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Premade Characters Feature Reference

The class, subclass, and racial features and magic items of the Against the Horde premade characters are
detailed below.

Barbarian
The following features are referenced on the barbarian premade character.

Class Features
The following features are presented in order of character advancement.

Rage
As a bonus action you can enter a rage for 1 minute. While raging, you gain the following benefits if you
aren't wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws.


• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.

You can't cast spells or concentrate on them while raging. Your rage ends early if you are knocked
unconscious or if you end your turn and you haven't attacked a hostile creature since your last turn or
taken damage since then. You can also end your rage as a bonus action.

Unarmored Defense
While you are not wearing armor, your Armor Class equals 10 + your Dexterity Modifier + your
Constitution modifier (included on the sheet).

Reckless Attack
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you
have advantage until your next turn.

Danger Sense
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can't be blinded, deafened, or incapacitated.

Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single
melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you
suffer one level of exhaustion.

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Your speed increases by 10 feet while you aren't wearing heavy armor (included on the sheet).
Heroic Sacrifice: Barbarian
You can activate this trait at any time (no action required), even on another creature’s turn. When you
do, you regain 1 hit point and any conditions affecting you end. In addition, you can teleport up to 60
feet to an unoccupied space. You then unleash a primal scream. Each creature of your choice in a 60-
foot cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 8d8 thunder
damage, is pushed 10 feet away from you, and falls prone. On a successful save, a creature takes half as
much damage, isn’t pushed, and doesn’t fall prone. After you scream, you die.

Racial Traits
The following traits are presented in alphabetical order.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level (included on the
sheet).

Magic Items
The following items are presented in alphabetical order.

+1 Greatsword
Weapon (Greatsword), Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon (included on the sheet).

Bracers of Defense
Wondrous Item, Rare (Requires Attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield
(included on the sheet).
Cleric
The following features are referenced on the cleric premade character.

Class Features
The following features are presented in order of character advancement.

Disciple of Life
Whenever you use a spell of 1st level or higher to restores hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life


As an action, you present your holy symbol and evoke healing energy that can restore up to 25 hit
points. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature
can restore a creature to no more than half of their hit point maximum. You can’t use this feature on an
Undead or a Construct. You must then finish a short or long rest to use your Channel Divinity again.

Heroic Sacrifice: Cleric


You can activate this trait at any time (no action required), even on another creature’s turn. When you
do, you regain 1 hit point and any conditions affecting you end. You then call down a 20-foot-radius, 40-
foot-high cylinder of holy sunlight centered on a point within 60 feet of you. Each creature of your
choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 6d10
radiant damage and is blinded until the end of their next turn. On a successful save, a creature takes half
as much damage and isn’t blinded. After you call down the sunlight, you die.

Racial Traits
The following traits are presented in alphabetical order.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.

Keen Senses
You have proficiency in the Perception skill (included on the sheet).

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Cantrip
You know the shocking grasp cantrip.
Magic Items
The following items are presented in alphabetical order.

Ring of the Ram


Ring, Rare (Requires Attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you
can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of
you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each
charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can
see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5
bonus for each charge you spend.

Spells
The following spells are presented by level, then alphabetically.

Cantrips
Guidance
Divination Cantrip

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number
rolled to one ability check of its choice. It can roll the die before or after making the ability check. The
spell then ends.

Light
Evocation Cantrip

Casting Time: 1 action


Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object
sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as
you like. Completely covering the object with something opaque blocks the light. The spell ends if you
cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.
Resistance
Abjuration Cantrip

Casting Time: 1 action


Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number
rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The
spell then ends.

Sacred Flame
Evocation Cantrip

Casting Time: 1 action


Range: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a
Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this
saving throw.

Shocking Grasp
Evocation Cantrip

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell
attack against the target. You have advantage on the attack roll if the target is wearing armor made of
metal. On a hit, the target takes 2d8 lightning damage, and it can't take reactions until the start of its
next turn.
1st Level
Bless
1st-Level Enchantment

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll
or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Command
1st-Level Enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some
typical commands and their effects follow. You might issue a command other than one described here.
If you do so, the GM determines how the target behaves. If the target can’t follow your command, the
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its
turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able
to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other
when you target them.
Cure Wounds
1st-Level Evocation

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.

