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1435644-2024 PHB Spell Update Blank - New Missing Updated 1.1

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0% found this document useful (0 votes)
106 views38 pages

1435644-2024 PHB Spell Update Blank - New Missing Updated 1.1

Uploaded by

Jorge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2024 PHB SPELL CARDS

including updates and new spells


Use of Wizards of the Coast content is permitted on DMSguild under the
https://help.dmsguild.com/hc/en-us/articles/12776909822615-Dungeons-Dragons-
Content-Guidelines

Fonts used include Garamond, Calibri, Segoe UI and Nodesto Caps Condensed
(https://github.com/jonathonf/solbera-dnd-fonts, CC-BY-SA-4.0), some icons from
https://game-icons.net/ (under CC-BY-3.0).

With inspiration from https://hitpointpress.com/collections/animated-spells


I made these to update my existing sets, go support them!

This version contains absolutely no assets or text generated by AI whatsoever.


PRINT MEDIA DISCIPLINE
PASSIVE PSIONIC , ADDITIONAL POWERS

Printing Skill. These pages are oversized, intentionally, so


they have a bleed region and fit on Tarot size cards (2.75 by
4.75 inches). If you print at 100% size it’s better to cut
along the lines as indicated by the blue and red dotted lines
on the cards on the top half of this page.
Pages are designed so you can print on both sides and then
cut the cards out – best to use thicker paper for this.
Always try just a single test page first.

PRINTING INSTRUCTIONS
COMPUTER SKILL INK EFFECTS
CONJURATION LEVEL 6 MEDIA DISCIPLINE

PRINT MEDIA DISCIPLINE


PASSIVE PSIONIC , ADDITIONAL POWERS

Printing Skill. If you choose to print “fit to page” cards


will be shrunk down a little bit and you instead want to cut
at the edge of the bleed mark lines, as indicated by the
orange and green dotted lines on the bottom half of this
page. You may want to move the category text at the
bottom down a little bit if you do this.
Additionally, fonts may look a little different on OSX, I
included the source files so you can adjust them as you see
fit for your OS and preferences. If you open these in
Google Slides they will look messed up unless you change
the fonts.

PRINTING INSTRUCTIONS
PERIPHERAL ITEM PAPER JAM EFFECTS

ABJURATION LEVEL 2 IMAGINATION DISCIPLINE


IMAGINATION DISCIPLINE
TASHA'S BUBBLING CAULDRON JELARZI'S STORM OF RADIANCE
ACTION 5 FT 10 MIN. V, S, M ACTION 120 FT C. 1 MIN. V, S, M
CONJURATION LEVEL 6 EVOCATION LEVEL 5

ARCANE VIGOR POWER WORD FORTIFY


ACTION SELF INSTANT V, S ACTION 60 FT INSTANT V
ABJURATION LEVEL 2 ENCHANTMENT LEVEL 7
JELARZI'S STORM OF RADIANCE TASHA'S BUBBLING CAULDRON
EVOCATION LEVEL 5 CONJURATION LEVEL 6

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action 10 Minutes
up to 1 minute COMPONENTS
COMPONENTS
Verbal, Somatic, RANGE
Verbal, Somatic, RANGE
120 Feet Material 5 Feet
Material

You unleash a storm of flashing light and raging You conjure a claw-footed cauldron filled with bubbling
thunder in a 10-foot-radius, 40-foot-high Cylinder liquid. The cauldron appears in an unoccupied space on
centered on a point you can see within range. the ground within 5 feet of you and lasts for the
While in this area, creatures have the Blinded and duration. The cauldron can't be moved, and disappears
Deafened conditions, and they can’t cast spells with a when the spell ends, along with the bubbling liquid
Verbal component. inside of it.
When the storm appears, each creature in it makes The liquid in the cauldron duplicates the properties
a Constitution saving throw, taking 2d10 Radiant of a Common or an Uncommon potion of your choice
damage and 2d10 Thunder damage on a failed save (such as potion of healing). As a Bonus Action, you or an
or half as much damage on a successful one. A ally can reach into the cauldron and withdraw one
creature also makes this save when it enters the potion of that kind. The potion is contained in a vial
that disappears when the potion is consumed. The
spell’s area for the first time on a turn or ends its turn
cauldron can produce a number of these potions equal
there. A creature makes this save only once per turn.
to your spellcasting ability modifier (minimum 1). When
At Higher Levels: The Radiant and Thunder
the last of these potions is withdrawn from the
damage increase by 1d10 for each spell slot level cauldron, the cauldron disappears, and the spell ends.
above 5. Potions obtained from the cauldron that aren't
consumed disappear when you cast the spell again.
Components. A pinch of phosphorus.
Components . A gilded ladle worth 500+ GP

WARLOCK, WIZARD WARLOCK, WIZARD

POWER WORD FORTIFY ARCANE VIGOR


ENCHANTMENT LEVEL 7 ABJURATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Bonus action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal 60 Feet Verbal, Somatic Self

You fortify up to six creatures you can see within You tap into your life force to heal yourself. Roll one
range. The spell bestows 120 Temporary Hit Points, or two of your unexpended Hit Point Dice, and
which you divide among the spell’s recipients. regain a number of Hit Points equal to the roll’s total
plus your spellcasting ability modifier. Those dice are
then expended.
At Higher Levels: The number of unexpected
Hit Dice you can roll increases by one for each spell
slot level above 2.

