Absorb Elements

Level 1 Abjuration

Casting Time: Reaction

Range: Self

Components: S

Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Alarm

Level 1 Abjuration (ritual)

Casting Time: 1 Minute

Range: 30 ft

Components: V, S, M (a bell and silver wire)

Duration: 8 hour

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

Animal Friendship

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S, M (a morsel of food)

Duration: 24 hour

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Armor of Agathys

Level 1 Abjuration

Casting Time: Bonus Action

Range: Self

Components: V, S, M (a shard of blue glass)

Duration: 1 hour

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Arms of Hadar

Level 1 Conjuration

Casting Time: Action

Range: 10 self

Components: V, S

Duration: Instantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d8 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

Using a Higher-Level Spell Slot.The damage increases by 1d8 for each spell slot level above 1.

Bane

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S, M (a drop of blood)

Duration: 1 minute

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Beast Bond

Level 1 Divination

Casting Time: Action

Range: Touch

Components: V, S, M

Duration: 10 minute

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 2 (up to 1 hour), 3 (up to 8 hours), or 4+ (up to 24 hours). At level 5 or higher, the duration does not require concentration.

Bless

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S, M (a Holy Symbol worth 5+ GP)

Duration: 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Burning Hands

Level 1 Evocation

Casting Time: Action

Range: Self

Components: V, S

Duration: Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 2d8 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren't being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Catapult

Level 1 Transmutation

Casting Time: Action

Range: 60 ft

Components: S

Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 Bludgeoning damage.

If you use this spell on objects that might deal various damage, such as vials of acid or a handful of knives, their damage is dealt in addition to the spell's.

Using a Higher-Level Spell Slot. The maximum weight of objects that you can target with this spell increases by 5 pounds and the damage increases by 1d8 for each spell slot level above 1.

Cause Fear

Level 1 Necromancy

Casting Time: Action

Range: 60 ft

Components: V

Duration: 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. The creatures must be within 60 feet of each other when you target them.

At level 5 or higher, the target has disadvantage on the saving throw to end this spell if you dealt damage to them in the previous turn.

At level 7 or higher, the spell no longer requires your Concentration.

Caustic Brew

Level 1 Evocation

Casting Time: Action

Range: Self

Components: V

Duration: 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 Acid damage at start of each of its turns.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 1.

The area increases with a spell slot of level 5-6 (60 feet long, 5 feet wide), and 7+ (120 feet long, 15 feet wide).

Chaos Bolt

Level 1 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

If you roll the same number on two d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

At level 9 or higher, a creature can be targeted more than once by each casting of this spell.

Charm Person

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the charmed condition until the spell ends or until you or your allies do anything harmful to it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Chromatic Orb

Level 1 Evocation

Casting Time: Action

Range: 90 ft

Components: V, S, M (a diamond worth 50+ GP)

Duration: Instantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 2d12 + your spellcasting ability modifier damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. [[@item.level]]{Number of leaps}

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Color Spray

Level 1 Illusion

Casting Time: Action

Range: Self

Components: V, S, M (a pinch of colorful sand)

Duration: Instantaneous

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the blinded condition until the end of your next turn.

Command

Level 1 Enchantment

Casting Time: Action

Range: 60 ft

Components: V

Duration: Instantaneous

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.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM 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 has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Compelled Duel

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V

Duration: 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Charisma saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Charisma saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell does not restrict the target's movement for that turn.

Damage you take from the target of your duel does not cause you to make concentration checks to main concentration on this spell.

The spell ends if you attack any other creature, if you cast a spell that targets hostile creatures without including the target, or if you end your turn more than 30 feet away from the target.

If a creature friendly to you damages the target or imposes a saving throw against it, the target can make a Charisma saving throw to end the spell.

Comprehend Languages

Level 1 Divination (ritual)

Casting Time: Action

Range: Self

Components: V, S, M (a pinch of soot and salt)

Duration: 1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Create or Destroy Water

Level 1 Transmutation

Casting Time: Action

Range: 30 ft

Components: V, S, M (a mix of water and sand)

Duration: Instantaneous

You do one of the following:

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Crush

Level 1 Transmutation

Casting Time: Action

Range: 60 ft

Components: V, S, M (a stone that fits in your palm)

Duration: Instantaneous

Crushing forces collide in an area of your choosing. Each creature in a 10-foot-cube centered on that point must make a Strength saving throw. A creature takes 2 dice of magical bludgeoning damage on a failed save, or half as much damage on a successful one. The size of the damage die is based on the size of the creature taking the damage, as shown in the table in this spell's description.