Guiding Bolt
1st-Level Evocation

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against
the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this
target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the
target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
Healing Word
1st-Level Evocation

Casting Time: 1 bonus action


Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases
by 1d4 for each slot level above 1st.

Inflict Wounds
1st-Level Necromancy

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic
damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d10 for each slot level above 1st.

2nd Level
Aid
2nd-Level Abjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range.
Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above 2nd.
Blindness/Deafness
2nd-Level Necromancy

Casting Time: 1 action


Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution
saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end
of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Hold Person
2nd-Level Enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw
or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on
additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Silence
2nd-Level Illusion (Ritual)

Casting Time: 1 action


Range: 120 feet (20-foot-radius sphere)
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a
point you choose within range. Any creature or object entirely inside the sphere is immune to thunder
damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal
component is impossible there.
Spiritual Weapon
2nd-Level Evocation

Casting Time: 1 bonus action


Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell
again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the
weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a
bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are
associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer)
make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d8 for every two slot levels above the 2nd.

3rd Level
Beacon of Hope
3rd-Level Abjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration,
each target has advantage on Wisdom saving throws and death saving throws, and regains the
maximum number of hit points possible from any healing.
Bestow Curse
3rd-Level Necromancy

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for
the duration of the spell. When you cast this spell, choose the nature of the curse from the following
options:

-Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.
-While cursed, the target has disadvantage on attack rolls against you.
-While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it
wastes its action that turn doing nothing.
-While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect,
but it should be no more powerful than those described above. The GM has final say on such a curse's
effect.

Mass Healing Word


3rd-Level Evocation

Casting Time: 1 bonus action


Range: 60 feet
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range
regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or
constructs.
Spirit Guardians
3rd-Level Conjuration

Casting Time: 1 action


Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you
are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear
fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
An affected creature's speed is halved in the area, and when the creature enters the area for the first
time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the
creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil).
On a successful save, the creature takes half as much damage.

No Domain Spells?
While the premade cleric has the Life Domain subclass, we have removed lesser restoration and
revivify from their list of prepared spells in favor of spells better suited to make this scenario fun. This
isn’t an error! This cleric has other spells in place of those.
Paladin
The following features are referenced on the cleric premade character.

Class Features
The following features are presented in order of character advancement.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a
long rest. With that pool, you can restore a total of 25 hit points. As an action, you can touch a creature
and draw power from the pool to restore a number of hit points to that creature, up to the maximum
amount remaining in your pool.

Fighting Style: Protection


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Channel Divinity: Sacred Weapon


As an action, you can imbue one weapon that you are holding with positive energy, using your Channel
Divinity. For 1 minute, you add a +2 bonus to attack rolls made with that weapon. The weapon also
emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration. You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
You must then finish a short or long rest to use your Channel Divinity again.

Heroic Sacrifice: Paladin


You can activate this trait at any time (no action required), even on another creature’s turn. When you
do, you regain 1 hit point and any conditions affecting you end. In addition, you can teleport up to 60
feet to an unoccupied space. You then explode in a burst of radiant light. Each creature of your choice
within 30 feet of you must make a DC 15 Dexterity saving throw, taking 10d12 radiant damage on a
failed save, or half as much damage on a successful one. When you explode, you die.
Magic Items
The following items are presented in alphabetical order.

Flame Tongue
Weapon (Longsword), Rare (Requires Attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from
the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you
use a bonus action to speak the command word again or until you drop or sheathe the sword.

Spells
The following spells are presented by level, then alphabetically.

1st Level
Bless
1st-Level Enchantment

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll
or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Cure Wounds
1st-Level Evocation

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
Divine Favor
1st-Level Evocation

Casting Time: 1 bonus action


Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra
1d4 radiant damage on a hit.