BARD, CLERIC SORCERER, WIZARD


YOLANDE'S REGAL PRESENCE ELEMENTALISM
ACTION SELF C. 1 MIN. V, S, M ACTION 30 FT INSTANT V, S
ENCHANTMENT LEVEL 5 TRANSMUTATION CANTRIP

STARRY WISP SORCEROUS BURST


ACTION 60 FT INSTANT V, S ACTION 120 FT INSTANT V, S
EVOCATION CANTRIP EVOCATION CANTRIP
ELEMENTALISM YOLANDE'S REGAL PRESENCE
TRANSMUTATION CANTRIP ENCHANTMENT LEVEL 5

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
COMPONENTS up to 1 minute
COMPONENTS RANGE Verbal, Somatic, RANGE
Verbal, Somatic 30 Feet Material Self

You exert control over the elements, creating one of the


following effects within range. You surround yourself with unearthly majesty in a
Beckon Air. Create a breeze strong enough to ripple 10-foot Emanation. Whenever the Emanation enters
cloth, stir dust, rustle leaves, and close open doors and the space of a creature you can see and whenever a
shutters, all in a 5-foot cube. Doors and shutters being held creature you can see ends its turn there, you can
open by someone or something aren't affected. force that creature to make a Wisdom saving throw.
Beckon Earth. Create a thin shroud of dust or sand that
On a failed save, the target takes 4d6 Psychic damage
covers surfaces in a 5-foot-square area. or you cause a single
word to appear in your handwriting in a patch of dirt or and has the Prone condition, and you can push it up
sand. to 10 feet away. On a successful save, the target takes
Beckon Fire. Create a thin cloud of harmless embers and half as much damage only. A creature makes this
colored, scented smoke in a 5-foot cube. You choose the save only once per turn.
color and scent, and the embers can light candles, torches, or
lamps in that area. The smoke's scent lingers for 1 minute. Components . A miniature tiara.
Beckon Water. Create a spray of cool mist that lightly
dampens creatures and objects in a 5-foot cube.
Alternatively, you create 1 cup of clean water either in an
open container or on a surface, and the water evaporates in 1
minute.
Sculpt Element. Cause dirt, sand, fire, smoke, mist, or
water that can fit in a 1-foot cube to assume a crude shape
(such as that of a creature) for 1 hour.

DRUID, SORCERER, WIZARD BARD, WIZARD

SORCEROUS BURST STARRY WISP


EVOCATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 120 Feet Verbal, Somatic 60 Feet

You cast sorcerous energy at one creature or object You launch a mote of light at one creature or object
within range. Make a ranged attack roll against the within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 damage of a type target. On a hit, the target takes 1d8 Radiant damage,
you choose: Acid, Cold, Fire, Lightning, Poison, and until the end of your next turn, it emits Dim
Psychic or Thunder. Light in a 10-foot radius and can’t benefit from the
If you roll an 8 on a d8 for this spell, you can roll Invisible condition.
another d8, and add it to the damage. When you cast At Higher Levels: The damage increases by 1d8
this spell, the maximum these d8s you can add to the when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
spell’s damage equals your spellcasting ability
modifier.
At Higher Levels: The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).

SORCERER BARD, DRUID


FAR STEP FOUNT OF MOONLIGHT
BONUS ACT. SELF C. 1 MIN. V ACTION 30 FT INSTANT V, S
CONJURATION LEVEL 5 EVOCATION LEVEL 4

WARDING WIND DRAWMIJ’S INSTANT SUMMONS


ACTION SELF C. 10 MIN. V 1 MIN. TOUCH SPECIAL V, S, M
EVOCATION LEVEL 2 CONJURATION LEVEL 6
FOUNT OF MOONLIGHT FAR STEP
EVOCATION LEVEL 4 CONJURATION LEVEL 5

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Bonus action Concentration,
up to 10 minutes up to 1 minute
COMPONENTS COMPONENTS
RANGE Verbal RANGE
Verbal, Somatic
Self Self

A cool light wreathes your body for the duration, You teleport up to 60 feet to an unoccupied space
emitting Bright Light in a 20-fioot radius and Dim you can see. On each of your turns before the spell
Light for an additional 20 feet. ends, you can use a bonus action to teleport in this
Until the spell ends, you have Resistance to way again.
Radiant damage, and your melee attacks deal an extra
2d6 Radiant damage on a hit.
In addition, immediately after you take damage
from a creature you can see within 60 feet of
yourself, you can take a Reaction to force the
creature to make a Constitution saving throw. On a
failed save, the creature has the Blinded condition
until the end of your next turn.

