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SPELLS THAT Don't Suck
This isa collection of new spells for Sth Edition, made asa joint project between somanyrobots & Omega Ankh. They al strive to
be balanced and useful, and something you could incorporate at any table. They're all rebalanced versions of existing spells -some
in the SRD, some not, and generally all solving problems those spells have. They/re also free to use - everything inthis document
except the cover artis licensed CC-BY. The license is linked at the bottom, but broadly that means you can incorporate it into your
fown work (even commercial work) and share it freely, as long as you credit the author. Happy casting!
A NOTE ON ARTIFICERS
‘We don't have anything against the official Artficer, but it
‘not covered in the SRD 5.1 -the reference document that we'e legally
reliant on to make these spells, So this document doest!t mention them, and doesn't include them in the lists of classes who get
particular spells, Ifan original spell was on the Artificer list, you ean safely put its replacement on their lst
SPELLS By LEVEL
CANTRIPS 2np LeveL 3rp LeveL ‘STH LeveL
Blackie Adaptation Arcane Shelter Arcane Wall
Blade Burst Animal ly Brilliance Command Objects
Draining Bolt Aura of Truth Command Beast Drink Life
Ghost Lights Beast Perception Conjure Beast Pack Holy Fire
Ghost Touch Burst of Fame False Death Ineinerate
Grave Cal Captivate False Foes inflict Disease
Lighting Leash Cold Snap Fiery Quner Martial Stel Wind Strike
Manipulate Earth Conjure Herald imbue Element Misdirection
Manipulate Fre Curse of Weakness Life Drain Nature's Fury
Manipulate Water Enkindle Necromantc Infusion Necromantic Storm
Manipulate Wind Detect Hazards Power Word Nap Psychokinesis
Stinging Insects Dust Cyclone Siphon Life Unearth Legend
Thunder Burst Earth Leash Sonic Rift Wayfinding
Ist Lever Fry ade Seaham Gru Lever
Befriend Beast Fortune ceee pt Form ofFire
Cone of Flame Hallucination Symbol of Resilience Form of ce
Defect Lashing Vine Wal of Dust Form of Stone
Detect Otherworldly tits ear Form of Water
influence Misfortune 4vH LeveL Form of Wind
Earth Rumble Oakerhide Animal Transformation Martial Transformation
Fated Strike a Expose Weakness Petrify
Find in Nature Paychie Skewer Expulsion Sky Omen
Frost Shuriken esean¥oF Elaine, Hailstorm
Lightning Tendril Summon Animal Spirit Phantasmnal Horror 71H LeveL
Magic Fruit Touch ofFith Stormeloud Arcanist’s Sword
Minor Drain Unbridled Fury Synaptic Spear Confinement
Secret Missive Whiting Daggers Unerting Sentry Death Ray
Speak with Nature ach leverh
Warding Sigil
Great Wave
Shatter Mind
‘OTH LeveL
Phantasmal NightmaresSPELLS
ADAFTATION
2nd-level transmutation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Touch
‘Components: V, S
Duration: 1 hour
Replaces: Alter Self
You touch a creature, modifying it fora specific environment.
‘The target chooses one of the following options for the
duration. Itcan end one option as an action to gain the
benefits of a different one. The spell ends if you cast it again
before its duration ends.
+ The creature grows gills and webbing between its digits. IL
‘can breathe underwater and gains a swimming speed
‘equal to its walking speed
+ The creature grows a membrane between its limbs It can
use its reaction to subtract up to 100 feet from a fall when
calculating falling damage, and can move up to 2 feet
horizontally for every 1 foot it descends.
+The creature grows a prehensile tail The tail has a S foot
reach and can lft a number of pounds equal to five times:
the creature's Strength score, It can grasp, lif, drop, hold
push, or pull an object or a creature, open or close a door
‘ora container, grapple someone, or make an unarmed
strike
+ The creature's appearance changes. For the duration, it
‘can use an action to change its height, weight, facial
features, voice, har length and coloration, and
distinguishing characteristics. It cannot change its size or
‘number of limbs,
The creature grows a natural weapon, Unarmed strikes
with the weapon deal 1d6 bludgeoning, piercing, or
slashing damage as appropriate, The natural weapon is
magic and has a1 bonus to its attack and damage rolls
At Higher Levels, When you cast this spell using a spell
slot of 4th level or higher, the creature can select an
additional option for every two slot levels above 2nd. When
‘you cast this spell using a spell slot of 4th level or higher, the
natural weapon's bonus increases to +2. When you use a spell
slot of 6th level or higher, the natural weapon's bonus
increases to ~3.
ANTMAL ALLY.
2nd-level enchantment
Classes: Druid, Ranger
Casting Time: 1 action
Range: 30 fect
‘Components: V, S, M (a biscuit baked out of meat and grain)
Duration: Concentration, 1 hour
Replaces: Beast Bond & Beast Sense
‘You establish a telepathic bond with a friendly beast within
range. You can use your action to use its senses instead of
your own for one round, While you are within 120 feet of one
‘another, you and the beast can communicate telepathically
and the beast can add your proficiency bonus to its ability
checks. Additionally, its attacks deal 146 bonus damage, and.
‘thas advantage on attack rolls against any creature you have
attacked since the start of your last turn,
‘At Higher Levels, When you cast this spell using a spell
slot of 4th level or higher, the spell's duration increases to 8
hours. When you cast this spell using a spell slot of 6th level
‘or higher, the spell’s duration increases to 24 hours.
_ANTMAL TRANSFORMATION
4idslevel transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: V, S, M (a lump of clay)
Duration: Concentration, 1 hour
Replaces: Polymorph
You gesture at a creature you can see within range, magically
‘molding them into a new form. The spell has no effect on a
‘creature with 0 hit points. An tinwilling creature can make a
‘Charisma saving throw to resist the effect. If they fail they
‘can repeat the save at the end of each oftheir turns, ending
the spell on a success.
‘The transformation lass for the duration, or until the
target drops to 0 hit points. The new form can be any beast
‘whose challenge rating is 4 or lower, and equal to or less than
the target's CR or character level The target's game statistics
are replaced by the statistics of the chosen beast. It retains its
alignment, personality, allegiances, and broad plan of action.
The target assumes the hit points of its new form. When it
reverts to its normal form, the ereature returns to the number
of hit points it had before it transformed Ifit reverts as a
result of dropping to 0 hit points, any excess damage carries
over to its normal form,
‘The creature is limited in the actions it can perform by the
nature ofits new form, and it can't speak, cast spells, or take
any other action that requires hands or speech. Its items
‘meld into the new form, and the creature can't activate, use,
wield or otherwise benefit from any of it
At Higher Levels. When you cast this spel using a spell
slot of Sth level or higher, the new form's maximum CR.
increases by 1 for each slot level above 4th.ARCANE SHELTER
Srd.level abjuration (ritual)
Classes: Bard, Wizard
Casting Time: 10 minutes
‘Range: Self (10-foot dome)
‘Components: V, S, M (a flake of tortoise shell)
Duration: 8 hours
Replaces: Tiny Hut
You construct a 10-foot radius dome of arcane enerey,
centered on yourself, The dome is stationary and disappears
ifyou exit its area. Ifyou cast it in a location without enough
space to accommodate it, the spell fils
‘Ten Medium creatures can fit inside the dome; a Large
creature takes as much space as four Medium creatures. You
can designate up to ten creatures when you cast the spell
‘who can freely pass in and out ofthe dome, taking 25 feet of
movement to move through the dome. Other creatures
cannot pass through.
‘The dome is translucent, with only vague shapes visible
through it. Projectiles that touch the dome are slowed to a
stop, and spells and other magical effects can't pass through
the dome of be east through i
ARCANE WALL
Suelevel evocation
Classes: Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powdered gemstone)
Duration: Concentration, up to 10 minutes
Replaces: Wall of Force
‘An invisible wall of force springs into existence ala point you
choose within range. The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It
can be free floating or resting on a solid surface. You can
form it into a hemispherical dome ora sphere with a radius
of up to 10 feet, or you can shape a fat surface made up of
ten 10-footby-10-foot panels. Each panel must be contiguous
with another panel In any form, the wall is 1/4 inch thick. It
lasts for the duration. Irthe wall euts through a creature's
space when it appears, the creature is pushed to one side of,
the wall (jour choice which side).
