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Ranger Spell List

1st Level

Absorb Elements
Spell ID: 830018
Name Absorb Elements School Abjuration
Spell Level 1 Range Self
Casting Time Special Duration 1 round
Components S Materials None
Ritual No Concentration No
Description
1 Reaction: Which you take when you take acid, cold, fire, lightning, or thunder damage.   The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

 
Alarm
Spell ID: 830022
Name Alarm School Abjuration
Spell Level 1 Range 30 feet
Casting Time 1 Minute Duration 8 hours
Components V, S, M Materials a tiny bell and a piece of fine silver wire
Ritual Yes Concentration No
Description
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

 
Alter Arrow's Fortune
Spell ID: 830639
Name Alter Arrow's Fortune School Divination
Spell Level 1 Range 100 feet
Casting Time 1 Reaction (when an enemy makes a ranged attack that hits) Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

 
Animal Friendship
Spell ID: 830027
Name Animal Friendship School Enchantment
Spell Level 1 Range 30 feet
Casting Time 1 Action Duration 24 hours
Components V, S, M Materials a morsel of food
Ritual No Concentration No
Description
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

 
Anticipate Weakness
Spell ID: 830643
Name Anticipate Weakness School Divination
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense and then you strike. Upon casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

 
Beast Bond
Spell ID: 830044
Name Beast Bond School Divination
Spell Level 1 Range Touch
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a bit of fur wrapped in a cloth
Ritual No Concentration Yes
Description
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

 
Cure Wounds
Spell ID: 830109
Name Cure Wounds School Evocation
Spell Level 1 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 
Decelerate
Spell ID: 830065
Name Decelerate School Abjuration
Spell Level 1 Range 60 feet
Casting Time 1 minute Duration 1 minute
Components V, S, M Materials A toy top
Ritual No Concentration No
Description
You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.   At Higher Levels.   When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

 
Detect Magic
Spell ID: 830113
Name Detect Magic School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual Yes Concentration Yes
Description
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 
Detect Poison and Disease
Spell ID: 830115
Name Detect Poison and Disease School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a yew leaf
Ritual Yes Concentration No
Description
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 
Ensnaring Strike
Spell ID: 830124
Name Ensnaring Strike School Conjuration
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.   At higher level   If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 
Entangle
Spell ID: 830128
Name Entangle School Conjuration
Spell Level 1 Range 90 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away

 
Fog Cloud
Spell ID: 830141
Name Fog Cloud School Conjuration
Spell Level 1 Range 120 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

 
Foretell Distraction
Spell ID: 830649
Name Foretell Distraction School Divination
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
Thanks to your foreknowledge, you know just when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed less than 10 for any other reason). This doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.

 
Goodberry
Spell ID: 830144
Name Goodberry School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a sprig of mistletoe
Ritual No Concentration No
Description
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

 
Hail of Thorns
Spell ID: 830160
Name Hail of Thorns School Conjuration
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.   At higher level   If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

 
Hunter's Mark
Spell ID: 830168
Name Hunter’s Mark School Divination
Spell Level 1 Range 90 feet
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V Materials None
Ritual No Concentration Yes
Description
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.   At higher level   When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 
Insightful Maneuver
Spell ID: 830652
Name Insightful Maneuver School Divination
Spell Level 1 Range Touch
Casting Time 1 Bonus Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice).
Additionally, if the target has any other vulnerabilities, you learn them.

 
Jump
Spell ID: 830177
Name Jump School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration 1 minute
Components V, S, M Materials a grasshopper's hind leg
Ritual No Concentration No
Description
You touch a creature. The creature’s jump distance is tripled until the spell ends.

 
Longstrider
Spell ID: 830178
Name Longstrider School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pinch of dirt
Ritual No Concentration No
Description
You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 
Searing Smite
Spell ID: 830186
Name Searing Smite School Evocation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.   At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

 
Snare
Spell ID: 830191
Name Snare School Abjuration
Spell Level 1 Range Touch
Casting Time 1 Minute Duration 8 hours
Components S, M Materials 25 feet of rope, which the spell consumes
Ritual No Concentration No
Description
As you cast this spell, you use the rope to create a circle with a 5- foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.