BARD, DRUID SORCERER, WARLOCK, WIZARD

DRAWMIJ’S INSTANT SUMMONS WARDING WIND


CONJURATION LEVEL 6 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


1 Minute (ritual) Until dispelled Action Concentration,
up to 10 minutes
COMPONENTS
RANGE COMPONENTS
Verbal, Somatic, RANGE
Touch Verbal
Material Self

You touch an object weighing 10 pounds or less A strong wind (20 miles per hour) blows around you
whose longest dimension is 6 feet or less. The spell in a 10-foot radius and moves with you, remaining
leaves an invisible mark on its surface and invisibly centered on you. The wind lasts for the spell’s
inscribes the name of the item on the sapphire you duration.
use as the material component. Each time you cast The wind has the following effects:
this spell, you must use a different sapphire. • It deafens you and other creatures in its area.
At any time thereafter, you can use your action to • It extinguishes unprotected flames in its area that
speak the item’s name and crush the sapphire. The are torch-sized or smaller.
item instantly appears in your hand regardless of • The area is difficult terrain for creatures other
physical or planar distances, and the spell ends. If than you.
another creature is holding or carrying the item, • The attack rolls of ranged weapon attacks have
crushing the sapphire doesn’t transport the item to disadvantage if they pass in or out of the wind.
you, but instead you learn who the creature • It hedges out vapor, gas, and fog that can be
possessing the object is and roughly where that dispersed by strong wind.
creature is located at that moment.
Dispel Magic or a similar effect successfully
applied to the sapphire ends this spell’s effect.

Components. A sapphire worth 1000+ GP.

WIZARD BARD, DRUID, SORCERER, WIZARD


LIGHTNING LURE GUST
ACTION TOUCH 1 HOUR V, S ACTION 30 FT INSTANT V, S
EVOCATION CANTRIP TRANSMUTATION CANTRIP

BOOMING BLADE GREEN FLAME BLADE


ACTION 60 FT INSTANT V, S ACTION 120 FT INSTANT V, S
EVOCATION CANTRIP EVOCATION CANTRIP
GUST LIGHTNING LURE
TRANSMUTATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 30 Feet Verbal Self
(15-foot radius)

You seize the air and compel it to create one of the


You create a lash of lightning energy that strikes at
following effects at a point you can see within range:
one creature of your choice that you can see within
• One Medium or smaller creature that you choose
15 feet of you. The target must succeed on a
must succeed on a Strength saving throw or be
Strength saving throw or be pulled up to 10 feet in a
pushed up to 5 feet away from you.
straight line toward you and then take 1d8 lightning
• You create a small blast of air capable of moving
damage if it is within 5 feet of you.
one object that is neither held nor carried and
that weighs no more than 5 pounds. The object
At H igher Levels. This spell's damage increases
by 1d8 when you reach 5th level (2d8), 11th level
is pushed up to 10 feet away from you. It isn’t
(3d8), and 17th level (4d8).
pushed with enough force to cause damage.
• You create a harmless sensory affect using air,
such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a
breeze.

DRUID, SORCERER, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD

GREEN FLAME BLADE BOOMING BLADE


EVOCATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action 1 Round

COMPONENTS RANGE COMPONENTS RANGE


Somatic, Material Self Verbal, Somatic Self
(5-foot radius) (5-foot radius)

You brandish the weapon used in the spell’s casting You brandish the weapon used in the spell’s casting
and make a melee attack with it against one creature and make a melee attack with it against one creature
within 5 feet of you. On a hit, the target suffers the within 5 feet of you. On a hit, the target suffers the
weapon attack’s normal effects, and you can cause weapon attack’s normal effects and then becomes
green fire to leap from the target to a different sheathed in booming energy until the start of your
creature of your choice that you can see within 5 feet next turn. If the target willingly moves 5 feet or more
of it. The second creature takes fire damage equal to before then, the target takes 1d8 thunder damage,
your spellcasting ability modifier. and the spell ends.
At H igher Levels. At 5th level, the melee attack At H igher Levels. At 5th level, the melee attack
deals an extra 1d8 fire damage to the target on a hit, deals an extra 1d8 thunder damage to the target on a
and the fire damage to the second creature increases hit, and the damage the target takes for moving
to 1d8 + your spellcasting ability modifier. Both increases to 2d8. Both damage rolls increase by 1d8
damage rolls increase by 1d8 at 11th level (2d8 and at 11th level (2d8 and 3d8) and again at 17th level
2d8) and 17th level (3d8 and 3d8). (3d8 and 4d8).

Components . A melee weapon worth at least 1 sp.