Crush Damage Die
Creature SizeDie Size
Tinyd12
Smalld10
Mediumd10
Larged8
Huged6
Gargantuan+d4

A creature that is alone in the area of the spell makes the saving throw at disadvantage.

Using a Higher-Level Spell Slot. Tthe damage increases by 1 die roll for each spell slot level above 1. The area can be increased with a spell slot of 4-7 (15-foot cube), or 8+ (20-foot cube).

Cure Wounds

Level 1 Abjuration

Casting Time: Action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Detect Evil and Good

Level 1 Divination

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. As part of knowing the creature's location you also know which of the listed type it is. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated (as with the Hallow spell) or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of 5+ (up to 1 hour). At level 9 or higher, the spell no longer requires your Concentration.

Detect Magic

Level 1 Divination (ritual)

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of 5+ (up to 1 hour). At level 9 or higher, the spell no longer requires your Concentration.

Detect Poison and Disease

Level 1 Divination (ritual)

Casting Time: Action

Range: Self

Components: V, S, M (a yew leaf)

Duration: 10 minute

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of 5+ (up to 1 hour). At level 9 or higher, the spell no longer requires your Concentration.

Disguise Self

Level 1 Illusion

Casting Time: Action

Range: Self

Components: V, S

Duration: 1 hour

You make yourself - including your clothing, armor, weapons, and other belongings on your person - different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Investigation (Intelligence) check check against your spell save DC.

Dissonant Whispers

Level 1 Enchantment

Casting Time: Action

Range: 60 ft

Components: V

Duration: Instantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. A deafened creature automatically succeeds on the save.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Divine Favor

Level 1 Evocation

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d6 Radiant damage on a hit.

Earth Tremor

Level 1 Evocation

Casting Time: Action

Range: 10 self

Components: V, S

Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 Bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand by a Large or smaller creature, or half as much time by a larger creature.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

At 6th level or higher, a creature that is knocked prone by this spell is also Stunned until the start of your next turn.

Ensnaring Strike

Level 1 Conjuration

Casting Time: Bonus Action

Range: Self

Components: V

Duration: 1 minute

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Athletics (Strength) check check against your spell save DC. On a success, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Entangle

Level 1 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S

Duration: 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into difficultterrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the restrained condition until the spell ends. A Restrained creature can take an action to make a Athletics (Strength) check check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Expeditious Retreat

Level 1 Transmutation

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: 10 minute

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action. On the turn you cast this spell, your movement does not provoke attacks of opportunity.

Faerie Fire

Level 1 Evocation

Casting Time: Action

Range: 60 ft

Components: V

Duration: 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dimlight in a 10-foot radius and can't benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

False Life

Level 1 Necromancy

Casting Time: Action

Range: Self

Components: V, S, M (a drop of alcohol)

Duration: Instantaneous

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Feather Fall

Level 1 Transmutation

Casting Time: Reaction

Range: 60 ft

Components: V, M (a small feather or piece of down)

Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Find Familiar

Level 1 Conjuration (ritual)

Casting Time: 1 Hour

Range: 10 ft

Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)

Duration: Instantaneous

You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses the Otherworldly Familiar stat block.

Whenever you cast the spell, choose the familiar's creature type: Celestial, Fey, or Fiend. Also choose an environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice - such as an owl, cat, or a frog - that is native to the chosen environment. Both choices - creature type and environment - determine certain traits in the stat block.

Otherworldly Familiar - Air - Celestial Otherworldly Familiar - Air - Fey Otherworldly Familiar - Air - Fiend

Otherworldly Familiar - Land - Celestial Otherworldly Familiar - Land - Fey Otherworldly Familiar - Land - Fiend

Otherworldly Familiar - Water - Celestial Otherworldly Familiar - Water - Fey Otherworldly Familiar - Water - Fiend

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. During this time, you are deafened and blinded with regard to your own senses.

Touch Spells. When you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

Disappearance of the Familiar. The familiar disappears if it drops to 0 hit points, if you dismiss it as a bonus action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast the spell again, you decide wheter you summon the familiar that disappeared or a different one.