Nothing can physically pass through the wall Each pane!
hhas an AC of 10 + the spell’s level (15), and has 20 hit points
per level of spell (100) The wall can't be dispelled by dispel
‘magic, and is immune to psychic and nonmagical
bludgeoning, piercing, and slashing damage. A disintegrate
spell destroys the wall instantly; however. The wall also
extends into the Ethereal Plane, blocking ethereal travel
through the wall
ArcaNist's SWORD
7th-level evocation
Classes: Wizard Bard
Casting Time: 1 Action
Range: 60 feet
‘Components: V, S, M (a miniature platinum sword with a
rip and pommel of copper and zinc, worth 250 gp)
Duration: 1 minute
Replaces: Mordenkainen's Sword
You create a glowing sword:-shaped plane of force that
hovers within range. It asts for the duration. When the sword
appears and as a bonus action on subsequent turns, you can
five the sword a command:
+ Attack: The sword will move up to 20 feet toward a
creature and attack it, making a melee spell attack. On a
hit, the target takes 3410 + your spell casting ability
modifier force damage on hit.
+ Guard: The sword will move up 20 feet toward a creature.
It grants half cover to the creature while it shares that
creature's space as it attempts to deflect incoming attacks,
‘The first time a hostile ereature comes within 5 feet of the
sword, it wll attack that creature, making a melee spell
attack. On a hit, the target takes 3410 + your spell casting
ability modifier force damage on hit. It cannot attack again
until you issue a command again.
+ Spin: The sword will move up to 20 feet toward a point,
when it reaches that point it will begin to spin in a deadly
whirl Creatures that start their turn in the sword's space,
for enter it for the frst time on their turn within 5 feet of
the sword must pass a Dexterity saving throw, or take
4d10 force damage.
AuRA OF TRUTH
2ndlevel enchantment
Classes: Bard Cleric, Paladin
Casting Tim
Range: Self
Components: V; S
Duration: Concentration, up to 10 minutes
Replaces: Zone of Truth
You radiate an aura of veracity, compelling honesty from all in
your presence. The frst time a creature comes within 15 feet,
‘action
‘of you, they must make a Charisma saving throw: On a
failure, they cannot intentionally lie while within this aura for
the duration. You know if a creature succeeds or fails on this
save, and a creature can intentionally fal Affected creatures
are aware of the spells effects, and can be evasive as long as
they don't speak lies,
{As an action, you can concentrate the aura's power: You
‘may ask two yesor-no questions, directed at individual
affected creatures, and they must answer, and answer
truthfully: The spell ends afterward forall creatures.
At Higher Levels, When you cast this spell using a spell
slot of 3rd level or higher, the aura's radius increases by 5 feet
for each slot level above 2nd. Additionally, the number of
compelled questions you can ask when you end the spell
increases by 1 for each slot level above 2nd.Beast PERCEPTION
2nd level divination
Classes: Druid, Ranger
Casting Time: 1 action
Range: Self
‘Components: S, M (a body part taken from a beast which
hhas the sense you wish to acquire)
Duration: Concentration, up to 1 hour
Replaces: Beast Sense (in part)
When you cast the spell choose one of the following options,
the effects of which last for the duration ofthe spell. While
the spell lasts, you can end one option as an action, gaining
the benefits of a different one.
‘+ Darksision. You gain 30 fof darkvision,
+ Beholocation. You gain 10 ft of blindsight, but must
‘continuously make high-pitched sounds and cannot speak
normally. Your squeaking can be heard from up to 60 feet
away,
+ Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing.
+ Keen Sight. You have advantage on Wisdom (Perception)
‘checks that rely on sight.
+ Keen Smell You have advantage on Wisdom (Perception)
‘checks that rely on smell
+ Tremorsense. You gain 30 ft of tremorsense
+ Websense. While in contact with a web, you know the
‘exact location of any other ereature in contact with the
‘same web.
‘BEFRIEND BrasT
Isclevel enchantment (ritual)
(Classes: Bard, Druid Ranger
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a biscuit baked out of meat and grain)
Duration: | hour
Replaces: Animal Friendship & Animal Messenger
You magically persuade a beast that you are a trusted ally
Choose a beast that you can see within range, which must be
able to see and hear you. The beast must succeed on a
Wisdom saving throw ot be charmed by you for the spells
duration. Beasts with Intelligence 4 or higher automatically
succeed on this save. ITyou or one of your companions harms
the target, the spell ends.
‘The beast is willing to perform simple tasks on your behalf,
including scouting locations, finding things, or delivering.
objects. If asked to deliver a message, it can understand,
locations and a general description of a target, though it
cannot reliably ind an individual A beast delivering a
‘message typically covers I mile per hour walking, or 2 miles
per hour ifitcan fy.
At Higher Levels. Ifyou cast this spell using a spel slot of
2nd level the duration of the spell increases to 24 hours. If
{you use a spell slot of 3rd level a higher, you can either
increase the duration by another 24 hours for each slot lev!
above 2nd, or affect one additional beast for each slot level
above 2nd.
Brack Ick
Conjuration cantrip
Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
Replaces: Frostbite
You cause « patch of neatly transparent ice to form on ground
that you can see within range. Until the spell ends, the magic,
ice fills a 5foot square. Any Medium or smaller creature on
the ice's space when you cast the spell must succeed on a
Dexterity saving throw or take 16 cold damage and fall
prone. A creature must also make the saving throw when it
_moves onto the ie's space forthe first time on a turn or ends
its turn atop it
‘This spell's damage increases by 146 when you reach Sth
evel (246) 11th lovel (346) and 17th level (446).
Brave Burst
Conjuration cantrip
action
Range: Self (5foot radius)
v
Replaces: Sword Burst
You conjure a ring of blades that slash or stab. oes.
All other creatures within 5 feet of you must succeed on a
Dexterity saving throw or take your choice of 146 slashing or
11d6 piercing damage.
This spell's damage increases by 1d6 when you reach Sth
level (2d6) 11th level (346) and 17th level (446)
BRILLIANCE
Srdb-evel evocation
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Casting Time: 1 action
Range: 60 fect
Components: V, S
Duration: 1 hour
Replaces: Daylight
A 60-footradius 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, Ic is not sunlight
Ifyou chose a point on an object you are holding or one
that ist being worn or carried the light shines from the
‘object 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 ofthis spell's area overlaps with an area of darkness
created by a spell of its own level or lower, or an equivalent
‘magical effect, the spell or effect that created the darkness is
dispelledBurst oF FLAME
2nd-level conjuration
Classes: Bard, Sorcerer, Wi
Casting Time: 1 action
Range: 60 feet
Replaces: Pyrotechnics
You summon up a fiery explosion, creating light, heat, or
smoke, You may conjure the explosion at any point within 60
fect, but it will have added effect if you conjure it atop an
existing nonmagical flame (extinguishing up to a5' cube of
flame} Choose one of the following effects
Light: You create a shower of sparks, blinding onlookers.
Every creature in 10-foot radius must make a
‘Constitution saving throw or be blinded until the end of
your next turn. Ifyou target an existing flame, the radius is
20 feet
+ Heat: You conjure a blast of intense heat, causing every
‘ereature in a 10-foot radius to make a Constitution saving
throw. On a failure they take 3d6 fire damage, or half as
‘much on a successful save. Ifyou target an existing flame,
the damage increases to 446
Smoke: You create a 15-footradius cloud of thick, oily
‘smoke. It spreads around corners, and its area is heavily
‘obscured Ifyou target an existing flame, the radius is 30
feet. The cloud lasts for 1 minute or until dispersed by a
strong breeze.
CAPTIVATE
2nd-level enchantment
Classes: Bard, Warlock
Casting Time: 1 action
‘Range: Self (60 foot radius)
‘Components: V, S
Duration: 1 minute
Replaces: Enthrall
You enact a performance laced with subtle magic, your
gestures and voice causing others to focus on you to the
exclusion ofall else. Creatures of your choice within range
must make a Wisdom saving throw or be charmed by you. If
{you or your companions are fighting a creature, it has
advantage on the save, While charmed by you in this way, a
creature has disadvantage on Dexterity (Initiative) rolls as
‘well as Wisdom (Perception) checks made to perceive any
cresture other than you until the spell ends or until the target
‘ean no longer see of hear you. Additionally ifa creature rolls
initiative while affected by this spel its speed is reduced by
10 feet and it cannot take reactions until after its first turn)
ends. The spell ends if you are incapacitated or you can no
longer speak. Creatures do not realize that you used magic to
influence them,
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the duration increases by 1 minute
and the radius increases by 10 feet for each slot evel above
2nd
Cotp SNaP
2ndlevel evocation
Sorcerer, Wizard
Casting Time: 1 action
With a snap of your fingers a swirling burst of freezing wind
‘erupts at a point you choose within range. Bach eresture in a
Sfootradius sphere centered on that point must make a
Constitution saving throw. On a failed save, a creature takes
348 cold damage and becomes stuck in the ice, reducing
their movement speed by 10 feet until the start of your next
turn. On a success, the target takes half as much damage and
‘The ground in the area is covered with slick ice and snow,
making it dificult terrain until the start of your next turn,
At Higher Levels. When you cast this spe using a spell
slot of rd level or higher, the damage increases by 148 for
‘each slot evel above 2ndCommann Oxyects
Sth evel transmutation
Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: VS
Duration: Concentration, up to 1 minute
Replaces: Animate Objects
You magically animate nearby objects, bending them to
‘your will. Choose up o six nonmagical objects within range
that are not being worn or carried All objects must be the
same size, and you can animate six Tiny, four Small three
Medium, two Large, or one Huge object(s) Each object
animates until spell ends or until reduced to O hit points;
‘when an object drops to 0 hit points, any remaining damage
carries over to its original object form.