ARTIFICER, SORCERER, WARLOCK, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD


DIVINE SMITE CONTROL WINDS
BONUS ACT. SELF INSTANT V ACTION 300 FT C. 1 HR. V, S
EVOCATION LEVEL 1 TRANSMUTATION LEVEL 5

TIDAL WAVE SHADOW OF MOIL


ACTION 120 FT INSTANT V, S, M ACTION SELF C. 1 MIN. V, S, M
CONJURATION LEVEL 3 NECROMANCY LEVEL 4
CONTROL WINDS DIVINE SMITE
TRANSMUTATION LEVEL 5 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Bonus action* Instantaneous
up to 1 hour
COMPONENTS COMPONENTS RANGE
RANGE
Verbal, Somatic Verbal Self
300 Feet

You take control of the air in a 100-foot cube that you can see The target takes an extra 2d8 Radiant damage from
within range. Choose one of the following effects when you cast the attack. The damage increases by 1d8 if the target
the spell. The effect lasts for the spell’s duration, unless you use
your action on a later turn to switch to a different effect. You can
is a Fiend or an Undead.
also use your action to temporarily halt the effect or to restart one
you’ve halted. At H igher Levels: The damage increases by 1d8 for
Gusts. A wind picks up within the cube, continually blowing in each spell slot level above 1.
a horizontal direction that you choose. You choose the intensity of
the wind: calm, moderate, or strong. If the wind is moderate or
strong, ranged weapon attacks that pass through it or that are made
against targets within the cube have disadvantage on their attack
rolls. If the wind is strong, any creature moving against the wind
must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow
downward from the top of the cube. Ranged weapon attacks that
pass through the cube or that are made against targets within it
have disadvantage on their attack rolls. A creature must make a
Strength saving throw if it flies into the cube for the first time on a
turn or starts its turn there flying. On a failed save, the creature is
knocked prone.
Updraft. You cause a sustained updraft within the cube, rising
upward from the cube’s bottom edge. Creatures that end a fall
within the cube take only half damage from the fall. When a
creature in the cube makes a vertical jump, the creature can jump
up to 10 feet higher than normal.

DRUID, SORCERER, WIZARD PALADIN

SHADOW OF MOIL TIDAL WAVE


NECROMANCY LEVEL 4 ABJURATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS
RANGE
Verbal, Somatic, RANGE Verbal, Somatic,
120 Feet
Material Self Material

Flame-like shadows wreathe your body until the spell You conjure up a wave of water that crashes down
ends, causing you to become heavily obscured to on an a rea within range. The area can be up to 30
others. The shadows turn dim light within 10 feet of feet long, up to 10 feet wide, and up to 10 feet tall.
you into darkness, and bright light in the same a rea Each creature in that area must make a Dexterity
to dim light. saving throw. On a failed save, a creature takes 4d8
Until the spell ends, you have resistance to radiant bludgeoning damage and is knocked prone. On a
damage. In addition, whenever a creature within 10 successful save, a creature takes half as much damage
feet of you hits you with an attack, the shadows lash and isn't knocked prone. The water then spreads out
out at that creature, dealing it 2d8 necrotic damage. across the ground in all directions, extinguishing
unprotected flames in its area and within 30 feet of it,
Components . An undead eyeball encased in a gem and then it vanishes.
worth at least 150 gp.
Components . A drop of water.

WARLOCK DRUID, SORCERER, WIZARD


SHAPE WATER CAUSE FEAR
ACTION 30 FT INSTANT / 1 HR S ACTION 60 FT C. 1 MIN. V
TRANSMUTATION CANTRIP NECROMANCY LEVEL 1

EARTH TREMOR ENSNARING STRIKE


ACTION 10 FT INSTANT V, S ACTION 120 FT INSTANT V, S
EVOCATION LEVEL 1 SOMETHING LEVEL 1
CAUSE FEAR SHAPE WATER
NECROMANCY LEVEL 1 TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous,
up to 1 minute or 1 hour
COMPONENTS COMPONENTS
RANGE RANGE
Verbal Somatic 30 Feet
60 Feet

You awaken the sense of mortality in one creature You choose an area of water that you can see within
you can see within range. A construct or an undead is range and that fits within a 5-foot cube. You
immune to this effect. The target must succeed on a manipulate it in one of the following ways:
Wisdom saving throw or become frightened of you • You instantaneously move or otherwise change
until the spell ends. The frightened target can repeat the flow of the water as you direct, up to 5 feet in
the saving throw at the end of each of its turns, any direction. This movement doesn’t have
ending the effect on itself on a success. enough force to cause damage.
At H igher Levels. When you cast this spell using • You cause the water to form into simple shapes
a spell slot of 2nd level or higher, you can target one and animate at your direction. This change lasts
additional creature for each slot level above 1st. The for 1 hour.
creatures must be within 30 feet of each other when • You change the water’s color or opacity. The
you target them. water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no
creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.

WARLOCK, WIZARD BARD, WIZARD

ENSNARING STRIKE EARTH TREMOR


CONJURATION LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action* Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
RANGE
Verbal Verbal, Somatic 10 Feet
Self

As you hit the target, grasping vines appear on it, and You cause a tremor in the ground within range. Each
it makes a Strength saving throw. A Large or larger creature other than you in that a rea must make a
creature has Advantage on this save. On a failed save, Dexterity saving throw. On a failed save, a creature
the target has the Restrained condition until the spell takes ld6 bludgeoning damage and is knocked prone.
ends. On a successful save, the vines shrivel away, If the ground in that area is loose earth or stone, it
and the spell ends. becomes difficult terrain until cleared, with each 5-
While Restrained, the target takes 1d6 Piercing foot-diameter portion requiring at least 1 minute to
damage at the start of each of its turns. The target or clear by hand.
a creature within reach of it can take an action to At Higher Levels. When you cast this spell using
make a Strength (Athletics) check against your spell a spell slot of 2nd level or higher, the da mage
save DC. On a success, the spell ends. increases by ld6 for each slot level above 1s t
At H igher Levels. 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.

