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. |
|
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. |
|
Wrathful Smite |
Evocation |
Paladin |
|
|
|
|
WIS |
Weapon Range |
|
|
Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
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 |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
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. |
↑ Back to top
Armour Class
Armour Class buff spells
These are spells that increase
Armour Class.
No results
No results
No results
No results
No results
↑ Back to top
Armour Class debuff spells
These are spells that decrease
Armour Class.
No results
No results
No results
No results
No results
No results
↑ Back to top
Attack roll
Attack roll buff spells
These are spells that increase
Attack roll.
No results
No results
No results
No results
↑ Back to top
Attack roll debuff spells
These are spells that decrease
Attack roll.
No results
No results
No results
No results
No results
No results
↑ Back to top
Attack roll advantage
These are spells that give
Advantage on
Attack roll.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
No results
No results
No results
No results
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Attack roll disadvantage
These are spells that give
Disadvantage on
Attack roll.
No results
No results
No results
No results
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Saving throw
Saving throw buff spells
These are spells that increase
Saving throw.
No results
No results
No results
No results
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Saving throw debuff spells
These are spells that decrease
Saving throw.
No results
No results
No results
No results
No results
No results
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Saving throw advantage
These are spells that give
Advantage on
Saving throw.
No results
No results
No results
No results
No results
No results
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Saving throw disadvantage
These are spells that give
Disadvantage on
Saving throw.
No results
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
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. |
|
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. |
|
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. |
|
Grease |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
|
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. |
|
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. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
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
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Ability check
Ability check buff
These are spells that increase
Ability check.
No results
No results
No results
No results
No results
No results
↑ Back to top
Ability check debuff
These are spells that decrease
Ability check.
No results
No results
No results
No results
No results
No results
No results
↑ Back to top
Ability check advantage
These are spells that give
Advantage on
Ability check.
No results
No results
No results
No results
No results
↑ Back to top
Ability check disadvantage
These are spells that give
Disadvantage on
Ability check.
No results
No results
No results
No results
No results
No results
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Others
Damage protection
These are spells that give damage protection.
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Condition protection
These are spells that give protection against some conditions.
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Uncategorized
These are spells that are useful, but not categorized yet.
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Classes
Bard
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Cleric
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Druid
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Paladin
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Ranger
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Sorcerer
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Warlock
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Wizard
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