Pocket Dimension. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Alternatively, you can dismiss it forever. Whenever the familiar is sent into the pocket dimension it leaves anything it was wearing or carrying behind in its space.

One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Using a Higher-Level Spell Slot. At 2nd level or higher, use the higher level where the spell's level appears in the stat block.

Floating Disk

Level 1 Conjuration (ritual)

Casting Time: Action

Range: 30 ft

Components: V, S, M (a drop of mercury)

Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Fog Cloud

Level 1 Conjuration

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is heavilyobscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.

Frost Fingers

Level 1 Evocation

Casting Time: Action

Range: Self

Components: V, S

Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 plus your spellcasting modifier cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that are not being worn or carried.

Gift of Alacrity

Level 1 Divination

Casting Time: 1 Minute

Range: Touch

Components: V, S

Duration: 8 hour

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Using a Higher-Level Spell Slot. At 4th level or higher, the target can add a 1d10 to its initiative rolls instead.

At 7th level or higher, the target can add a 1d12 to its initiative rolls instead.

Goodberry

Level 1 Conjuration

Casting Time: Action

Range: Self

Components: V, S, M (a sprig of mistletoe)

Duration: 24 hour

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.

Grease

Level 1 Conjuration

Casting Time: Action

Range: 60 ft

Components: V, S, M (a bit of pork rind or butter)

Duration: 1 minute

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into difficultterrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Guiding Bolt

Level 1 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: 1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Hail of Thorns

Level 1 Conjuration

Casting Time: Bonus Action

Range: Self

Components: V

Duration: Instantaneous

As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon, Thrown weapon, or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Healing Word

Level 1 Abjuration

Casting Time: Bonus Action

Range: 60 ft

Components: V

Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Hellish Rebuke

Level 1 Evocation

Casting Time: Reaction

Range: 60 ft

Components: V, S

Duration: Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 1d12 + your spellcasting modifier fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 1.

Heroism

Level 1 Enchantment

Casting Time: Action

Range: Touch

Components: V, S

Duration: 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition 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.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Hex

Level 1 Enchantment

Casting Time: Bonus Action

Range: 90 ft

Components: V, S, M (the petrified eye of a newt)

Duration: 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

A Remove Curse cast on the target ends this spell early.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).

Hideous Laughter

Level 1 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S, M (a tart and a feather)

Duration: 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the prone and incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Hunter's Mark

Level 1 Divination

Casting Time: Bonus Action

Range: 90 ft

Components: V

Duration: 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Perception (Wisdom) check or Survival (Wisdom) check check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

Ice Knife

Level 1 Conjuration

Casting Time: Action

Range: 60 ft

Components: S, M (a drop of water or a piece of ice)

Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 plus your spellcasting modifier piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

Using a Higher-Level Spell Slot. The cold damage increases by 1d6 for each slot level above 1st. The piercing damage increases by 1d10 every other level starting with level 4. The damage at levels 4-5 totals 2d10 Piercing, at levels 6-7 totals 3d10 Piercing, and at levels 8-9 totals 4d10 Piercing.

Identify

Level 1 Divination (ritual)

Casting Time: 1 Minute

Range: Touch

Components: V, S, M (an owl feather)

Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If the object requires attunement, you may attune to it immediately. This spell cannot detect a curse within a magic item.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

Level 1 Illusion (ritual)

Casting Time: 1 Minute

Range: Touch

Components: S, M (ink worth 10+ GP, which the spell consumes)

Duration: 10 day

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has truesight can read the hidden message.

Inflict Wounds

Level 1 Necromancy

Casting Time: 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.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Jump

Level 1 Transmutation

Casting Time: Bonus Action

Range: Touch

Components: V, S, M (a grasshopper's hind leg)

Duration: 1 minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Longstrider

Level 1 Transmutation

Casting Time: Action

Range: Touch

Components: V, S, M (a pinch of dirt)

Duration: 1 hour

You touch a creature. The target's Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Mage Armor

Level 1 Abjuration

Casting Time: Action

Range: Touch

Components: V, S, M (A piece of cured leather)

Duration: 8 hour

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor or if you dismiss the spell as a Magic action.

Magic Missile

Level 1 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: Instantaneous

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

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

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Magnify Gravity

Level 1 Transmutation

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 plus your spellcasting modifier force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that is not being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Protection from Evil and Good

Level 1 Abjuration

Casting Time: Action

Range: Touch

Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)

Duration: 10 minute

Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.

