune to
itself free of the mud. poison and psychic damage.
If you cast the spell on a ceiling, the mud falls. Any
creature under the mud when it falls must make a
Dexterity saving throw. A creature takes 4d8
bludgeoning damage on a failed save,

Arti cer 5th level Transmutation Arti cer 5th level Transmutation Arti cer 5th level Transmutation
5 5 5

5 5 5

5 5 5

5 5 5

5 5 5

5 5 5
WALL OF STONE [1/2] WALL OF STONE [2/2] CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
a small block of granite a small block of granite You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of within range. The fog spreads around corners. It lasts
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely for the duration or until strong wind disperses the fog,
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, ending the spell. Its area is heavily obscured.
panels. Each panel must be contiguous with at least on battlements, and so on. When a creature enters the spell's area for the rst
other panel. Alternatively, you can create 10-foot-by- time on a turn or starts its turn there, that creature
20-foot panels that are only 3 inches thick. The wall is an object made of stone that can be must make a Constitution saving throw. The creature
If the wall cuts through a creature's space when it damaged and thus breached. Each panel has AC takes 5d8 poison damage on a failed save, or half as
appears, the creature is pushed to one side of the wall 15 and 30 hit points per inch of thickness. much damage on a successful one. Creatures are
(your choice). If a creature would be surrounded on all Reducing a panel to 0 hit points destroys it and affected even if they hold their breath or don't need to
sides by the wall (or the wall and another solid might cause connected panels to collapse at the breathe.
surface), that creature can make a Dexterity saving DM's discretion. The fog moves 10 feet away from you at the start of
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell each of your turns, rolling along the surface of the
to its speed so that it is no longer enclosed by the wall. for its whole duration, the wall becomes ground. The vapors, being heavier than air, sink to the
The wall can have any shape you desire, though it can't lowest level of the land, even pouring down openings.
occupy the same space as a creature or object. The permanent and can't be dispelled. Otherwise, At Higher Levels: When you cast this spell using a
wall doesn't need to be vertical or resting on any rm the wall disappears when the spell ends. spell slot of 6th level or higher, the damage increases
foundation. It must, however, merge with and be by 1d8 for each slot level above 5th.
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater

Arti cer 5th level Evocation Arti cer 5th level Evocation Arti cer (Alchemist) 5th level Conjuration

RAISE DEAD PASSWALL WALL OF FORCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour V, S, M Concentration, up to 10
minutes
A diamond worth at least 500 gp, Consumed a pinch of sesame seeds
a pinch of powder made by crushing a clear
You return a dead creature you touch to life, provided A passage appears at a point of your choice that gemstone
that it has been dead no longer than 10 days. If the you can see on a wooden, plaster, or stone
creature's soul is both willing and at liberty to rejoin surface (such as a wall, a ceiling, or a oor) within An invisible wall of force springs into existence at a
the body, the creature returns to life with 1 hit point. range, and lasts for the duration. You choose the point you choose within range. The wall appears in any
This spell also neutralizes any poison and cures orientation you choose, as a horizontal or vertical
nonmagical diseases that affected the creature at the opening's dimensions - up to 5 feet wide, 8 feet barrier or at an angle. It can be free oating or resting
time it died. This spell doesn't, however, remove tall, and 20 feet deep. The passage creates no on a solid surface. You can form it into a hemispherical
magical diseases, curses, or similar effects, if these instability in a structure surrounding it. dome or a sphere with a radius of up to 10 feet, or you
aren't rst removed prior to casting the spell, they When the opening disappears, any creatures or can shape a at surface made up of ten 10-foot-by-10-
take effect when the creature returns to life. The spell objects still in the passage created by the spell foot panels. Each panel must be contiguous with
can't return an undead creature to life. are safely ejected to an unoccupied space another panel. In any form, the wall is 1/4 inch thick. It
This spell closes all mortal wounds, but it doesn't nearest to the surface on which you cast the lasts for the duration. If the wall cuts through a
restore missing body parts. If the creature is lacking spell. creature's space when it appears, the creature is
body parts or organs integral for its survival - its head, pushed to one side of the wall (your choice which
for instance - the spell automatically fails. side).
Coming back from the dead is an ordeal. The target Nothing can physically pass through the wall. It is
takes a -4 penalty to all attack rolls, saving throws, and immune to all damage and can't be dispelled by dispel
ability checks. Every time the target nishes a long magic. A disintegrate spell destroys the wall instantly,
rest, the penalty is reduced by 1 until it disappears. however. The wall also extends into the Ethereal
Plane, blocking ethereal travel through the wall.

Arti cer (Alchemist) 5th level Necromancy Arti cer (Armorer) 5th level Transmutation Arti cer (Armorer) 5th level Evocation

CONE OF COLD WALL OF FORCE BANISHING SMITE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 120 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 10 V Concentration, up to 1
minutes minute
a small crystal or glass cone
a pinch of powder made by crushing a clear The next time you hit a creature with a weapon
A blast of cold air erupts from your hands. Each gemstone attack before this spell ends, your weapon
creature in a 60-foot cone must make a crackles with force, and the attack deals an extra
Constitution saving throw. A creature takes 8d8 An invisible wall of force springs into existence at a 5d10 force damage to the target. Additionally, if
cold damage on a failed save, or half as much point you choose within range. The wall appears in any this attack reduces the target to 50 hit points of
damage on a successful one. orientation you choose, as a horizontal or vertical fewer, you banish it. If the target is native to a
A creature killed by this spell becomes a frozen barrier or at an angle. It can be free oating or resting
on a solid surface. You can form it into a hemispherical different plane of existence than the one you're
statue until it thaws. dome or a sphere with a radius of up to 10 feet, or you on, the target disappears, returning to its home
At Higher Levels: When you cast this spell can shape a at surface made up of ten 10-foot-by-10- plane. If the target is native to the plane you're
using a spell slot of 6th level or higher, the foot panels. Each panel must be contiguous with on, the creature vanishes into a harmless
damage increases by 1d8 for each slot level another panel. In any form, the wall is 1/4 inch thick. It demiplane. While there, the target is
above 5th. lasts for the duration. If the wall cuts through a incapacitated. It remains there until the spell
creature's space when it appears, the creature is ends, at which point the target reappears in the
pushed to one side of the wall (your choice which space it left or in the nearest unoccupied space if
side).
Nothing can physically pass through the wall. It is that space is occupied.
immune to all damage and can't be dispelled by dispel
magic. A disintegrate spell destroys the wall instantly,
however. The wall also extends into the Ethereal
Plane, blocking ethereal travel through the wall.

Arti cer (Artillerist) 5th level Evocation Arti cer (Artillerist) 5th level Evocation Arti cer (Battle Smith) 5th level Abjuration
5 5 5

5 5 5

5 5 5

5 5 5

5 5 5

5 5 5
MASS CURE WOUNDS
CASTING TIME RANGE
1 action 60 feet
COMPONENTS DURATION
V, S Instantaneous
A wave of healing energy washes out from a
point of your choice within range. Choose up to 6
creatures in a 30-foot-radius sphere centered on
that point. Each target regains hit points equal to
3d8 + your spellcasting ability modi er. This spell
has no effect on undead or constructs.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
healing increases by 1d8 for each slot level
above 5th.

Arti cer (Battle Smith) 5th level Evocation


5

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