* Take immediately after hitting a creature with a


weapon.

RANGERR BARD, DRUID, SORCERER, WIZARD


AGANAZZAR'S SCORCHER DUST DEVIL
ACTION 30 FT INSTANT V, S, M ACTION 60 FT C. 1 MIN. V, S, M
EVOCATION LEVEL 2 CONJURATION LEVEL 2

MORDENKAINEN’S SWORD ERUPTING EARTH


ACTION 90 FT C. 1 MIN. V, S, M ACTION 120 FT INSTANT V, S, M
EVOCATION LEVEL 7 TRANSMUTATION LEVEL 3
DUST DEVIL AGANAZZAR'S SCORCHER
CONJURATION LEVEL 2 ENCHANTMENT LEVEL 5

DURATION
CAST TIME CAST TIME DURATION
Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS
RANGE RANGE
Verbal, Somatic, Verbal, Somatic,
60 Feet 30 Feet
Material Material

Choose an unoccupied 5-foot cube of air that you can see


within range. An elemental force that resembles a dust devil A line of roaring flame 30 feet long and 5 feet wide
appears in the cube and lasts for the spell's duration. emanates from you in a direction you choose. Each
Any creature that ends its turn within 5 feet of the dust creature in the line must make a Dexterity saving
devil must make a Strength saving throw. On a failed save, throw. A creature takes 3d8 fire damage on a failed
the creature takes l d8 bludgeoning damage and is pushed 10 save, or half as much damage on a successful one.
feet away from the dust devil. On a successful save, the
At Higher Levels. When you cast this spell using
creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 a spell slot of 3rd level or higher, the damage
feet in any direction. If the dust devil moves over sand, dust, increases by ld8 for each slot level above 2nd.
loose dirt, or light gravel, it sucks up the material and forms
a 10-foot-radius cloud of debris around itself that lasts until Components. A red dragon’s scale.
the start of your next turn. The cloud heavily obscures its
area.
At Higher Levels. When you cast this spell using a spell s
lot of 3rd level or higher, the damage increases by ld8 for
each s lot level above 2nd.

Components . A pinch of dust.

DRUID, SORCERER, WIZARD SORCERER, WIZARD

ERUPTING EARTH MORDENKAINEN’S SWORD


TRANSMUTATION LEVEL 3 EVOCATION LEVEL 7

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic, RANGE
Verbal, Somatic 120 Feet
Material 90 Feet

Choose a point you can see on the ground within


You create a spectral sword that hovers within range.
range. A fountain of churned earth and stone erupts
It lasts for the duration.
in a 20-foot cube centered on that point. Each
When the sword appears, you make a melee spell
creature in that area must make a Dexterity saving
attack against a target within 5 feet of the sword. On
throw. A creature takes 3d12 bludgeoning damage on
a hit, the target takes Force damage equal to 4d12
a failed save, or half as much damage on a successful
plus your spellcasting ability modifier.
one. Additionally, the ground in that a rea becomes
On your later turns, you can take a Bonus Action
difficult terrain until clear ed. Each 5-foot-square
to move the sword up to 30 feet to a spot you can
portion of the a rea requires at least 1 minute to clear
see and repeat the attack against the same target or a
by hand.
different one.
At Higher Levels. When you cast this spell using
a spell s lot of 4th level or higher, the da mage
Components . A miniature sword worth 250+ gp.
increases by ld12 for each slot level above 3rd.

Components . A piece of obsidian.

DRUID, SORCERER, WIZARD BARD, WIZARD


SHADOW BLADE STAGGERING SMITE
BONUS ACT. SELF C. 1 MIN. V, S BONUS ACT. SELF INSTANT V
ILLUSION LEVEL 2 ENCHANTMENT LEVEL 4

HEALING SPIRIT THUNDER STEP


BONUS ACT. 60 FT C. 1 MIN. V, S ACTION 90 FT INSTANT V
CONJURATION LEVEL 2 CONJURATION LEVEL 3
STAGGERING SMITE SHADOW BLADE
ENCHANTMENT LEVEL 4 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Bonus action* Instantaneous Bonus action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic RANGE
Verbal Self
Self

The target takes an extra 4d6 Psychic damage from


You weave together threads of shadow to create a
the attack, and the target must succeed on a Wisdom
sword of solidified gloom in your hand. This magic
saving throw or have the Stunned condition until the
sword lasts until the spell ends. It counts as a simple
end of your next turn.
melee weapon with which you are proficient. It deals
At Higher Levels: The extra damage increases by
2d8 psychic damage on a hit and bas the finesse,
1d6 for each spell slot level above 4.
light, and thrown properties (range 20/60). In
addition, when you use the sword to attack a target
* Take immediately after hitting a creature with a
that is in dim light or darkness, you make the attack
Melee weapon or an Unarmed Strike
roll with advantage.
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 bonus action to cause the
sword to reappear in your band.
At Higher Levels. When you cast this spell using a
3rd- or 4th-level spell s lot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell
slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage
increases to 5d8.