 
Speak with Animals
Spell ID: 830193
Name Speak with Animals School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual Yes Concentration No
Description
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 
Withered Sight
Spell ID: 830092
Name Withered Sight School Necromancy
Spell Level 1 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A dried lizard's eye
Ritual No Concentration Yes
Description
You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.   At Higher Levels.   When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 
Zephyr Strike
Spell ID: 830208
Name Zephyr Strike School Transmutation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

 

2nd Level

Aid
Spell ID: 830212
Name Aid School Abjuration
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials a tiny strip of white cloth
Ritual No Concentration No
Description
Your spell bolsters your allies with toughness and resolve.
Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

 
Animal Messenger
Spell ID: 830216
Name Animal Messenger School Enchantment
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration 24 hours
Components V, S, M Materials a morsel of food
Ritual Yes Concentration No
Description
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.   At higher level   If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

 
Anticipate Attack
Spell ID: 830640
Name Anticipate Attack School Divination
Spell Level 2 Range Self
Casting Time 1 Reaction (when you are attacked but before the attack roll is made) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.

 
Barkskin
Spell ID: 830221
Name Barkskin School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a handful of oak bark
Ritual No Concentration Yes
Description
You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

 
Beast Sense
Spell ID: 830222
Name Beast Sense School Divination
Spell Level 1 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components S Materials None
Ritual No Concentration Yes
Description
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

 
Cordon of Arrows
Spell ID: 830232
Name Cordon of Arrows School Transmutation
Spell Level 2 Range 5 feet
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials four or more arrows or bolts
Ritual No Concentration No
Description
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area.
Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

 
Darkvision
Spell ID: 830258
Name Darkvision School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials either a pinch of dried carrot
Ritual No Concentration No
Description
You touch a willing creature to grant it the ability to see in the dark.
For the duration, that creature has darkvision out to a range of 60 feet.

 
Distraction Cascade
Spell ID: 830646
Name Distraction Cascade School Divination
Spell Level 2 Range 30 feet
Casting Time 1 Reaction (when an ally declares an attack against an enemy you can see) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

 
Enhance Ability
Spell ID: 830267
Name Enhance Ability School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials fur or a feather from a beast
Ritual No Concentration Yes
Description
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.   - Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
- Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
- Eagle’s Splendor. The target has advantage on Charisma checks.
- Fox’s Cunning. The target thas advantage on Intelligence checks.
- Owl’s Wisdom. The target has advantage on Wisdom checks.
  At higher level   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.

 
Find Traps
Spell ID: 830271
Name Find Traps School Divination
Spell Level 2 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You sense the presence of any trap within range that is within line of sight.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

 
Gust of Wind
Spell ID: 830276
Name Gust of Wind School Evocation
Spell Level 2 Range Self (60-foot line)
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a legume seed
Ritual No Concentration Yes
Description
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

 
Healing Spirit
Spell ID: 830277
Name Healing Spirit School Conjuration
Spell Level 2 Range 60 feet
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

 
Heartstrike
Spell ID: 830651
Name Heartstrike School Divination
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V, S, M Materials An arrow, bolt, or other missile
Ritual No Concentration No
Description
The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for half cover, three-quarters cover, and light obscuration when making those attacks.

 
Lesser Restoration
Spell ID: 830284
Name Lesser Restoration School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 
Locate Animals or Plants
Spell ID: 830288
Name Locate Animals or Plants School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a bit of fur from a hound
Ritual Yes Concentration No
Description
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

 
Locate Object
Spell ID: 830289
Name Locate Object School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a forked twig
Ritual No Concentration Yes
Description
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

 
Magic Weapon
Spell ID: 830291
Name Magic Weapon School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.

 
Pass Without Trace
Spell ID: 830317
Name Pass Without Trace School Abjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials ashes from a burned leaf of mistletoe and a sprig of spruce
Ritual No Concentration Yes
Description
A veil of shadows and silence radiates from you, masking you and your companions from detection.
For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

 
Protection from Poison
Spell ID: 830328
Name Protection from Poison School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

 
Silence
Spell ID: 830343
Name Silence School Illusion
Spell Level 2 Range 120 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual Yes Concentration No
Description
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

 
Soothsayer's Shield
Spell ID: 830670
Name Soothsayer's Shield School Divination
Spell Level 2 Range Self
Casting Time 1 Reaction (when you are hit by an attack) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.