Heroism
1st-Level Enchantment

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to
being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of
each of its turns. When the spell ends, the target loses any remaining temporary hit points from this
spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Sanctuary
1st-Level Abjuration

Casting Time: 1 bonus action


Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the
warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed
save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the
warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy, this spell ends.
Shield of Faith
1st-Level Abjuration

Casting Time: 1 bonus action


Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

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

2nd Level
Aid
2nd-Level Abjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range.
Each target’s hit point maximum and current hit points increase by 5 for the duration.

Branding Smite
2nd-Level Evocation

Casting Time: 1 bonus action


Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with
astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes
visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until
the spell ends.

No Oath Spells?
While the premade paladin has the Oath of Devotion subclass, we have removed lesser restoration,
protection from evil and good, and zone of truth from their list of prepared spells in favor of spells
better suited to make this scenario fun. This isn’t an error! This paladin has other spells in place of
those.
Wizard
The following features are referenced on the wizard premade character.

Class Features
The following features are presented in order of character advancement.

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than 3rd and none of the slots can be 6th level or
higher.

Sculpt Spells
When you cast an evocation spell that affects other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their
saving throws against the spell, and they take no damage if they would normally take half damage on a
successful save.

Heroic Sacrifice: Wizard


You can activate this trait at any time (no action required), even on another creature’s turn. When you
do, you regain 1 hit point and any conditions affecting you end. You then create an explosion of
nightmarish psychic energy within a 20-foot-radius sphere centered on a point within 90 feet of you.
Each creature of your choice in that area must make a DC 15 Wisdom saving throw. On a failed save, a
creature takes 10d10 psychic damage and is frightened of your allies until the end of the creature’s next
turn. On a successful save, a creature takes half as much damage and isn’t frightened. After you create
the explosion, you die.

Racial Traits
The following traits are presented in alphabetical order.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you
normally apply.
Magical Items
Cloak of Displacement
Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near
your actual location, causing any creature to have disadvantage on attack rolls against you. If you take
damage, the property ceases to function until the start of your next turn. This property is suppressed
while you are incapacitated, restrained, or otherwise unable to move.

Spells
The following spells are presented by level, then alphabetically.

Cantrips
Fire Bolt
Evocation Cantrip

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the
target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn’t
being worn or carried.
Mage Hand
Conjuration Cantrip

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or
until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you
cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item from an open container, or pour the contents out
of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Ray of Frost
Evocation Cantrip

Casting Time: 1 action


Range: 60 feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack
against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start
of your next turn.

Shocking Grasp
Evocation Cantrip

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell
attack against the target. You have advantage on the attack roll if the target is wearing armor made of
metal. On a hit, the target takes 2d8 lightning damage, and it can’t take reactions until the start of its
next turn.
1st Level
Grease
1st-Level Conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into
difficult terrain for the duration. When the grease appears, each creature standing in its area must
succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there
must also succeed on a Dexterity saving throw or fall prone.

Mage Armor
1st-Level Abjuration

Casting Time: 1 action


Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until
the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target
dons armor or if you dismiss the spell as an action.

Magic Missile
1st-Level Evocation

Casting Time: 1 action


Range: 120 ft.
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see
within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you
can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Thunderwave
1st-Level Evocation

Casting Time: 1 action


Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you
must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t
pushed. In addition, unsecured objects that are completely within the area of effect are automatically
pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out
to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d8 for each slot level above 1st.

2nd Level
Misty Step
2nd-Level Conjuration

Casting Time: 1 bonus action


Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Shatter
2nd-Level Evocation

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each
creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A
creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving
throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s
area.

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 level above 2nd.

Web
2nd-Level Conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot
cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor,
wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn.
Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity
saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it
breaks free. A creature restrained by the webs can use its action to make a Strength check against your
spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4
fire damage to any creature that starts its turn in the fire.
3rd Level
Fireball
3rd-Level Evocation

Casting Time: 1 action


Range: 150 feet (20-foot-radius sphere)
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms
with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the
area that aren’t being worn or carried.

Haste
3rd-Level Transmutation

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an
additional action on each of its turns. That action can be used only to take the Attack (one weapon
attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy
sweeps over it.

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