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| __TOC__ | | __TOC__ |
| | ==Test== |
| {{#lst:User:Toancaro/List of utilities spells/Variables|variables}} | | {{#lst:User:Toancaro/List of utilities spells/Variables|variables}} |
| ==All== | | ==All== |
Test
All
Spells grouped by levels
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Animal Friendship |
Enchantment |
Bard Druid Ranger |
|
|
|
|
WIS |
18m |
|
|
Convince a beast not to attack you. |
|
Armour of Agathys |
Abjuration |
Warlock |
|
|
|
|
|
0 |
|
|
Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. |
|
Bane |
Enchantment |
Bard Cleric |
|
|
|
|
|
9m |
|
|
Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
|
Bless |
Enchantment |
Cleric Paladin |
|
|
|
|
|
9m |
|
|
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Colour Spray |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
|
Command |
Enchantment |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
|
Compelled Duel |
Enchantment |
Paladin |
|
|
|
|
|
9m |
|
|
Force an enemy to attack only you, giving it Disadvantage against other targets. |
|
Dissonant Whispers |
Enchantment |
Bard |
|
|
|
|
WIS |
18m |
|
|
Frighten a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. |
|
Ensnaring Strike |
Conjuration |
Ranger |
|
|
|
|
|
m |
|
|
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target.
Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. |
|
Entangle |
Conjuration |
Druid |
|
|
|
|
|
18m |
3m |
|
Vines sprout from the ground, turning it into Difficult Terrain and possibly Entangling creatures within. |
|
Faerie Fire |
Evocation |
Bard Druid |
|
|
|
|
DEX |
18m |
6m |
|
All targets within the light turn visible, and Attack rolls against them have Advantage. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Grease |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
|
Guiding Bolt |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
The next attack roll against this target has Advantage. |
|
Heroism |
Enchantment |
Bard Paladin |
|
|
|
|
|
1.5m |
|
|
Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. |
|
Hex |
Enchantment |
Warlock |
|
|
|
|
|
18m |
|
|
Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
Sanctuary |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
Thunderous Smite |
Evocation |
Paladin |
|
|
|
|
STR |
Weapon Range |
|
|
Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Wrathful Smite |
Evocation |
Paladin |
|
|
|
|
WIS |
Weapon Range |
|
|
Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Barkskin |
Transmutation |
Druid Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a willing creature to toughen its skin and increase its Armour Class up to 16. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
|
Branding Smite |
Evocation |
Paladin |
|
|
|
|
|
Weapon Range |
|
|
Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.
- This spell, unlike other Smite Spells, will work with Ranged weaponry.
|
|
Calm Emotions |
Enchantment |
Bard Cleric |
|
|
|
|
|
18m |
6m |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
Enthrall |
Enchantment |
Bard Warlock |
|
|
|
|
|
6m |
|
|
Reduce a creature's peripheral vision and make it look at you. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Heat Metal |
Transmutation |
Bard Druid |
|
|
|
|
|
18m |
|
|
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Melf's Acid Arrow |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn.
If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Moonbeam |
Evocation |
Druid |
|
|
|
|
|
18m |
1m |
|
Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. |
|
Pass Without Trace |
Abjuration |
Druid Ranger |
|
|
|
|
|
0 |
9m |
|
Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. |
|
Protection from Poison |
Abjuration |
Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
|
Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Silence |
Illusion |
Bard Cleric Ranger |
|
|
|
|
|
18m |
|
|
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
|
Spiritual Weapon |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types.
Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time. |
|
Warding Bond |
Abjuration |
Cleric |
|
|
|
|
|
1.5m |
|
|
Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
No results
No results
No results
No results
↑ Back to top
Spells grouped by classes
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Animal Friendship |
Enchantment |
Bard Druid Ranger |
|
|
|
|
WIS |
18m |
|
|
Convince a beast not to attack you. |
|
Bane |
Enchantment |
Bard Cleric |
|
|
|
|
|
9m |
|
|
Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
|
Blade Ward |
Abjuration |
Bard Cleric Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Calm Emotions |
Enchantment |
Bard Cleric |
|
|
|
|
|
18m |
6m |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Dissonant Whispers |
Enchantment |
Bard |
|
|
|
|
WIS |
18m |
|
|
Frighten a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Enthrall |
Enchantment |
Bard Warlock |
|
|
|
|
|
6m |
|
|
Reduce a creature's peripheral vision and make it look at you. |
|
Faerie Fire |
Evocation |
Bard Druid |
|
|
|
|
DEX |
18m |
6m |
|
All targets within the light turn visible, and Attack rolls against them have Advantage. |
|
Friends |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Gain Advantage on Charisma Checks against a non-hostile creature. |
|
Heat Metal |
Transmutation |
Bard Druid |
|
|
|
|
|
18m |
|
|
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
|
Heroism |
Enchantment |
Bard Paladin |
|
|
|
|
|
1.5m |
|
|
Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Minor Illusion |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create an illusion that compels nearby creatures to investigate. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Silence |
Illusion |
Bard Cleric Ranger |
|
|
|
|
|
18m |
|
|
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
True Strike |
Divination |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Gain Advantage on your next Attack roll. |
|
Vicious Mockery |
Enchantment |
Bard |
|
|
|
|
WIS |
18m |
|
|
Insult a creature: it has Disadvantage on its next Attack roll. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Bane |
Enchantment |
Bard Cleric |
|
|
|
|
|
9m |
|
|
Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
|
Blade Ward |
Abjuration |
Bard Cleric Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
Bless |
Enchantment |
Cleric Paladin |
|
|
|
|
|
9m |
|
|
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Calm Emotions |
Enchantment |
Bard Cleric |
|
|
|
|
|
18m |
6m |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
Command |
Enchantment |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Guidance |
Divination |
Cleric Druid |
|
|
|
|
|
1.5m |
|
|
The target gains +1d4 bonus to Ability checks.
Duration: 10 turns |
|
Guiding Bolt |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
The next attack roll against this target has Advantage. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Protection from Poison |
Abjuration |
Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
|
Resistance |
Abjuration |
Cleric Druid |
|
|
|
|
|
1.5m |
|
|
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving throws. |
|
Sanctuary |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
|
Silence |
Illusion |
Bard Cleric Ranger |
|
|
|
|
|
18m |
|
|
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
|
Spiritual Weapon |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types.
Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time. |
|
Thaumaturgy |
Transmutation |
Cleric |
|
|
|
|
|
0 |
|
|
Gain Advantage on Intimidation and Performance Checks. |
|
Warding Bond |
Abjuration |
Cleric |
|
|
|
|
|
1.5m |
|
|
Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Bless |
Enchantment |
Cleric Paladin |
|
|
|
|
|
9m |
|
|
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
|
Branding Smite |
Evocation |
Paladin |
|
|
|
|
|
Weapon Range |
|
|
Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.
- This spell, unlike other Smite Spells, will work with Ranged weaponry.
|
|
Command |
Enchantment |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
|
Compelled Duel |
Enchantment |
Paladin |
|
|
|
|
|
9m |
|
|
Force an enemy to attack only you, giving it Disadvantage against other targets. |
|
Heroism |
Enchantment |
Bard Paladin |
|
|
|
|
|
1.5m |
|
|
Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Protection from Poison |
Abjuration |
Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
|
Sanctuary |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
|
Thunderous Smite |
Evocation |
Paladin |
|
|
|
|
STR |
Weapon Range |
|
|
Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone. |
|
Wrathful Smite |
Evocation |
Paladin |
|
|
|
|
WIS |
Weapon Range |
|
|
Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blade Ward |
Abjuration |
Bard Cleric Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
|
Bone Chill |
Necromancy |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Colour Spray |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Friends |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Gain Advantage on Charisma Checks against a non-hostile creature. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Minor Illusion |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create an illusion that compels nearby creatures to investigate. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
True Strike |
Divination |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Gain Advantage on your next Attack roll. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Armour of Agathys |
Abjuration |
Warlock |
|
|
|
|
|
0 |
|
|
Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. |
|
Blade Ward |
Abjuration |
Bard Cleric Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
Bone Chill |
Necromancy |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Enthrall |
Enchantment |
Bard Warlock |
|
|
|
|
|
6m |
|
|
Reduce a creature's peripheral vision and make it look at you. |
|
Friends |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Gain Advantage on Charisma Checks against a non-hostile creature. |
|
Hex |
Enchantment |
Warlock |
|
|
|
|
|
18m |
|
|
Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Minor Illusion |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create an illusion that compels nearby creatures to investigate. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
True Strike |
Divination |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Gain Advantage on your next Attack roll. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blade Ward |
Abjuration |
Bard Cleric Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
|
Bone Chill |
Necromancy |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Colour Spray |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Friends |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Gain Advantage on Charisma Checks against a non-hostile creature. |
|
Grease |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Melf's Acid Arrow |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn.
If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. |
|
Minor Illusion |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create an illusion that compels nearby creatures to investigate. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
True Strike |
Divination |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Gain Advantage on your next Attack roll. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
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Armour Class
Armour Class buff spells
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Armour Class debuff spells
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Classes
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