ComMaNp Opjects Sraristics
Size HPACStrDex Damage Speed
Tiny 5 1912 28 14441 darmage fly 30 (hover)
Small 101816 24 1d6+3 damage fly 30
Medium 2017 20 20 1410+5 damage 30
Large 30162416 241047 damage 25
Huge 601528 12 Sd1249damage 20
‘An animated object has 30 feet of blindsight and statistics
as shown in the table above. The DM might rule an object has
immunities, resistances, and vulnerabilities to specific
‘damage types based on its form. Ifan object is securely
attached to a surface or a larger object, such as a chain bolted
toa wall its speed is 0
In combat, an object shares yout initiative count, but take
its tara immediately after yours.
‘Asa bonus action, you can issue one command to any
umber of objects within the spell’s range, otherwise, the
only action an object takes on its turn is the Dodge action. An
‘object may also be commanded to attempt an action available
toall creatures, such as grapple or shove, fits form permits
itto do so,
If commanded to attack, an object makes one melee attack
against the target you specify within 5 feet oft Its attack.
bonus is equal to your spelleasting modifier. An object usally
deals bludgeoning damage, but the DM might rule it inflicts
slashing or piercing based on its form.
COMMAND BEAST
Srd-level enchantment
Druid, Sorcerer
Casting Time: 1 action
Range: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
ominate Beast
to take control ofa beast you can see within
range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. A beast with CR 4 or higher
automatically succeeds on this saving throw. Ifyou or
creatures that are friendly to you are fighting it, it has
advantage on the saving throw.
While the beast is charmed, you can issue telepathic
‘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” Ifthe
creature completes the order and doesn't receive further
direction from you, it defends and preserves itself to the best
ofits ability,
Asan action, you can take full control ofthe target. Until
the end of your next turn, the creature takes only the actions
you choose, and doesn't do anything that you don allow it to
do. During this time, any reactions the creature takes require
you to use your reaction as well
ach time the target takes damage, it makes a new
Wisdom saving throw against the spell Ifthe saving throw
succeeds, the spell ends.
At Higher Levels. When you cast this spel with a spell
slot of 4th level or higher, there is no CR limit to the
Conk OF FLAME
Istlevel evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
Burning Hands
Flames shoot forth from your fingertips. Each creature in a
15oot cone must make a Dexterity saving throw: A creature
takes 3d6 fire damage on failed save, or half as much.
damage on a successful one.
‘The flames ignite any flammable objects in the area that
aren't being worn or carried.
At Higher Levels. When you cast this spel using a spell
slot of 2nd level or higher, the damage increases by 146 and
the range of the cone increases by feet for each slat level
above IstCONFINEMENT
7iblevel evocation
Classes: Bard, Warlock, Wizard
Casting Time: 1 action
‘Range: 100 feet
‘Components: V, S, M (ruby dust worth 1,500 gp)
Duration: | hour
Replaces: Forcecage
‘An immobile, invisible, cube-shaped prison composed of
‘magical force springs into existence around an area you
choose within range. The prison can be a cage or a solid box
as you choose.
‘Aprison in the shape of a cage can be up to 20 feet on a
side and is made from 12-inch diameter bars spaced 1/2
inch apart, and provides half cover.
‘A prison in the shape of a box can be up to 10 feet on a
side, creating a solid barrier that prevents any matter from
passing through it and blocking any spells cast into or out
from the area,
When you cast the spell any creature that is completely
inside the eage’s area is trapped. Creatures only partially
within the area, or those too large to fit inside the area, are
pushed away from the center ofthe area until they are
completely outside the area.
‘Accreature inside the cage can't leave it by nonmagical
means. Ifthe creature tres to use teleportation or interplanar
travel to leave the cage, it must first make a Charisma saving
throw: On a success, the creature can use that magic to exit
the cage. On a failure, the creature can't exit the cage and
‘wastes the use of the spell or effect, The cage also extends
into the Ethereal Plane, blocking ethereal travel
‘The cage has an AC of 10 + the spell’ level (17) and has
20 hit points per spel level (140)
‘This spell cant be dispelled by dispel magic.
Conjure Beast Pack
Srd-level conjuration
Classes: Druid Ranger
Casting Time: 1 minute
Range: Self
Components: V, S, M (a handful of grain or corn)
Duration: Concentration, up to 1 hour
Replaces: Conjure Animals
You pull together wisps of magical energy and sculpt them
into beasts. Choose a Small or Tiny beast of CR 1/4 or lower,
and eight creatures of that type appear immediately in
tunoceupied spaces around you. Ifyou choose a beast with a
flying speed, you summon six creatures instead Each beast is
considered fey, and disappears if it drops to 0 hit points or the
spell ends.
‘The summoned beasts are friendly to you and your
companions, They act on the same initiative, immediately
after your turn ends. They obey any verbal commands that
you issue to them (no action required by you) Ifyou don't
issue any commands to them, they move as a group and take
the Dodge action,
Ifyou command them to attack, you can direct any number
of beasts to attack any number of targets ll creatures
attacking a given target make a single attack roll using your
spell modifier to hit. If three or more beasts attack together,
they have advantage on the roll Ifthe attack hits they deal
bludgeoning or piercing damage equal to 1d4 per creature. If
six or more beasts attack together, you can add your
spelleasting ability modifier to the damage dealt.
At Higher Levels, When you cast this spell using a spell
slot of 4th level or higher, you summon two more beasts per
level above 3rd
eh
‘SAMPLE BEASTS.
Note that a conjured beast pack does not use the
normal atack within their stat blocks, and so does
not apply any additional effects, Below are all the
eligible beasts in the SRD 5.1
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab,
Eagle, Giant Fire Beetle, Haw, Jackal, Lizard,
Octopus, Owl, Quipper, Rat, Raven, Scorpion,
Spider, Weasel, Blood Hawk Flying Snake, Giant
Rat, Poisonous Snake, Strge, Badger, Giant
Centipede.
P?_a_a_—_____
ConJUuRE HERALD
2nd-level conjuration (ritual)
Classes: Bard Druid, Wizard
Casting Time: I minute
Range: 30 feet
Components: V, S, M (a small silver horn worth at least
10gp, which is consumed)
Duration: Special
Replaces: Magic Mouth & Skywrite
You create a floating spirit, which conveys a message of your
choice. The herald appears to be a Medium or Small creature
of ghostly form, with you determining its appearance
‘otherwise. The herald knows a fixed message of up to 25
‘words. When you cast this spell choose one of the following
effects:
‘+ Ward: The herald is cast at a particular location, or on a
statue or other object with a mouth, and is fixed to tha
point. tis invisible and motionless until a specific
condition is met within 30 fect ofits location. When the
condition is met, it appears and recites its message. IF
cast on an object, it moves the object's mouth rather than
appearing directly. You determine whether it does s0 once,
or disappears again and repeats the message every time
the condition is met. When cast in this way, it lasts until
dispelled
+ Announcement: The herald floats through the air up to
100 feet up and 30 feet per round, repeating its message
every round It traverses an area up to a S-mile radius
around its location, conveying its message to every
creature it sees, When cast in this way, it lasts for 1 hour.CURSE OF WEAKNESS
2adt-level necromancy
(Classes: Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: VS
Duration: Concentration, up to 1 minute
Replaces: Ray of Enfeeblement
Ghastly energy lickers within a 10-footsadius sphere
centered on a point you choose within range. When a
creature start its turn in the area or moves into the area,
daring is tur, it must make a Constitution saving throw. On
a failure, a creature is cursed with weakness until the end of
its turn: it has disadvantage on Strength checks and Strength
saving throws, it deals half damage with weapon attacks that
use strength, and its speed is reduced by 10 feet.
