Spell Name |
Spell Effect |
Animal Friendship |
Prevent an animal from attacking you within 18 meters. Requires a Wisdom Save. |
Armour of Agathys |
Gain five Temporary hit points, and unleash Cold damage against any foe that hits you while this spell is in effect. |
Arms of Hadar |
Unleash large tendrils that do 2d6 Necrotic damage, and prevent targets from performing Reactions. |
Bane |
Target four enemies, and they receive a -1d4 to their next Attack or Saving Rolls. |
Bless |
Target three allies, and they receive +1d4 to their Attack or Saving Rolls for 10 turns. Requires Concentration. |
Burning Hands |
Fire flames from your character’s hands up to 5 meters away, dealing 3d6 Fire damage. Requires a Dexterity Save. |
Charm Person |
Target someone and gain an Advantage on Charisma Checks while in dialogue. Lasts for 10 turns, and requires a Wisdom saving throw. |
Chromatic Orb: Acid, Cold, Fire, Lightning, Poison, or Thunder |
Throw out a Chromatic Orb that deals 3d8 Thunder damage, or 2d8 Acid, Cold, Fire, Lightning, or Poison target to a set area. |
Colour Spray |
Target forest within 5 meters away, and potentially blind them, and damage them for a total of 33 Hit Points. |
Command (Halt) |
Force a target to flee from you, stop moving, move closer, or drop their weapon. Requires a Wisdom Save. |
Compelled Duel |
Force a target to duel your character. Requires a Wisdom Save and Concentration. |
Create or Destroy Water |
Call forth rain in a set area, or remove watch from that area. |
Cure Wounds |
Heal a target for 1d8 + a Spellcaster’s Modifier. Must be in Melee Range. |
Disguise Self |
Change your character’s appearance until their next Long Rest, or the spell goes away. |
Dissonant Whispers |
Unleash powerful whispers on a target, dealing 3d6 Psychic damage. Potentially frighten them. Requires a Wisdom Save. |
Divine Favour |
Embue a weapon with a 1d4 Radiant Damage for three turns. Requires Concentration. |
Ensnaring Strike |
Fire out a thorny vine, potentially Ensaring a target. Requires a Strength save, and Concentration. |
Entangle |
Create vines underneath a target and potentially Entangle them, stopping them from moving. Lasts for 10 turns, requires a Strength save, and Concentration. |
Expeditious Retreat |
Gain Dash immediately and a bonus action at the end of each turn until the spell ends. Lasts until Long Rest, and requires Concentration. |
Faerie Fire |
Create a specific area with Faerie Fire, preventing Invisibility, and have Advantage on Attack Rolls against targets. Lasts for 10 turns and requires Concentration. |
False Life |
Gain 7 Temporary Hit Points until your next Long Rest. |
Feather Fall |
Gain Falling Immunity for 10 turns. |
Find Familiar: Cat, Crab, Frog, Imp, Quasit, Rat, or Raven |
Summon a Familiar to use as a companion. |
Fog Cloud |
Create a large cloud that blinds characters within it, but heavily obscures them. Lasts for 10 turns and requires Concentration. |
Goodberry |
Create a Goodberry in a character’s inventory that they can eat for 4d4 Healing. |
Grease |
Cover the ground with Grease, potentially causing characters to fall. Requires a Dexterity Save. |
Guiding Bolt |
Throw a beam of light at a character, giving Advantage to the next Attack Roll made against them. Does 4d6 Radiant damage. |
Hail of Thorns |
Unleash a volley of thorns on a target, dealing Weapon Damage, plus 1d10 Piercing damage against them. Thorns still go off even if the attack misses, and requires a Dexterity Save. |
Healing Word |
Grant 1d4 + Spellcaster’s Modifier to a creature they see within 18 meters. |
Hellish Rebuke |
When attacked, as a reaction, a target can unleash 2d10 Fire damage to a target. |
Heroism |
Make a target immune to being Frightened, and gain 5 Temporary hitpoints. Requires Concentration. |
Hex |
Curse a creature with Hex and it will have a Disadvantage on a specific Ability Checks of your choosing. May deal 1d6 Necrotic damage depending on the Ability chosen. |
Hunter’s Mark |
Mark a specific target. When you hit that target with a Weapon Attack, there’s a chance to deal 1d6 Slashing Damage on top of the Weapon Damage. Requires Concentration. |
Ice Knife |
Throw an Ice Knife at a target that deals 1d10 Piercing Damage and 2d6 Cold Damage. Creates an Ice Surface, and requires a Dexterity Save. |
Inflict Wounds |
Unleash 3d10 Necrotic damage to a target in Melee range. |
Enhance Leap |
Increase a user’s jumping distance by three times the normal amount for 10 turns. |
Longstrider |
Increase a target’s speed by 3 meters until their next Long Rest. |
Lunar Mend |
While in Wild Shape, use a Spell Slot to heal. |
Mage Armour |
Increase a character’s Armour Class to 13 + their Dexterity Modifier until their next Long Rest. |
Magic Missile |
Unleash three magical darts on one, or several targets that each deal 1d4 Force Damage. |
Protection from Good and Evil |
Protect a chosen ally from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead targets. The target can also not be Charmed, Frightened, or possessed by these foes. |
Ray of Sickness |
Unleash 2d8 Poison damage to a target within 18 Meters. Requires a Constitution Save. |
Sanctuary |
Target an ally, and yourself, and prevent any enemies from targeting you. These effects go away should you or your target attack a foe. |
Searing Smite |
Deal an additional 1d6 Fire damage to a target, setting them on fire. They take 1d6 Fire Damage each turn. Requires Concentration. |
Shield |
Increase your Armour Class by 5 right before you’re about to be hit. |
Shield of Faith |
Increase a target’s Armour Class by 2 for 2 turns. Requires Concentration. |
Sleep |
Cause a target to fall asleep. |
Speak with Animals |
Understand and communicate with animals until your next Long Rest. |
Tasha’s Hideous Laughter |
Target an enemy and cause them to fall prone, laughing for 10 turns. Requires a Wisdom Save, and Concentration. |
Thunderous Smite |
Unleash an attack that does 2d6 Thunder damage, pushing a target away and potentially causing them to go prone. Requires a Strength Save. |
Thunderwave |
Call out a force of 2d8 Thunder damage, pushing enemies away from you. Requires a Constitution Save. |
Wrathful Smite |
Deal 1d6 Psychic damage to a target, and potentially frighten them. Requires a Wisdom Save, and Concentration. |
Witch Bolt |
Fire out a bolt that deals 1d12 Lightning damage. Link with the target and deal 1d12 Lightning Damage each turn should you reactivate it. Requires an Attack Roll, and Concentration. |