PALADIN SORCERER, WARLOCK, WIZARD

THUNDER STEP HEALING SPIRIT


CONJURATION LEVEL 3 CONJURATION LEVEL 2

DURATION
CAST TIME DURATION CAST TIME
Concentration,
Action Instantaneous Bonus action
up to 1 minute
COMPONENTS RANGE COMPONENTS RANGE
Verbal 90 Feet Verbal, Somatic 60 Feet

You teleport yourself to an unoccupied space you can


see within range. Immediately after you disappear, a You call forth a nature spirit to soothe the wounded.
thunderous boom sounds, and each creature within The intangible spirit appears in a space that is a 5-foot
10 feet of the space you left must make a cube you can see within range. The spirit looks like a
Constitution saving throw, taking 3dl0 thunder transparent beast or fey (your choice).
damage on a failed save, or half as much damage on a Until the spell ends, whenever you or a creature you
successful one. The thunder can be heard from up to can see moves into the spirits space for the first time on
300 feet away. a turn or starts its turn there, you can cause the spirit to
You can bring along objects as long as their weight restore 1d6 hit points to that creature (no action
required). The spirit can’t heal constructs or undead.
doesn't exceed what you can carry. You can also
As a bonus action on your turn, you can move the
teleport one willing creature of your size or smaller
Spirit up to 30 feet to a space you can see. The spirit
who is carrying gear up to its carrying capacity. The
can heal a number of times equal to 1 + your
creature must be within 5 feet of you when you cast
spellcasting ability modifier (minimum of twice). After
this spell, and there must be an unoccupied space healing that number of times, the spirit disappears.
within 5 feet of your destination space for the The spell ends once the spirit has restored hit points
creature to appear in; otherwise, the creature is left a number of times equal to twice your spellcasting
behind. ability modifier (minimum of once).
At Higher Levels: When you cast this spell using At Higher Levels. When you cast this spell using a
a spell slot of 4th level or higher, the damage spell slot of 3rd level or higher, the healing increases
increases by 1d10 for each slot level above 3rd. 1d6 for each slot level above 2nd.

SORCERER, WARLOCK, WIZARD DRUID, RANGER


HUNGER OF HADAR LIGHTNING ARROW
ACTION 150 FT C. 1 MIN. V, S, M BONUS ACT. SELF INSTANT V, S
CONJURATION LEVEL 3 TRANSMUTATION LEVEL 3

SKYWRITE WALL OF SAND


ACTION SIGHT C. 1 DAY V, S ACTION 90 FT C. 10 MIN. V, S, M
TRANSMUTATION LEVEL 2 EVOCATION LEVEL 3
LIGHTNING ARROW HUNGER OF HADAR
TRANSMUTATION LEVEL 3 CONJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Bonus action* Instantaneous Action Concentration,
COMPONENTS up to 1 minute
COMPONENTS RANGE Verbal, Somatic, RANGE
Verbal, Somatic Self Material 150 Feet

As your attack hits or misses the target, the weapon


You open a gateway to the Far Realm, a region
or ammunition you’re using transforms into a
infested with unspeakable horrors. A 20-foot-radius
lightning bolt. Instead of taking any damage or other
Sphere of Darkness appears, centered on a point
effects from the attack, the target takes 4d8
with range and lasting for the duration. The Sphere is
Lightning damage on a hit or half as much damage
Difficult Terrain, and it is filled with strange whispers
on a miss. Each creature within 10 feet of the target
and slurping noises, which can be heard up to 30 feet
then makes a Dexterity saving throw, taking 2d8
away. No light, magical or otherwise, can illuminate
Lightning damage on a failed save or half as much
the area, and creatures fully within it have the
damage on a successful one.
Blinded condition.
The weapon or ammunition then returns to its
Any creature that starts its turn in the area takes
normal form.
2d6 Cold damage. Any creature that ends its turn
At Higher Levels: The damage for both effects
there must succeed on a Dexterity saving throw or
of the spell increases by 1d8 for each spell slot level
take 2d6 Acid damage from otherworldly tentacles.
above 3.
At Higher Levels: The Cold or Acid damage
(your choice) increases by 1d6 for each spell slot level
* Immediately after hitting or missing a target with a
above 3.
ranged attack using a weapon.
Components . A pickled tentacle.