‘At Higher Levels. When you cast this spell using a spell
sat of 3rd level or higher, the radius increases by 5 feet for
each slot level above 2nd.
DraTH Ray
Tevlevel necromancy
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Replaces: Finger of Death
You send a blast of negative energy at a creature you can see
within range. Make a spell attack roll dealing 8410+30
necrotic damage on hit, or half as much on a miss. Ifthe
target is a humanoid and dies within I minute of being
damaged by this spell, they rise atthe start of your next turn
asa zombie that is permanently under your control
‘At Higher Levels. When you cast this spell using a spell
slot of Sth level or higher, the damage increases by 2410 for
teach level above 7th.
Dertecr
Istlevel abjuration
Classes: Sorcerer, Wizard
Casting Time: 1 reaction, which you take when you are hit
byan attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: | round
Replaces: Shield
A tansparent sphere of arcane force appears, averting
incoming attacks. Until the start of your next turn, you have a
+15 bonus to AC, to a maximum of 21 AC, including against
the triggering attack, and you take no damage from magic
missile.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the bonus to AC (and the maximum.
|AC) increases by 1 for every two slot levels above 1st for
example, when cast with a Sth level spel slot, you have a a +7
bonus to AC, toa maximum of 23 AC)
Derecr Hazarps
2ndlevel divination
Cleric, Druid, Ranger
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Concentration, up to 10 minutes
Replaces: Find Traps
You sense the presence of any trap within range. A trap, for
the purpose of this spelh includes any object, terrain, or
‘magic that would inflict a sudden or unexpected effect you
‘consider harmful or undesirable, Thus, the spell would sense
‘an area affected by the alarm spell a glyph of warding, 2
hhidden pit trap, or a natural sinkhole, but not a creature lying
in ambush.
‘The spell reveals the general presence and vague direction
‘of a trap within its 120-oot range, but not its specific
Iocation. Ifyou come within 15 feet ofthe trap, you detect its
presence exactly, and any ability checks you or your
‘companions make to examine it are made with advantage,
‘The spells blocked by 1 foot of stone, 1 inch of common
‘metal a thin sheet of lead, or 3 feet of wood or dirt.
DETECT OTHERWORIDLY INFLUENCE
Istlevel divination (ritual)
Classes: Cleric, Paladin
Casting Time: 1 action
Range: Self
Components: V; S
Duration: Concentration, up to 10 minutes
Replaces: Detect Evil and Good
You sense the presence of unnatural or extraplanar creatures,
‘The spell reveals the existence of any aberrations, celestials,
clementals, fey, fends, or undead within 30 feet of you, a8
‘well as their locations. You also have advantage on any
Wisdom (Perception) or Wisdom (Insight) checks against
such creatures. The spel is blocked by I foot of stone, 1 inch,
‘of common metal a thin sheet of lead or 3 feet of wood or
dir.
DRAINING BolT
Necromaney cantrip
‘action
Range: 30 feet
Components: V;S
Duration: Instantaneous
Replaces: Sapping Sting
You sap the vitality of one ereature you can see in range.
Make a ranged spell attack against the target. On a hit, it
takes 1d8 necrotic damage and has disadvantage on the next
‘weapon attack rol it makes before the end of ts next turn.
This spell's damage increases by 1d8 when you reach Sth
level (248) 11th lovel (348) and 17th level (448).10
Denk Lire
Suhblevel necromancy
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: VS
Duration: Concentration, up to 1 minute
Replaces: Enervation
You empower yourself with deathly energies, gaining the
ability to harvest lfe from your foes. When you cast the spell,
‘you extend a black tendril out to one ereature you can see
within range. The target must make a Constitution saving
throw: On failure, they take 6d8 necrotic damage and have
their movement speed reduced by half unti the start of your
next turn. On a success, they suffer half as much damage and
no other effects. You regain hit points equal to half the
damage dealt. You can repeat this as an action for the spell's
duration.
At Higher Levels, When you cast this spell using a spell
slot of 6th level or highes, che damage increases by 1d8 for
each slot level above Sth.
Dust Cyclone
2ndlevel conjuration
Classes: Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet (5 foot radius)
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Replaces: Dust Devil
Choose a target point on the ground that you can see
within range. A'small eyclone whips up at the target point
‘with a radius of 5 feet and a height of 30 fect
‘Any creature that starts its turn within the radius of the
dust cyclone or enters its radius for the first time during its
turn must make a Strength saving throw. On 2 failed save, the
creature takes 1412 bludgeoning damage and is pushed 8
feet away from the center. On a successful save, the creature
takes half as much damage and isn't pushed
‘Asa bonus action, you can move the dust cyclone up to 30
feet in any direction, The first time you pass the dust
cyclone's radius through a creature, that creature must make
the saving throw against the dust cyclone's damage and is
pushed out ofits way on failure. You can continue to move
the dust cyclone, butits strength is exhausted until the end of
‘your turn and subsequent creatures are unaffected by it
passing through them.
Ifthe dust cyclone moves over sand, dust, loose dirt, or
‘smal gravel it sucks up the material and heavily obscures its,
radius until the start of your next tur,
Earta LEASH
2ndlevel transmutation
Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a tiny orange flag)
Duration: 1 minute
Replaces: Earthbind
You point at one creature you can see within range, and send,
a lashing tentacle of earth to haul them to the ground The
target must succeed on a Strength saving throw, or
{immediately fall prone. Its Dying speed (ifany) is reduced to 0
feet for the spell’s duration, and a flying creature falls even if
ithas hover. An airborne creature takes normal falling
damage up to a maximum of 4d6 points of bludgeoning
‘damage. A creature that makes the saving throw suffers no
effects.
At Higher Levels. When you cast this spel using a spell
slot of 3rd level or higher, the number of targets increases by
1 for each slot level above 2nd, and the maximum damage
increases by 1d6 for each level above 2nd
EARTH RUMBLE
Istlevel transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (10-fo0t radius)
Components: V, S
Duration: Instantaneous
Replaces
You cause the ground immediately around you to shake and
roll Every other creature within 10 feet must make a
Dexterity saving throw. On a failure, they take 246
bludgeoning damage and are knocked prone. On a success,
they suffer half as much damage and no other effects. I the
terrain is dir or stone, it becomes difficult terrain for all
other creatures besides you for the next hour.
At Higher Levels. When you cast this spel using a spell
slot of 2nd level or higher, the damage increases by 146 for
‘each slot level above Ist, and the radius increases by 5 feet
for each two slot levels above Ist.
farth TremorFarTHEN Hanp
2nd-level transmutation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30 feet)
‘Components: V, S, M (a tiny porcelain hand)
Duration: Concentration up to 1 minute
Replaces: Maximilian’s Earthen Grasp
You sculpt loose soil and rock into a massive hand creating a
Medium hand that occupies a 5-foot space within range. It
can immediately reach for a Large or smaller creature within
5 feet, forcing the target to make a Strength saving throw or
become restrained and suffer 2d6 bludgeoning damage.
‘As long as the hand is within 30 fect of you, you can give it
‘mental commands. As an action, you can cause the hand to
crush a restrained target. The target makes a Strength saving
throw; taking 246 bludgeoning damage on a failure, or half as,
‘much on a success. Alternately as an action, you can dissolve
and seform it anywhere within the spel’s range and attempt
tograb a creature within S feet. You can order the hand to let,
go of a creature at any time with no action.
‘To break out, a restrained target can use its action to
attempt a Strength (Athletics) or Dexterity (Acrobatics) check.
against your spell save DC. On a success, itis free and no
longer restrained.
ENKINDIE
2nd fevel transmutation
Classes: Bard, Druid
Casting Time: 1 bonus action
Range: 60 feet
Components: V; S, M (an unlit candle)
Duration: Concentration, up to 1 minute
Replaces: Heat Metal
‘You choose a Medium or smaller object not being worn
‘within range, and cause it to rapidly heat to unbearable
temperatures. Ifthe object is metal or otherwise not
flammable, it glows white-hot; if tis flammable, itis engulfed
in lame but not destroyed Ifa creature is holding the object,
they make a Constitution saving throw at the start of each of
their turns, taking 2d4 fire damage on a failure and suffering
disadvantage on any ability checks or attack rolls using the
item. Ifthey succeed on the saving throw, they take half as
much damage and suffer no other effects
Ifyou maintain concentration forthe full Lminute
duration, a non-magical item is melted reduced to ash, or
otherwise destroyed
‘At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the fire damage increases by 1d4
for each slot level above 2nd.