The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also cannot be Charmed, Frightened, or Possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Using a Higher-Level Spell Slot. At 5th level or higher, if the creature you target with this spell is yourself, the protection becomes a 30-foot Emanation centered on you. Allies in the emanation also gain the spell's benefits.

Purify Food and Drink

Level 1 Transmutation (ritual)

Casting Time: Action

Range: 10 ft

Components: V, S

Duration: Instantaneous

You remove poison and disease from all nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Ray of Sickness

Level 1 Necromancy

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: Instantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the poisoned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Rewind

Level 1 Conjuration

Casting Time: Reaction

Range: Self

Components: V, S, M (a personal piece used to track time like a clockwork watch or hourglass filled with sand)

Duration: Instantaneous

In a blur, you return to the same space where you began your turn. If the space is occupied then the casting fails and the spell slot is used.

Sanctuary

Level 1 Abjuration

Casting Time: Bonus Action

Range: 30 ft

Components: V, S, M (a shard of glass from a mirror)

Duration: 1 minute

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Searing Smite

Level 1 Evocation

Casting Time: Bonus Action

Range: Self

Components: V

Duration: Instantaneous

As you hit the target, your strike flares with white-hot intensity, exploding in searing heat, and the attack deals an extra 1d8 plus your spellcasting ability modifier in fire damage to the target, and the searing heat erupts to creatures of your choice that you can see within 5 feet of it inflicting your spellcasting ability modifier in fire damage.

At Higher Levels. The extra damage dealt to the initial target by the attack increases by 1d8 for each spell slot level above 1.

Shield of Faith

Level 1 Abjuration

Casting Time: Bonus Action

Range: 60 ft

Components: V, S, M (a prayer scroll)

Duration: 10 minute

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

Shield

Level 1 Abjuration

Casting Time: Reaction

Range: Self

Components: V, S

Duration: 1 round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Silent Image

Level 1 Illusion

Casting Time: Action

Range: 60 ft

Components: V, S, M (a bit of fleece)

Duration: 10 minute

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Investigation (Intelligence) check check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleep

Level 1 Enchantment

Casting Time: Action

Range: 60 ft

Components: V, S, M (a pinch of sand or rose petals)

Duration: 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Using a Higher-Level Spell Slot. The radius of the area of effect is increased with a spell slot of level 3-5 (10 feet), 6-8 (15 feet) or 9+ (20 feet).

Snare

Level 1 Abjuration

Casting Time: 1 Minute

Range: Touch

Components: S, M (25 feet of rope, which the spell consumes)

Duration: 8 hour

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Investigation (Intelligence) check check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.

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 the Study action to make an Arcana (Intelligence) check check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Speak with Animals

Level 1 Divination (ritual)

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Thunderous Smite

Level 1 Evocation

Casting Time: Bonus Action

Range: Self

Components: V

Duration: Instantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 1d8 plus your spellcasting ability modifier thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be knocked Prone, and if you choose, is knocked 10 feet away from you.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Thunderwave

Level 1 Evocation

Casting Time: Action

Range: Self

Components: V, S

Duration: Instantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Unseen Servant

Level 1 Conjuration (ritual)

Casting Time: Action

Range: 60 ft

Components: V, S, M (a bit of string and of wood)

Duration: 1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Witch Bolt

Level 1 Evocation

Casting Time: Action

Range: 60 ft

Components: V, S, M (a twig struck by lightning)

Duration: 1 minute

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 1d8 plus your spellcasting ability modifier lightning damage and it makes a Constitution saving throw. On a failed save its speed is reduced to 0 until the spell ends. On each of your turns for the duration, you can use your action to deal 1d8 plus your spellcasting ability modifier lightning damage to the target automatically. The spell neds if your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has totalcover from you.

Using a Higher-Level Spell Slot. The initial damage increases by 1d8 for each spell slot level above 1.

Wrathful Smite

Level 1 Necromancy

Casting Time: Bonus Action

Range: Self

Components: V

Duration: 1 minute

The target takes an extra 1d6 Radiant damage from the attack, and it must succeed on a Wisdom saving throw or have the frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Zephyr Strike

Level 1 Transmutation

Casting Time: Bonus Action

Range: Self

Components: V

Duration: 1 minute

You move like the wind. Until the spell ends, your movement does not provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 Force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.