 
Spike Growth
Spell ID: 830350
Name Spike Growth School Transmutation
Spell Level 2 Range 150 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials seven sharp thorns or seven small twigs, each sharpened to a point
Ritual No Concentration Yes
Description
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

 
Time Step
Spell ID: 830079
Name Time Step School Conjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You briefly step forward in time. You disappear from your location and reappear at the beginning of your next turn in a location within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the interval you’re missing, and you aren’t aware of anything that happens during that time.

 

3rd Level

Conjure Animals
Spell ID: 825884
Name Conjure Animals School Conjuration
Spell Level 3 Range 60 feet
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears: • One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
  Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:   twice as many with a 5th-level slot
three times as many with a 7th-level slot
  four times as many with a 9th-level slot

 
Conjure Barrage
Spell ID: 825903
Name Conjure Barrage School Conjuration
Spell Level 3 Range Self (60-foot cone)
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials One piece of ammunition or a thrown weapon
Ritual No Concentration No
Description
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

 
Daylight
Spell ID: 825944
Name Daylight School Evocation
Spell Level 3 Range 60 feet
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

 
Elemental Weapon
Spell ID: 825957
Name Elemental Weapon School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.   At higher level   When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.   When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

 
Flame Arrows
Spell ID: 825981
Name Flame Arrows School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

 
Lightning Arrow
Spell ID: 826009
Name Lightning Arrow School Transmutation
Spell Level 3 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.   Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.   The piece of ammunition or weapon then returns to its normal form.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

 
Meld into Stone
Spell ID: 826028
Name Meld into Stone School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S Materials None
Ritual Yes Concentration No
Description
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.   Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

 
Nondetection
Spell ID: 826033
Name Nondetection School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Ritual No Concentration No
Description
For the duration, you hide a target that you touch from divination magic.   The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

 
Plant Growth
Spell ID: 826041
Name Plant Growth School Transmutation
Spell Level 3 Range 150 feet
Casting Time Special Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

 
Protection from Energy
Spell ID: 826046
Name Protection from Energy School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

 
Revivify
Spell ID: 826050
Name Revivify School Necromancy
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials diamonds worth 300 gp, which the spell consumes
Ritual No Concentration No
Description
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

 
Scry Ambush
Spell ID: 830657
Name Scry Ambush School Divination
Spell Level 3 Range Self
Casting Time 1 Reaction (taken at the start of an enemy’s turn) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can't use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.

 
Sidestep Arrow
Spell ID: 830668
Name Sidestep Arrow School Divination
Spell Level 3 Range Self
Casting Time 1 Reaction (when an enemy targets you with a ranged attack) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a few perfectly timed steps, you maneuver a foe between you and danger. You can cast this spell when a foe targets you with a ranged attack but before the attack roll is made, the spell is cast, etc. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to place an enemy between you and the attacker, in the direct line of attack. You must be able to move (not restrained or grappled or reduced to speed 0 for any other reason). This move does not provoke opportunity attacks. After you've moved, the ranged attack is resolved with the intervening foe as the target instead of you.

 
Slippery Fingers
Spell ID: 830646
Name Distraction Cascade School Divination
Spell Level 2 Range 30 feet
Casting Time 1 Reaction (when an ally declares an attack against an enemy you can see) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

 
Speak with Plants
Spell ID: 826066
Name Speak with Plants School Transmutation
Spell Level 3 Range Self (30-foot radius)
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual No Concentration No
Description
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.

 
Targeting Foreknowledge
Spell ID: 830671
Name Targeting Foreknowledge School Divination
Spell Level 3 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
Twisting the knife, slapping with the butt of the spear, cutting again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you inflict an additional 2d6 damage of the weapon's type to the target. If your attack roll was a natural 19, the attack becomes a critical hit and you also add the weapon's basic damage die or dice (the normal damage boost for a critical hit) to the 2d6 bonus damage, along with any other special result you would normally cause with a critical hit.