Expose WEAKNESS
4idvlevel transmutation
Classes: Druid, Warlock, Wizard
Casting Time: 1 bonus action
Range: 90 feet
Components: VS
Duration: Concentration, up to 1 minute
Replaces: Elemental Bane
Select one creature you can sce within range, and one
‘damage type that isnt bludgeoning, piercing, or slashing, The
target must make a Charisma saving throw or lose any
resistance to that damage type for the duration. Twice per
round when the target takes damage of the chosen type, they
take 2d6 additional damage of that type.
At Higher Levels. When you cast this spel using a spell
slot of 6th level or higher, the number of times per round the
‘additional damage can trigger increases by 1 for each two
slot levels above Ath,
EXPULSION
AUdvtevel abjuration
+ Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
+ Casting Time: 1 action
+ Range: 60 fect
‘+ Components: V, S, M (an item the target abhors)
+ Duration: Concentration, up to 1 minute
+ Replaces: Banishment
You brandish a repellent item ata creature you can see within
‘ange and attempt to expel them from this plane. The target
‘must make a Charisma saving throw. On a failure, they are
partly wrenched off their current plane. For the duration, they
‘become incapacitated and gain resistance to all damage.
The target makes another Charisma save at the end of,
‘each of their turns, ending the spell on a success. Creatures
‘on their home plane continue making saves forthe duration,
Extraplanar creatures failing their second Charisma save
disappear from their current plane entirely. Extraplanar
creatures failing the third Charisma save are banished back
to their home plane and stop attempting saving throws. Ifyou
‘maintain concentration forthe full duration, this banishment
‘becomes permanent,
‘A target that returns reappears in the space it left or in the
nearest unoccupied space if that space is occupied.
At Higher Levels. When you cast this spel using a spell
slot of Sth level or higher, you can target one additional
creature for each slot level above 4th,Fats DraTa
Srd.level necromancy
Classes: Bard, Cleric, Druid, Wizard
Casting Time: 1 action
‘Range: Touch
‘Components: V, S, M (a pinch of graveyard dirt)
Duration: 8 hours
Replaces: Feign Death
You touch a willing creature, charging it with necrotic
magic and allowing it to mimic death. The target gains 10
temporary hit points for the duration
‘Asan action, of as a reaction to being hit with an altack or
taking damage, the target can appear dead to all outward
inspection and to spells used to determine the target's status.
Ifthe target breathes, its respiration is undetectable.
While in this false state, the target drops prone, can see
and hear normally and has resistance to all damage except
psychic damage. The false state ends ifthe target moves or
takes an action, bonus action ot reaction
‘The spell ends once the target has left the false state
Additionally, you can use an action to touch the target and
dismiss the spell
I the target is diseased or poisoned when you cast the
spell or becomes diseased or poisoned while under the
spells effect, the disease and poison have no effect until the
spell ends.
Fase FOES
3rd-Jevel enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 120 feet
‘Components: V, S
Duration: Concentration, up to 1 minute
Replaces: Enemies Abound
You cause a creature to be unable to tell friend from foe. The
target must make an Intelligence saving throw, automatically
succeeding ifitis immune to the frightened condition, On a
failure, ittreats every other creature as its enemy and fights
them with its typical tacties,
Itmakes opportunity attacks ifany creature provokes one.
‘The target may reattempt the saving throw whenever it takes,
damage, ending the spell on a success.
‘Fatep STRIKE
Isclevel divination
(Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Touch
‘Components: V, S
Duration: Instantaneous
Replaces: Truc Strike
You touch a willing creature, foreteling an accurate strike. Its
next attack before the end of your next turn is a hit
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the amount of attacks that hit
increases by 1 for every 2 spell slots above Ist.
‘Frery BLADE
2ndlevel evocation
Classes: Druid
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (one flake of dried chili pepper)
Duration: Concentration, up to 1 minute
Replaces: Flame Blade
You evoke a fiery blade in your free hand The blade is similar
in size and shape toa scimitar, and itlasts for the duration. It
counts as a simple melee weapon with which you are
proficient, and provides bright light in a 20-foot radius and
dim light for an additional 20 feet.
It deals 246 fire damage on a hit and has the finesse, ight,
and thrown properties (range 20/60) Ifyou hit a flammable
creature or objec, i ignites, taking 1d6 fire damage at the
start of each of its turns until a creature uses its action to
douse the flames on itself or another creature.
If you drop the weapon or throw it, it dissipates at the end
of the turn. Thereafter, while the spell persists, you can use a
bonts action to cause the blade to reappear in your hand,
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the blade's damage increases by
1146 and the ignite damage by 1d6 for every two slot levels
above 2nd
Frery Quiver
3rd level Transmutation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting Time: | action
Range: Touch
Components: VS
Duration: 10 minutes
Replaces: Flame Arrows
You enchant a quiver of ammunition with a fiery boon. When
‘a creature is damaged by ammunition drawn from the quiver,
they take an extra 2d6 fire damage. Only one piece of
ammunition can be affected at atime, and the spell ends after
6 pieces of ammunition have been used. The spel also ends if
you cast it again while unused ammunition remains
At Higher Levels. When you cast this spell using a spell
lot of 4th level or higher, the number of pieces of,
ammunition you can affect with this spell increases by one
for each slot level above 3rd.
‘Fann In NATURE
Istlevel divination (ritual)
Classes: Bard, Druid, Ranger
Casting Time: 1 action
Range: Special see below
‘Components: V, S, M (a tuft of hound’
Duration: Instantaneous
Replaces: Locate Animals or Plants
‘This spell helps you locate a specific kind of beast or plant,
which you can either name or describe. You learn the
direction and distance to the closest creature or plant of that
kind within 1 mile, ifany are present
At Higher Levels. \f you cast this spell using a spell slot of
2nd level, the range ofthe spell increases to 5 miles, Ifyou
use a spell slot of 3rd level or higher, the range increases by 5
riles for exch slot level above 2nd.
fur)For OF Fir
‘6th-evel transmutation
(Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
‘Components: V; S
Duration: Concentration, up to 10 minutes
Replaces: Investiture of Flame
You become elemental fire, shedding bright light in a 30-foot
radius and dim light for an additional 30 feet, Until the spell
ends, you gain the following benefits:
You are immune to fire damage.
+ You can move through the space of other creatures and
ignore difficult terrain, The first time on your tura you
‘enter the space of another creature, it takes 146 fire
damage
+ Ifa creature within § feet hits you with a melee attack, it
takes 146 fre damage.
» You can use your action to create a ine of fire 30 feet long,
and 5 feet wide extending from you in a direction of your
choice. Each creature in the line must make a Dexterity
saving throw. A creature takes 6d6 fire damage on a failed
‘save, or half'as much damage on a successful one,
+ During your turn, if you rol fire damage, you can
maximize one die of the fire damage deat,
Foro oF Icr
‘6th-evel transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
‘Components: V, S
Duration: Concentration, up to 10 minutes
Replaces: Investiture of Ice
You freeze over, taking on a form of elemental ice. Until the
spell ends, you gain the following benefits:
+ You are immune to cold damage.
* You can move across difficult terrain created by ice or
‘snow without spending extra movement.
The ground in a 10-foot radius around you is iey and is
difficult terrain for creatures other than you, The radius
moves with you.
+ You can use your action to create a 30-fo0t cone of,
freezing wind extending from your outstretched hand in a
direction you choose. Each creature in the cone must
make a Constitution saving throw: A creature takes 448,
‘cold damage on failed save, or half as much damage on
successful one. A creature that fails its save against this
‘effect has its speed halved until the start of your next turn,
* During your turn, if you roll cold damage, you gain
temporary hit points equal to one die rolled (your choice).
Form OF STONE
6td-fevel transmutation
Druid, Sorcerer, Warlock, Wizard
‘action
Duration: Concentration, up to 10 minutes
Replaces: Investiture of Stone
You become made of stone. Until the spell ends, you gain the
following benefits:
+ You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks,
+ You can move across difficult terrain made of earth or
stone without spending extra movement. You can move
through solid earth or stone as ifit was air and without
destabilizing it, but you cant end your movement there. If
you do s0, you are ejected to the nearest unoccupied
space, this spell ends, and you are stunned until the end of
your next turn,
+ You can use your action to call spikes of stone to raise
from the ground All creatures of your choice within 15
feet of you must make a Dexterity saving throw. A creature
takes 4d8 piercing damage on a failed save, or half as,
muuch on a successful one. Their space becomes difficult
terrain ether way.