RANGER WARLOCK

WALL OF SAND SKYWRITE


EVOCATION LEVEL 3 TRANSMUTATION LEVEL 2

DURATION
CAST TIME DURATION CAST TIME
Concentration,
Action Concentration, Action
up to 1 day
up to 10 minutes
COMPONENTS
COMPONENTS RANGE
Verbal, Somatic, RANGE
Verbal, Somatic Sight
Material 90 Feet

You cause up to ten words to form in a part of the


You conjure up a wall of swirling sand on the ground
sky you can see. The words appear to be made of
at a point you can see within range. You can make
cloud and remain in place for the spell’s duration.
the wall up to 30 feet long, 10 feet high, and 10 feet
The words dissipate when the spell ends. A strong
thick, and it vanishes when the spell ends. It blocks
wind can disperse the clouds and end the spell early.
line of sight but not movement. A creature is blinded
while in the wall’s space and must spend 3 feet of
movement for every 1 foot it moves there.

Components. A handful of sand.

SORCERER, WIZARD ARTIFICER, BARD, DRUID, WIZARD


WALL OF WATER WATERY SPHERE
ACTION 60 FT C. 10 MIN. V, S, M ACTION 90 FT C. 1 MIN. V, S, M
EVOCATION LEVEL 3 CONJURATION LEVEL 4

AURA OF LIFE AURA OF PURITY


ACTION SELF C. 10 MIN. V ACTION SELF C. 10 MIN. V
ABJURATION LEVEL 4 ABJURATION LEVEL 4
WATERY SPHERE WALL OF WATER
CONJURATION LEVEL 4 EVOCATION LEVEL 3

DURATION
CAST TIME CAST TIME DURATION
Action Concentration, Action Concentration,
up to 1 minute
COMPONENTS COMPONENTS up to 10 minutes
RANGE Verbal, Somatic,
Verbal, Somatic, RANGE
90 Feet Material
Material 60 Feet

You conjure up a sphere of water with a 5-foot radius on a


point you can see within range. The sphere can hover in the air, You create a wall of water on the ground at a point
but no more than 10 feet off the ground. The sphere remains you can see within range. You can make the wall up
for the spell’s duration. Any creature in the sphere’s space must to 30 feet long, 10 feet high, and 1 foot thick, or you
make a Strength saving throw. On a successful save, a creature can make a ringed wall up to 20 feet in diameter, 20
is ejected from that space to the nearest unoccupied space
outside it. A Huge or larger creature succeeds on the saving
feet high, and 1 foot thick. The wall vanishes when
throw automatically. On a failed save, a creature is restrained the spell ends. The wall's space is difficult terrain.
by the sphere and is engulfed by the water. At the end of each Any ranged weapon attack that enters the wall's
of its turns, a restrained target can repeat the saving throw. space has disadvantage on the attack roll, and fire
The sphere can restrain a maximum of four Medium or damage is halved if the fire effect passes through the
smaller creatures or one Large creature. If the sphere restrains a
wall to reach its target. Spells that deal cold damage
creature in excess of these numbers, a random creature that
was already restrained by the sphere falls out of it and lands that pass through the wall cause the area of the wall
prone in a space within 5 feet of it. As an action, you can move they pass through to freeze solid (at least a 5-foot-
the sphere up to 30 feet in a straight line. If it moves over a pit, square section is frozen). Each 5-foot-square frozen
cliff, or other drop, it safely descends until it is hovering 10 feet section has AC 5 and 15 hit points. Reducing a
over ground. Any creature restrained by the sphere moves with frozen section to 0 hit points destroys it. When a
it. You can ram the sphere into creatures, forcing them to
make the saving throw, but no more than once per turn.
section is destroyed, the wall's water doesn't fill it.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature
restrained by the sphere is knocked prone where it falls.

DRUID, SORCERER, WIZARD DRUID, SORCERER, WIZARD

AURA OF PURITY AURA OF LIFE


ABJURATION LEVEL 4 ABJURATION LEVEL 4

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 10 minutes up to 10 minutes
COMPONENTS RANGE COMPONENTS RANGE
Verbal Self Verbal Self

An aura radiates from you in a 30-foot Emanation An aura radiates from you in a 30-foot Emanation
for the duration. While in the aura, you and your for the duration. While in the aura, you and your
allies have Resistance to Poison damage and allies have Resistance to Necrotic damage, and your
Advantage on saving throws to avoid or end effects Hit Point maximums can’t be reduced. If an ally with
that include the Blinded, Charmed, Deafened, 0 Hit Points starts its turn in the aura, that ally
Frightened, Paralyzed, Poisoned, or Stunned regains 1 Hit Point.
condition.