 
Water Breathing
Spell ID: 826114
Name Water Breathing School Transmutation
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration 24 hours
Components V, S, M Materials A short reed or piece of straw
Ritual Yes Concentration No
Description
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

 
Water Walk
Spell ID: 826117
Name Water Walk School Transmutation
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials A piece of cork
Ritual Yes Concentration No
Description
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

 
Wind Wall
Spell ID: 826119
Name Wind Wall School Evocation
Spell Level 3 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A tiny fan and a feather of exotic origin
Ritual No Concentration Yes
Description
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

 

4th Level

Conjure Woodland Beings
Spell ID: 826153
Name Conjure Woodland Beings School Conjuration
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials One holly berry per creature summoned
Ritual No Concentration Yes
Description
You summon fey creatures that appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears:   • One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
  A summoned creature disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
twice as many with a 6th-level slot
three times as many with an 8th-level slot.

 
Dominate Beast
Spell ID: 826176
Name Dominate Beast School Enchantment
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.   At higher level   When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes.   When you use a 6th-level spell slot, the duration is concentration, up to 1 hour.   When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

 
Freedom of Movement
Spell ID: 826767
Name Freedom of Movement School Abjuration
Spell Level 4 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials A leather strap, bound around the arm or a similar appendage
Ritual No Concentration No
Description
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

 
Grasping Vine
Spell ID: 826770
Name Grasping Vine School Conjuration
Spell Level 4 Range 30 feet
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

 
Guardian of Nature
Spell ID: 826774
Name Guardian of Nature School Transmutation
Spell Level 4 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength—based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a
  • hit.   Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
    . You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with
  • advantage.
  • While you are on the ground, the ground within 15 feet of you is
  • difficult terrain for your enemies.

     
    Locate Creature
    Spell ID: 826781
    Name Locate Creature School Divination
    Spell Level 4 Range Self
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials A bit of fur from a bloodhound
    Ritual No Concentration Yes
    Description
    Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.   This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

     
    Stoneskin
    Spell ID: 826803
    Name Stoneskin School Abjuration
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials Diamond dust worth 100 gp, which the spell consumes
    Ritual No Concentration Yes
    Description
    This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

     

    5th Level

    Commune with Nature
    Spell ID: 826857
    Name Commune with Nature School Divination
    Spell Level 5 Range Self
    Casting Time 1 minute Duration Instantaneous
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    You briefly become one with nature and gain knowledge of the surrounding territory.
    In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.   You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants, minerals, animals, or peoples
    • powerful celestials, fey, fiends, elementals, or undead
    • influence from other planes of existence
    • buildings   For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

     
    Conjure Volley
    Spell ID: 826863
    Name Conjure Volley School Conjuration
    Spell Level 5 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials One piece of ammunition or one thrown weapon
    Ritual No Concentration No
    Description
    You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.   Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

     
    Greater Restoration
    Spell ID: 826892
    Name Greater Restoration School Abjuration
    Spell Level 5 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials Diamond dust worth at least 100 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
    * One effect that charmed or petrified the target
    * One curse, including the target’s attunement to a cursed magic item
    * Any reduction to one of the target’s ability scores
    * One effect reducing the target’s hit point maximum

     
    Steel Wind Strike
    Spell ID: 826930
    Name Steel Wind Strike School Conjuration
    Spell Level 5 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components S, M Materials A melee weapon worth at least 1 sp
    Ritual No Concentration No
    Description
    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.   You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

     
    Swift Quiver
    Spell ID: 826931
    Name Swift Quiver School Transmutation
    Spell Level 5 Range Touch
    Casting Time 1 Bonus Action Duration Up to 1 minute
    Components V, S, M Materials A quiver containing at least one piece of ammunition
    Ritual No Concentration Yes
    Description
    You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.   On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

     
    Tree Stride
    Spell ID: 829745
    Name Tree Stride School Conjuration
    Spell Level 5 Range Self
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
    Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.   You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

     
    Wrath Of Nature
    Spell ID: 829756
    Name Wrath of Nature School Evocation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.   Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.   Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.   Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

     

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