ForM oF WATER
6th Level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You become a surge of elemental water. Until the spell ends,
you gain the following benefits:
+ You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
+ You can move through the space of other creatures and,
ignore difficult terrain; the first time you move through a
Large or smaller creature, it must pass a Strength saving
throw or be knocked prone.
+ You can use your action to unleash a blast of water 15 feet,
long and 5 feet wide extending from you in a direction
your choice. Each creature in the line must male a
Strength saving throw. A creature takes 5d6 bludgeoning
damage and is knocked prone on failed save, or half as
muuch and isnt knocked prone on a successful one.Form oF WIND
‘th-evel transmutation
(Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
‘Components: V; S
Duration: Concentration, up to 10 minutes
Replaces: Investiture of Wind
You become a gust of elemental wind Until the spell ends,
‘you gain the following benefits:
* You have a fying speed of 60 feet.
* You can move through and occupy the space of other
creatures, and you ignore difficult terrain,
+ You are invisible
+ You can use your action to unleash a powerful blast of
‘wind in a 30 foot cone. Bach creature in the cone must
make a Strength saving throw. A creature takes 448
>bludgeoning damage is knocked 15 feet away from you on
a failed save, of takes half as much damage and ist
knocked backward on a successful one.
FORTUNE
2ndevel abjuration
Classes: Bard, Sorcerer, Wizard
Casting Time: 1 reaction, which you take when a creature
‘you can see within 60 feet fails with an attack roll an ability
check, or a saving throw
Range: 60 feet
‘Components: V
Duration: Instantaneous
Replaces: Silvery Barbs (in part)
‘You magically reshape causality forthe triggering creature,
positively influencing its efforts. The triggering creature must
reroll the d20 and use the higher roll
Frost SHURIKEN
Istievel conjuration
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: S, M (a palmful of water and a piece of iron)
Duration: Instantaneous
Replaces: Ice Knife
‘You form a bladed disk of ice and throw it at one creature
‘within range. Make a ranged spell attack against the target.
(On a hit the target takes 1d4 piercing damage ~ 2d8 cold
damage. The shuriken then explodes (whether you hit or
miss) Each other creature within 5 feet ofthe target must
succeed on a Dexterity saving throw or take 248 cold
damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the cold damage increases by 1d8
for each slot level above 1st.
Guost LicHts
Evocation cantrip
Bard, Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of tungsten or hickory, or a
firefly)
Duration: 10 minutes
Replaces: Dancing Lights
‘You create up to four small lights within range that hover in
the air for the duration. Each light may appear as you wish
(orch, lantern, glowing orb, etc.) and can be colored as you
like. Whichever form you choose, each light sheds dim light
ina 15-foot radius.
ction on your turn, you can move any or all of.
the lights up to 60 feet within range, or extinguish any or all
‘of them. A light must be within 30 feet of another light
created by this spel, and a light winks out ifit exceeds the
spell's range. Ifyou east this spell again, any current lights
you created with this spell instantly wink out
Guost ToucH:
Necromaney cantrip
‘As a bonus
Classes: Sorcerer, Warlock, Wizard
Casting Tim
Range: 120 feet
Components: V, S
Duration: 1 round
Replaces: Chill Touch
‘You create an intangible, cadaverous hand that latches onto
a creature within range, assaling its life force. Make a ranged
spell attack against the target. On a hit, the target takes 1d8
necrotic damage, and it can't regain hit points until the start
of your next turn
Ifyou hit an undead target, it has disadvantage on attack
rolls against you until the end of your next turn.
This spells damage increases by 1d8 when you reach Sth
level (248) 11th level (348) and 17th level (448).
Grave CALL
Necromaney cantrip
‘action
Classes: Cleric, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
V,S, M (a small bell or chime)
Replaces: Toll the Dead
You gesture at one creature within range while ringing a
chime to announce their doom. The target must make a
Wisdom saving throw or suffer 1d8 necrotic damage. If they
are below half their maximum hit points, the damage
increases to 1d12.
This spell's damage increases by one die when you reach
Sth lovel (248 or 2412} 11th level (8 or 3412) and 17th
level (4d8 or 4412)Great WAVE
Su-level conjuration
(Classes: Druid
Casting Time: Atleast 1 action (see below)
Range: Sight
‘Components: V;S
Duration: Concentration, up to 6 rounds
Replaces: Tsunami
You create a giant, overwhelming wave at a point you choose
within range, summoning a $0 foot Iong, 50 foot high, 10 foot
thick wall of water. You can increase the casting time when
casting the spell up to a maximum of 6 rounds; each round
increases the wall’ size by 50 feet in length and height, and
10 feet in thickness (up to a maximum of 300 feet ong, 300
feet high, and 50 fect thick).
‘The wal lasts for the duration When the wall appears, each
cresture within its area must make a Strength saving throw.
On a failed save, a creature takes 6410 bludgeoning damage,
or half as much damage on a successful save
At the start of each of your turns after the wall appears, the
‘wall along with any creatures init, moves 50 feet along the
ground in a direction of your choice. Any Huge or smaller
creature inside the wall or whose space the wall enters when
it moves must succeed on a Strength saving throw or take
S5d10 bludgeoning damage. A creature ean take this damage
only once per round. At the end of the turn, the wall’s height
is reduced by 50 feet, and the damage creatures take from
the spell on subsequent rounds is reduced by 1410, When the
‘wall reaches 0 feet in height, the spell ends
‘Accreature caught in the wall can move by swimming.
Because of the force of the wave, though, the eresture must
make a successful Strength (Athletics) check against your
spell save DC in order to move at all If it fails the check, it
can't move. A creature that moves out ofthe area falls to the
round.
Harstomw
Attrlevel conjuration
Classes: Druid, Sorcerer, Wizard
Casting Tim
Range: 300 feet
(a piece of onion and a droplet of
round
Replaces: Ice Storm
Balls of ice slam to the ground in a 20ootradius, 40-foot
high cylinder centered on a point within range forthe
duration. The balls of ice turn the storm's area of effect into
dificult terrain, Creatures starting their turnin the eylind
must make a Dexterity saving throw: They take 5d4
bludgeoning damage and 5d4 cold damage on a failed save,
or half as much damage on a successful one
At Higher Levels, When you cast this spell using a spell
slot of Sth level or higher, the bludgeoning and cold damage
each increase by Idd for each slot level above 4th
‘Additionally, the radius and height increase by 5 feet for each
slot level above 4th.
HArrucINaTION
2ndevel ilusion
Bard, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a smal glass bottle)
Duration: Concentration, up to 1 minute
Replaces: Phantasmal Force
You aflict a creature you can see within range with an
illusory phantasm. The target immediately perceives an,
object, creature, or other phenomenon which you specify. The
phantasm lasts for the duration, must be smaller than a 10-
foot cube, and is imperceptible except to the target. It seems
real including sound, smell and any other properties as
needed. The spell has no effect on undead or constructs. It
‘cant cause damage or inflict conditions. The target behaves
asf the phantasm is real and ean inspect the phantasm as
‘an action, making an Intelligence (Investigation) check
‘against your spell save DC. Ifit is close enough to touch the
phantasm, it has advantage on this check. On a success, the
spell ends.
‘Asa bonus action while you are within range, you can
adjust the phantasm (for instance, moving a creature up to 30
feet, opening a door, or shattering a window)
Hoty Fre
Stbvlevel evocation
Classes: Cleric
Casting Time: | action
Range: 60 feet
Components: V, S, M (a pinch of ash from burnt incense)
Duration: Instantaneous
Replaces: Flame Strike
column of holy fire roars down from the heavens to smite
your foes, striking all creatures within a 40-foot high, 10-foot
radius cylinder. When you cast this spell, choose ift deals
radiant damage, fire damage, or both. Ail erestures within the
cylinder must make a Dexterity saving throw. A creature
takes Sd8 damage of the chosen type (4d8 of each type if both
were selected) om a failed save, or half as much on a success.
‘Targets gain no benefit from cover for this saving throw.
