Resources
spells
SRD 5.1 © Wizards of the Coast. CC BY 4.0.
- Fire Bolt — Ranged spell attack; 1d10 fire damage (scales with level).
- Mage Hand — Spectral hand that manipulates objects within 30 feet.
- Prestidigitation — Minor magical trick.
- Ray of Frost — Ranged spell attack; 1d8 cold and -10 ft. speed.
- Shocking Grasp — Melee spell attack with advantage on metal armor; 1d8 lightning; no reactions.
- Chill Touch — Ranged spell attack; 1d8 necrotic; can't regain hit points until your next turn.
- Light — Object sheds bright light 20 ft. and dim 20 ft.
- Sacred Flame — Dex save or 1d8 radiant; cover doesn't help.
- Guidance — Once before the spell ends, target adds 1d4 to one ability check.
- Thaumaturgy — Minor wonder: voice, tremors, doors, lights.
- Spare the Dying — A living creature at 0 HP becomes stable.
- Minor Illusion — Sound or image in a 5-foot cube.
- Vicious Mockery — Wis save or 1d4 psychic and disadvantage on next attack.
- Magic Missile — Three darts; each 1d4+1 force. Extra dart per slot level.
- Shield — +5 AC until start of your next turn; Magic Missile misses you.
- Mage Armor — Unarmored willing creature: AC 13 + Dex modifier.
- Detect Magic — Sense magic within 30 feet; see auras.
- Burning Hands — Dex save; 3d6 fire, half on success.
- Sleep — 5d8 HP of creatures fall unconscious, lowest first.
- Cure Wounds — Creature you touch regains 1d8 + spellcasting modifier HP.
- Healing Word — Creature you can see regains 1d4 + spellcasting modifier HP.
- Bless — Up to three creatures add 1d4 to attacks and saves.
- Guiding Bolt — Ranged spell attack; 4d6 radiant; next attack against target has advantage.
- Inflict Wounds — Melee spell attack; 3d10 necrotic.
- Shield of Faith — A creature you choose gains +2 AC.
- Hunter's Mark — Bonus 1d6 damage vs marked creature; advantage to track it.
- Charm Person — Wis save or humanoid is charmed.
- Disguise Self — Change appearance until the spell ends or you dismiss it.
- Identify — Learn a magic item's properties or a spell affecting a creature.
- Protection from Evil and Good — Protection vs aberrations, celestials, elementals, fey, fiends, and undead.
- Misty Step — Teleport up to 30 feet to an unoccupied space you can see.
- Invisibility — A creature you touch becomes invisible until it attacks or casts.
- Scorching Ray — Three rays; each a ranged spell attack for 2d6 fire.
- Hold Person — Wis save or a humanoid is paralyzed.
- Spiritual Weapon — Spectral weapon; bonus action attack for 1d8 + modifier force.
- Aid — Up to three creatures gain 5 to current and maximum hit points for 8 hours.
- Lesser Restoration — End one disease or condition: blinded, deafened, paralyzed, or poisoned.
- Darkness — 15-foot-radius magical darkness.
- Web — 20-foot cube of sticky webs; Dex save or restrained.
- Mirror Image — Three duplicates; attacks may hit an image instead.
- Suggestion — Wis save or a creature follows a reasonable course of action you describe.
- Alarm — Ward a 20-foot cube; a mental or audible ping if a Tiny or larger creature enters.
- Color Spray — 6d10 HP of creatures in a cone are blinded, lowest HP first.
- False Life — You gain 1d4 + 4 temporary hit points.
- Witch Bolt — Ranged spell attack; 1d12 lightning. Bonus action: auto-damage while you concentrate.
- Chromatic Orb — Ranged spell attack; 3d8 damage of a type you choose (acid, cold, fire, lightning, poison, or thunder).
- Fog Cloud — 20-foot-radius heavily obscured fog, spread around corners.
- Grease — A 10-foot square becomes slick; Dex save or fall prone. Difficult terrain.
- Feather Fall — Up to five falling creatures descend 60 feet per round and take no fall damage if they land before it ends.
- Thunderwave — Con save; 2d8 thunder and push 10 feet, half damage on success.
- Comprehend Languages — Understand any spoken language you hear and any written language you touch.
- Find Familiar — Gain a spirit familiar (often an animal form). It acts on your turn; you can see through its senses.
- Tasha's Hideous Laughter — Wis save or a creature falls prone, incapacitated with laughter. Int 4 or lower auto-succeeds.
- Blur — Your form shimmers; attacks against you have disadvantage unless the attacker does not rely on sight.
- Levitate — One creature or object you choose rises vertically up to 20 feet and remains suspended.
- Shatter — 10-foot-radius boom; Con save, 3d8 thunder, half on success. Constructs have disadvantage.
- Flaming Sphere — A 5-foot sphere of fire; Dex save 2d6 fire when it enters a space. Bonus action: move it 30 feet.
- Blindness/Deafness — Con save or a creature is blinded or deafened. Repeat the save at the end of each of its turns.
- Ray of Enfeeblement — Ranged spell attack; on a hit, the target deals half damage with Strength weapon attacks.
- Gentle Repose — A corpse you touch is protected from decay and cannot become undead for the duration.
- See Invisibility — You see invisible creatures and objects, and into the Ethereal Plane within 10 feet.
- Knock — An object you choose is unlocked, unstuck, or a barred door opens. Audible 300 feet.
- Darkvision — A willing creature you touch gains darkvision out to 60 feet.
- Enlarge/Reduce — A creature or object grows or shrinks one size category, with matching weapon damage change.
- Command — Wis save or the target follows a one-word command (Approach, Drop, Flee, Grovel, Halt, …).
- Divine Favor — Your weapon attacks deal an extra 1d4 radiant damage for the duration.
- Goodberry — Up to ten berries appear; each restores 1 HP and provides enough nourishment for a day.