User:Toancaro/List of utilities spells

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Spells grouped by levels

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Vicious Mockery Vicious Mockery Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Bane (spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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 Compelled Duel Enchantment Enchantment Paladin Paladin Bonus Action Concentration 9m Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Heroism Heroism Enchantment Enchantment Bard Bard
Paladin Paladin
Action Concentration 1.5m Make yourself or a target immune to Frightened Frightened and gain 5 Temporary Hit Points each turn.
Hex Hex Enchantment Enchantment Warlock Warlock Bonus Action Concentration 18m Damage Types Make your attacks deal an additional 1d6Damage TypesNecrotic damage to the target and give it Disadvantage Icon.png Disadvantage on an Ability of your choosing.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.
Wrathful Smite Wrathful Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll WIS Weapon Range Damage Types Your weapon absorbs your wrath as you strike, possibly Frightening Frightening your target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Branding Smite Branding Smite Evocation Evocation Paladin Paladin Action Attack roll Weapon Range Damage Types Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.
  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 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 Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid 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.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types 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 Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 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 Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws.

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Spells grouped by classes

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Bane (spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Heroism Heroism Enchantment Enchantment Bard Bard
Paladin Paladin
Action Concentration 1.5m Make yourself or a target immune to Frightened Frightened and gain 5 Temporary Hit Points each turn.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Vicious Mockery Vicious Mockery Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bane (spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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 Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types 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 Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 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 Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Branding Smite Branding Smite Evocation Evocation Paladin Paladin Action Attack roll Weapon Range Damage Types Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.
  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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 Compelled Duel Enchantment Enchantment Paladin Paladin Bonus Action Concentration 9m Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
Heroism Heroism Enchantment Enchantment Bard Bard
Paladin Paladin
Action Concentration 1.5m Make yourself or a target immune to Frightened Frightened and gain 5 Temporary Hit Points each turn.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 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 Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.
Wrathful Smite Wrathful Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll WIS Weapon Range Damage Types Your weapon absorbs your wrath as you strike, possibly Frightening Frightening your target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Pass Without Trace Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 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 Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Hex Hex Enchantment Enchantment Warlock Warlock Bonus Action Concentration 18m Damage Types Make your attacks deal an additional 1d6Damage TypesNecrotic damage to the target and give it Disadvantage Icon.png Disadvantage on an Ability of your choosing.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 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 Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid 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 Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.

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Armour Class

Armour Class buff spells

These are spells that increase Armour Class Armour Class.

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.

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Armour Class debuff spells

These are spells that decrease Armour Class Armour Class.

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid 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.

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Attack roll

Attack roll buff spells

These are spells that increase Attack roll.

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Attack roll debuff spells

These are spells that decrease Attack roll.

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Attack roll advantage

These are spells that give Advantage Icon.png Advantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 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 Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 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.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

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Attack roll disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Wrathful Smite Wrathful Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll WIS Weapon Range Damage Types Your weapon absorbs your wrath as you strike, possibly Frightening Frightening your target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 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 Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

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Saving throw

Saving throw buff spells

These are spells that increase Saving throw.

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Saving throw debuff spells

These are spells that decrease Saving throw.

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Saving throw advantage

These are spells that give Template:Advantage on Template:Saving Throw.

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Saving throw disadvantage

These are spells that give Template:Disadvantage on Template:Saving Throw.

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Ability check

Ability check buff

These are spells that increase Template:Ability Check.

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Ability check debuff

These are spells that decrease Template:Ability Check.

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Ability check advantage

These are spells that give Template:Advantage on Template:Ability Check.

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Ability check disadvantage

These are spells that give Template:Disadvantage on Template:Ability Check.

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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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