At Higher Levels. When you cast this spel using a spell
slot of 7th level or higher, the damage increases by 248 (or
148 of each type) for each two slot levels above Sth‘Tweve ELEMENT
Srd-level transmutation
(Classes: Druid, Ranger, Paladin
Casting Time: 1 action
Range: Touch
‘Components: VS
Duration: Concentration, up to 1 hour
Replaces: Elemental Weapon
You touch a melee weapon and enhance it with elemental
power. Choose one of the following damage types: acid, cold.
fire, or lightning. For the duration, the weapon deals 1d6
bonus damage per hit, and the weapon's base damage is of
the chosen type. In addition, once per round after a ereature
takes damage from the weapon, they suffer an effect based on
the damage type chosen:
Acid: The target takes 2d4 acid damage at the end of their
‘next tur,
*# Cold: The target's movement speed is reduced by hal,
+ Fire: The target takes 1d6 additional fre damage,
+ Lightning: The target can't take reactions until the end of
their next tur,
At Higher Levels, When you cast this spell using a spell
slat of Sth level or higher, che bonus damage increases by 146
for each two slot levels above 3rd
INCINERATE
Sublevel evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 90 feet
Components: V; S
Duration: Concentration, up to 1 minute
Replaces: Immolation
You channel agonizing flames, wreathing a creature you can
see within range. At the start of each of ts turns, the target
must make a Dexterity saving throw, suffering 10d6 fire
damage on a failure. On a success, it takes half as much
damage and the spell ends for that creature. While a target is
fn fre, it casts bright light for 30 feet and dim light for an
additional 30 feet.
‘As a bonus action, you can spread the flames from any
targeted creature to another within 10 feet of it, making that
creature an additional target. If'damage from this spell
reduces a target to 0 hit points, the target is turned to ash.
INFLICT DISEASE
Sus-level necromancy
Classes: Cleric, Druid
Casting Time: 1 action
Range: Touch
Components: V; S
Duration: Instantancous
Replaces: Contagion
‘Your touch inflicts disease. Make a melee spell attack against
a creature within your reach. On a hit, the target is aflicted
‘with one of the diseases listed below (your choice). The spell
has no effect on constructs, undead, or creatures immune to
disease. The disease is magical and can only be cured by the
‘heal spel or equivalent magic.
At the end of each ofthe target's turns, they must make
another Constitution saving throw. If they succeed on the
saving throw, they suffer no effects from the disease until the
cend of their next turn. When the target has succeeded on
three of these saving throws, they are no longer diseased.
‘When they have failed on three of these saving throws, the
disease sets in, and lasts for 7 days unless treated by an.
appropriate means. Once the target has either three
successes or three failures on these saving throws, they stop
‘making saves for this spell
‘+ Muscle Weakness. The creature's arms become
‘unbearably weak. They have disadvantage on Strength
checks, Strength saving throws, and attack rolls that use
Strength. Their attacks using Strength deal half damage.
‘+ Trembling Spaams. The creature is overcome with
terrible tremors. They have disadvantage on Dexterity
checks, Dexterity saving throws, and attack rolls that use
Dexterity. Their attacks using Dexterity do half damage.
‘+ Skinslough. The creature's skin becomes paperthin and,
causes agonizing pain when it tears. They have
disadvantage on Constitution checks and Constitution
saving throws, except those caused by this spell In
addition, when the creature takes damage, its movement
speed is reduced to 10 feet until the end of its nex¢ turn,
+ Mindrot. The creature becomes disoriented and confused.
‘The creature has disadvantage on Intelligence checks and,
Intelligence saving throws, and cannot tell friend from foe
in combat.
+ Fire-eyea Fever. The creature's eyes turn milky white and
are searingly painful They have disadvantage on Wisdom
checks and Wisdom saving throws, and are blinded
+ Flesh Rot. The creature's flesh decays. They have
disadvantage on Charisma checks and Charisma saving
throws, and take 5 additional points of damage when they
sulfer bludgeoning, piercing, or slashing damage.
LasHING VINE
2nd level conjuration
Classes: Druid, Ranger
Casting Time: 1 bonus action
Range: 30 fect
‘You case a magical vine to burst forth from the groune, wall,
‘or ceiling in an unoccupied space of your choice that you can
see within range. The vine has an AC and hit points equal to
your spell save DC, and the spell ends if you cast it again
while a vine remains. When you east this spell, and then as a
bonus action on each of your turns until the spell ends, you
can direct the vine to pull a large or smaller creature within
30 feet oft that you can see. That creature must succeed on
‘a Dexterity saving throw or be pulled 20 feet directly toward
the vine
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the range and distance the vine can
pull a creature increases hy 10 feet for each slot level above
2nd Ifyou cast this spell using a spell slot of 4th level or
hhigher, the vine can attempt to pull huge or smaller creatures.Lire Drain
Srd.level necromancy
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Replaces: Vampiric Touch
You send tendrils of necrotic energy out, sucking the life
essence from your foes. Select up to three creatures within
range that arenit constructs or undead Make a ranged spell
attack against each of them, dealing 346 necrotic damage on
shit. You regain hit points equal to half the damage dealt.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each two slot levels above 3rd
LicHTNING LzasH
Evocation cantrip
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (30 feet)
‘Components: VS
Duration: 1 round,
Replaces: Lightning Lure
You create a whip of crackling electricity, and are it outwards
ata creature of your choice that you can see within 30 feet.
Make a melee spell attack. fit hits, the target takes 146
lightning damage, and is ensnared by the lightning leash.
Until the start of your next turn, asa reaction ifthe enemy
‘moves outside this spells range, vou can yank on the leash,
‘The target must make a Strength saving throw or take 146
lightning damage and have their movement reduced by half.
Once they are outside of the spell’s range, the leash
dissipates.
Both damage rolls increase by 1d6 when you reach Sth
level (246) 11th level (346) and 17th level (446)
LIGHTNING TeNDRIL.
Istlevel evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self (20 feet)
‘Components: V, S, M (a twig from a tree that has been struck,
by lightning)
Duration: Concentration, up to 1 minute
Replaces: Witch Bolt
Crackling beams of blue energy leap from your hands. For
the duration of the spell as an action, you can direct them
toward a creature within range, dealing 1d12 lightning
damage to that creature.
At Higher Levels. When you cast this spell using a 3ré-or
‘4th-level spell slot, the damage increases to 2d12 and the
range increases to 30 feet. When you cast it using a Sth- or
6th-Jevel spell slot, the damage increases to 3d12 and the
range increases (o 60 feet. When you cast it using a spell slot,
of 7th level or higher, the damage increases to 4d12 and the
range increases to 120 feet.
Lunar Bram
2ndlevel evocation
action
Range: 120 feet
Components: V, S, M (a small pearl or quartz disc)
Duration: Concentration, up to 1 minute
Replaces: Moonbeam
You call down a beam of shimmering moonlight at a point
within range, The beam takes the shape of a 5foot-radius, 40-
the beam during its turn, tis seared by the pale light. It must
‘make a Constitution saving throw, taking 2d10 radiant
‘damage (3410 for shapeshifters) on a failure, or half as much
‘on a success. Shapeshifters and other creatures susceptible
to silver have disadvantage on this saving throw, take an
additional 1410 damage on a failure, and cannot change their
form while within the beam,
On each of your turns after you cast this spell, you ean use
an action to move the beam up to 60 feet in any direction
within the spells range.
At Higher Levels. When you cast this spel using a spell
slot of 3rd level or higher, the damage increases by 1410 for
‘each slot level above 2nd
Mare Frurr
Istlevel transmutation
Classes: Druid, Ranger
Casting Time: | action
Range: Touch
Components: V,
Duration: 24 hours
Replaces: Goodberry
You infuse the components used in the spel’s casting with
‘magic. The fruit gains minor healing properties for the
duration. creature can use its action to eat one fruit and
restore 1 hit point. Ifa creature eats 10 infused fruits,
‘magic combines to provide enough nourishme1
creature for one day.
M (up to 10 pieces of freshly-picked fruit)MANIPULATE EARTH
Transmutation cantrip
(Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Replaces: Mold Earth
You mold earth you can see within range, causing itto twist
and buckle to your command, selecting one of the following
effects:
+ You can move a Soot cube of loose dirt or soil, excavate
and move it along the ground to another unoccupied
space within 5 feet.
+ You can carve small, simple shapes into dirt or stone,
change its color, or similar minor effects.
= You can turn a S-foot square of earth or stone into difficult
terrain for 1 hour: You can create up to three patches of
difficult terrain this way; if you create additional patches,
the first created patch returns to normal terrain
‘MANIPULATE FIRE
Transmutation cantrip
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V; S
Duration: I round
Replaces:
You control fire you ean see within range, causing i to bend
toyour command, selecting one of the following effects:
‘ontrol Flames
+ One creature of your choice within range has resistance to
fire damage until the start of your next tue,
* You can sparks, douse, or spread fire in a 5 footcube, so
long ss there is fuel that ean be ignited within the area.
