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Spells of Tasha's Cauldron of Everything

Cantrips

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

Tasha's Cauldron of Everything

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic, Material
Materials: a bit of rotten food
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

Level 2 Spells

Tasha's Cauldron of Everything

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Bestial Spirit CR: PB

Small beast, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 20 (air) 30 (land, water) +5 per spell level above 2nd
Speed: 30 ft , fly: 60 (air only) ft , swim: 30 (water only) ft , climb: 30 (land only) ft

STR

18 +4

DEX

11 +0

CON

16 +3

INT

4 -3

WIS

14 +2

CHA

5 -3

Senses: Darkvision 60ft., Passive Perception 12
Languages: Understand's the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.   Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.   Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).   Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Available for: Druid, Ranger

Tasha's Cauldron of Everything

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: 1 round
Attack/Save: INT Save
Damage/Effect: Psychic
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

Level 3 Spells

Tasha's Cauldron of Everything

Intellect Fortress

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Buff
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Cold
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Fey

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded flower worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fey Spirit CR: PB

Small fey, summoner's alignment
Armor Class: 12 + level of the spell (natural armor)
Hit Points: 30 +10 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Senses: Darkvision 60ft., Passive Perception 10
Languages: Sylvan, Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).   Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:

  • Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
  • Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
  • Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Druid, Ranger, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Shadowspawn

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: tears inside a gem worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Shadow Spirit CR: PB

Medium monstrosity, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 35 + 15 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Necrotic
Condition Immunities: Frightened
Senses: Darkvision 120ft., Passive Perception 10
Languages: Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.   Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.   Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

At higher levels: When youc ast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Warlock, Wizard

Tasha's Cauldron of Everything

Summon Undead

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded skull worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Undead Spirit CR: PB

Medium undead, summoner's alignments
Armor Class: 11 + spell level (natural armor)
Hit Points: 30 (ghostly and putrid only) or 20 (skeletal only) +10 for each spell level above 3rd
Speed: 30 ft , fly: 40 (ghostly only) ft , can hover

STR

12 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

9 -1

Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60ft., Passive Peception 10
Languages: Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.   Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.   Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.   Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Level 4 Spells

Tasha's Cauldron of Everything

Summon Aberration

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Aberrant Spirit CR: PB

Medium aberration, summoner's alignments
Armor Class: 11 + spell level (natural armor)
Hit Points: 40 +10 for each spell level above 4th
Speed: 30 ft , fly: 30 (beholderkin only) ft , can hover

STR

16 +3

DEX

10 +0

CON

15 +2

INT

16 +3

WIS

10 +0

CHA

6 -2

Damage Immunities: Psychic
Senses: Darkvision 60ft., Passive Perception 10
Languages: Deep Speech, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.   Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).   Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.   Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.   Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Tasha's Cauldron of Everything

Summon Construct

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: an ornate stone and metal lockbox worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Construct Spirit CR: PB

Medium construct, summoner's alignement
Armor Class: 13 + spell level (natural armor)
Hit Points: 40 +15 for each spell level above 4th
Speed: 30 ft

STR

18 +4

DEX

10 +0

CON

18 +4

INT

14 +2

WIS

11 +0

CHA

5 -3

Damage Resistances: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.   Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Artificer, Wizard

Tasha's Cauldron of Everything

Summon Elemental

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Elemental Spirit CR: PB

Medium elemental, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 4th
Speed: 40 ft , fly: 40 (air only) ft , burrow: 40 (earth only) ft , swim: 40 (water only) ft , can hover

STR

18 +4

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Acid (water only Lightning and Thunder (air only Piercing and Slashing (earth only)
Damage Immunities: Poison (fire only)
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Primordial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Wizard

Level 5 Spells

Tasha's Cauldron of Everything

Summon Celestial

5-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a golden reliquary worth at least 500 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Celestial Spirit CR: PB

Large celestial, summoner's alignments
Armor Class: 11 + spell level (natural armor) +2 (defender only)
Hit Points: 40 +10 for each spell level above 5th
Speed: 30 ft , fly: 40 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

16 +3

Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60ft., Passive Perception 12
Languages: Celestial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).   Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.   Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.   Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Cleric, Paladin

Level 6 Spells

Tasha's Cauldron of Everything

Summon Fiend

6-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: humanoid blood inside a ruby vial worth at least 600 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fiendish Spirit CR: PB

Large fiend, summoner's alignment
Armor Class: 12 + spell level (natural armor)
Hit Points: 50 (demon only) or 40 (devil only) or 60 (yugoloth only) +15 for each spell level above 6th
Speed: 40 ft , fly: 60 (devil only) ft , climb: 40 (demon only) ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

16 +3

Damage Resistances: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Abyssal, Infernal, telepathy 60ft.
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.   Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.   Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).   Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.   Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.   Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Tasha's Cauldron of Everything

Tasha's Otherworldly Guise

6-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an object engraved with a symbol of the Outer Planes, worth at least 500 gp
Duration: Concentration, 1 minute
Damage/Effect: Buff
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Available for: Sorcerer, Warlock, Wizard

Level 7 Spells

Tasha's Cauldron of Everything

Dream of the Blue Veil

7-level Conjuration

Casting Time: 10 minutes
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a magic item or a willing creature from the destination world
Duration: 6 hours
Damage/Effect: Teleportation
You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.   To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.   The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 9 Spells

Tasha's Cauldron of Everything

Blade of Disaster

9-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 mintue
Attack/Save: Melee
Damage/Effect: Force
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).   As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.   The blade can harmlessly pass through any barrier, including a Wall of Force.
Available for: Sorcerer, Warlock, Wizard
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