* You can control the brightness (halving or doubling it
‘color ((urning the flames to any color of your choice) or
‘shape of fire (forming simple shapes or forms) within a5.
foot cube for 10 minutes.
‘MANIPULATE WATER
‘Transmutation cantrip
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Replaces: Shape Water
‘You shape water you can see within range, causing it to move
and shape at to your command, selecting one of the following
effects:
+ You can move or direct the flow of a Sfoot cube of water
in direction, but the water will collapse back to following.
the flow of gravity atthe start of your next urn unless you
concentrate on keeping it in place
* You can form the water into shapes or cause it to animate,
This change lasts for 1 minute.
= You can change the color or opacity of water in a Soot
‘cube. This change lasts for 1 hour.
+ You can freeze up to a Soot cube of water or thaw up toa
S\foot cube of ice. The water unfreezes or refreezes
naturally based on the environmental conditions (usually
taking an hour or more to melt or freeze, unless in
extreme conditions)
‘MANIPULATE WinD
‘Transmutation canttip
Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
Replaces:
You produce a gust of wind within range, causing it to surge
‘and swirl at your command, selecting one of the following
effects:
‘+ The next ranged weapon attack against a creature of your
choice within range has disadvantage.
+ One ereature of your choice within range must succeed on
1 Strength saving throw or be pushed 5 feet or knocked
prone (your choice)
+ You can increase the next jump made by a creature of your
choice within range by 5 feet.
* You manipulate the wind in a minor way, such as pushing
alight object up to 10 feet, rustling plants, slamming
doors, or similar effects. These aren't powerful enough to
move creatures or deal damage.
‘MARTIAL STEEL Wind STRIKE
Sth-level conjuration
Classes: Ranger, Wizard
Casting Time: 1 action
Range: Self (30-fo0t radius)
Components: V, S, M (a melee weapon you are proficient
‘with worth at least 1 ep)
Duration: Instantaneous
Replaces: Stee! Wind Strike
You flourish a weapon you are proficient with 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
‘weapon attack against each target. On a hit, target takes
{6410 damage of the weapon's damage type.
You can then teleport to an unoccupied space you can see
within 5 feet of one of the targets you hit or missed.‘MarTiaL TRANSFORMATION
‘6th-evel transmutation
(Classes: Wizard
Casting Time: 1 action
Range: Self
‘Components: V, S, M (afew hairs from a bull)
Duration: 10 minutes
Replaces: Tenser's Transformation
You endow yourself with endurance and martial prowess
fueled by magic. Until the spell ends, you can't cast spells or
concentrate them, and you gain the following benefits:
+ You gain 50 temporary hit points. I any of these remain
‘when the spell ends, they are lost.
You have advantage on attack rolls that you make with
simple and martial weapons.
+ When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage.
* You have proficiency with all armor, shields, simple
‘weapons, and martial weapons,
+ You have proficiency in Strength and Constitution saving
throws,
+ 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 gives you
cextra attacks.
* You can conjure and equip (as part ofthe action used to
cast the spell) any set of heavy or medium armor and any
simple or martial weapon of your choice. These items
have no strength requirements and are magical in nature
‘though have the same properties as their nonmagical
‘counterparts, vanishing when the spell ends.
Immediately after the spell ends, you must succeed on a
DC 15 Constitution saving throw or suffer one level of
exhaustion,
‘Minor Dray
Istlevel necromancy
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
‘Components: V, S
Duration: Instantaneous
Replaces: Ray of Sickness (in part)
You send a pulse of necrotic energy towards a target, sucking
its lfe essence away. Make a ranged spell attack. On a hit, the
target takes 346 necrotic damage, and you gain half the
damage dealt as temporary hit points. These temporary hit
points fade atthe end of your next turn,
At Higher Levels, When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above Ist
MISDIRECTION
Sidvlevel ilasion
‘action or I reaction, which you take when
you are hit by an attack
Range: Self
Components: S
Duration: Concentration, up to 10 minutes
Replaces: Mislead
‘Asan action, or as a reaction when you are hit by an attack,
you become invisible and hidden and create an illusory
double of yourself in your space. The double can move at
your speed, can gesture or speak as you choose, and mimics
any action you take (your attacks or spells appear to originate
from the double) The double has the same armor class as
you.
‘Any time a eresture would damage the double, or perceives
the double making an attack or casting a spell they may
‘make an Intelligence (Investigation) check against your spell
save DC. Ifthe check succeeds, they realize the double is an
illusion and you are no longer invisible to that creature.
Asan action, you can use the doubles senses instead of
your own until you use your action to return to your normal
‘senses. While you do so, you are blinded and deafened to
your own surroundings.
‘MISFORTUNE
2ndlevel abjuration
Classes: Bard, Sorcerer, Wizard
Casting Time: I reaction, which you take when a creature
‘you can see within 60 fect succeeds with an attack roll an
ability check, ora saving throw
Range: 60 feet
very Barbs (in part)
‘You magically reshape causality forthe triggering creature,
negatively influencing its efforts. The triggering creature
‘must reroll the d20 and use the lower roll‘Nature's Fury
Sthlevel evocation
Classes: Druid, Ranger
Casting Time: 1 action
Range: Self
‘Components: V; S
Duration: Concentration, up to 1 minute
Replaces: Wrath of Nature
You summon the power of the natural world to assault your
foes. For the duration ofthe spell all terrain within 60 feet of,
you is dificult terrain except for creatures you specify. When
‘you cast the spell and as a bonus action on subsequent turns,
Yyou can create one of the following effects, targeted anywhere
{you can see within 60 feet of you.
+ Trees: A tree erupts from the ground and reaches out to
rake your enemies with its branches, Each creature of
your choice within 10 feet must succeed on a Dexterity
‘saving throw of take 6d6 slashing damage,
+ Roots: Roots erupt from the ground, seizing creatures
‘within a 10oot radius. Bach creature must make a
Strength saving throw or become restrained, Any creature
‘within 5 feet of a restrained creature can use an action to
make a Strength (Athletics) check against your spell save
DC, ending the effect on a success.
+ Rocks: You conjure a boulder and hurl it ata creature.
Make a ranged spell attack. On a hit the target takes 6410
bludgeoning damage and is knocked prone ifthey are
Large or smaller.
* Wind: You summon a mighty gust. The gust takes the
shape of a line 60 feet long and 20 feet wide, originating
at a location you can see and traveling in a dicection of
your choice, All Large or smaller creatures within the area
‘must make a Strength saving throw, or be swept 25 feet in
the direction of the gust and knocked prone
NECROMANTIO INFUSION
Srd-level necromancy
Classes: Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
‘Components: V; M (a handful of bone chips)
Duration: Instantaneous
Replaces: Negative Energy Flood (in part)
‘You open a conduit toa plane of death, infusing one creature
‘you can sce within range with a jolt of negative energy. A
living target must make a Constitution saving throw, suffering
58 necrotic damage on a failure or half as much on a
success. An undead target receives S48 temporary hit points.
While it has these temporary bit points all its attacks have
advantage.
NEGROMANTIC STORM
Sidvlevel necromancy
Range: 60 feet
Components: V,M (a piece of tatered black sik)
Replaces:
You tear a sift to plane of death, summoning forth a flood of
negative energy. Choose a point within 60 feet to open the
rift All nonundead creatures within 10 feet must make &
Constitution saving throw, taking 648 necrotic damage on a
failure or half as much on a success. Ifa creature is killed by
this spel the blast spreads, affecting a 10-foot radius around
that creature as well A creature cannot be damaged twice by
the spell and the spell ends after damaging 10 creatures
If humanoid dies from this spel they rise as a zombie at
the start of your next turn and attack the closest living
creature. You can assert control aver the zombies by casting
animate dead as if you were reasserting control over zombies
created with that spell Statistics for a zombie are in the
‘Monster Manual At the DM's discretion, other ereature types
‘may rise as different undead.
‘At Higher Levels, When you cast this spell with a spell
slot of 6th level or higher, the maximum number of creatures
affected increases by 2 for each slot level above Sth.
Negative Energy Flood (in part)
OAKENHIDE
2nd level transmutation
Classes: Druid, Ranger
Casting Time: 1 action
Range: Seif
‘Component
Duration: 1 minute
Replaces: Barkskin
‘You magically encase your body ina hard shell of bark. You
gain 6 temporary hit points at the start each of your turns,
and while you have these temporary hit points, you can
calculate your armor class a8 15 + your Dexterity modifier
(maximum 2)
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, our AC increases by 1 for each,
two slot levels above 2nd The temporary hit points increase
by 3 for each slot level above 2nd