CLERIC, PALADIN CLERIC, PALADIN


SICKENING RADIANCE BANISHING SMITE
ACTION 120 FT 1 C. 10 MIN. V, S BONUS ACT. SELF C. 1 MIN. V
EVOCATION LEVEL 4 CONJURATION LEVEL 5

WALL OF LIGHT SKILL EMPOWERMENT


ACTION 120 FT C. 10 MIN. V, S, M ACTION TOUCH C. 1 HR. V, S
EVOCATION LEVEL 5 TRANSMUTATION LEVEL 5
BANISHING SMITE SICKENING RADIANCE
CONJURATION LEVEL 5 EVOCATION LEVEL 4

CAST TIME
DURATION CAST TIME DURATION
Bonus
Concentration, Action Concentration,
action*
up to 1 minute up to 10 minutes
COMPONENTS COMPONENTS
RANGE RANGE
Verbal Verbal, Somatic
Self 120 Feet

The target hit by the attack roll takes an extra 5d10 Dim, greenish light spreads within a 30-foot-radius
Force damage from the attack. If the attack reduces sphere centered on a point you choose within range.
the target to 50 Hit Points or fewer, the target must The light spreads around corners, and it lasts until
succeed on a Charisma saving throw or be the spell ends.
transported to a harmless demiplane for the duration. When a creature moves into the spell’s area for the
While there, the target has the Incapacitated first time on a turn or starts its turn there, that
condition. When the spell ends, the target reappears creature must succeed on a Constitution saving
in the space it left or in the nearest unoccupied space throw or take 4d10 radiant damage, and it suffers
if that space is occupied. one level of exhaustion and emits a dim, greenish
light in a 5-foot radius. This light makes it impossible
* Take immediately after hitting a creature with a for the creature to benefit from being invisible. The
Melee weapon or an Unarmed Strike light and any levels of exhaustion caused by this spell
go away when the spell ends.

PALADIN SORCERER, WARLOCK, WIZARD

SKILL EMPOWERMENT WALL OF LIGHT


TRANSMUTATION LEVEL 5 EVOCATION LEVEL 5

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 10 minutes
COMPONENTS
COMPONENTS
RANGE Verbal, Somatic, RANGE
Verbal, Somatic
Touch Material 120 Feet

A shimmering wall of bright light appears at a point you choose


within range. The wall appears in any orientation you choose:
Your magic deepens a creature’s understanding of its
horizontally, vertically, or diagonally. It can be free floating, or
own talent. You touch one willing creature and give it can rest on a solid surface. The wall can be up to 60 feet long,
it expertise in one skill of your choice; until the spell 10 feet high, and 5 feet thick. The wall blocks line of sight, but
ends, the creature doubles its proficiency bonus for creatures and objects can pass through it. It emits bright light
ability checks it makes that use the chosen skill. out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a
You must choose a skill in which the target is
Constitution saving throw. On a failed save, a creature takes 4d8
proficient and that isn’t already benefiting from an radiant damage, and it is blinded for 1 minute. On a successful
effect, such as Expertise, that doubles its proficiency save, it takes half as much damage and isn’t blinded. A blinded
bonus. creature can make a Constitution saving throw at the end of
each of its turns, ending the effect on itself on a success. A
creature that ends its turn in the wall’s area takes 4d8 radiant
damage.
Until the spell ends, you can use an action to launch a beam
of radiance from the wall at one creature you can see within 60
feet of it. Make a ranged spell attack. On a hit, the target takes
4d8 radiant damage. Whether you hit or miss, reduce the length
of the wall by 10 feet. If the wall’s length drops to 0 feet, the
spell ends.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each slot
level above 5th.

ARTIFICER, BARD, SORCERER, WIZARD SORCERER, WARLOCK, WIZARD


STEEL WIND STRIKE NEGATIVE ENERGY FLOOD
ACTION 30 FT INSTANT S, M ACTION 60 FT INSTANT V, M
CONJURATION LEVEL 5 NECROMANCY LEVEL 5

IMMOLATION SCATTER
ACTION 90 FT C. 1 MIN. V ACTION 30 FT INSTANT V
EVOCATION LEVEL 5 CONJURATION LEVEL 6
NEGATIVE ENERGY FLOOD STEEL WIND STRIKE
NECROMANCY LEVEL 5 CONJURATION LEVEL 5

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Material 60 Feet Somatic, Material 30 Feet

You send ribbons of negative energy at one creature


You flourish the weapon used in the casting and then
you can see within range. Unless the target is undead,
vanish to strike like the wind. Choose up to five
it must make a Constitution saving throw, taking
creatures you can see within range. Make a melee
5d12 necrotic damage on a failed save, or half as
spell attack against each target. On a hit, a target
much damage on a successful one. A target killed by
takes 6d10 force damage.
this damage rises up as a zombie at the start of your
You can then teleport to an unoccupied space you
next turn. The zombie pursues whatever creature it
can see within 5 feet of one of the targets you hit or
can see that is closest to it. Statistics for the zombie
missed.
are in the Monster Manual. If you target an undead
with this spell, the target doesn’t make a saving
throw. Instead, roll 5d12. The target gains half the
Components . A melee weapon worth at least 1 SP.
total as temporary hit points.

Components . A broken bone and a square of black


silk.

WARLOCK, WIZARD RANGER, WIZARD

IMMOLATION SCATTER
EVOCATION LEVEL 5 CONJURATION LEVEL 6

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
RANGE
Verbal Verbal 30 Feet
90 Feet

Flames wreathe one creature you can see within The air quivers around up to five creatures of your
range. The target must make a Dexterity saving choice that you can see within range. An unwilling
throw. It takes 8d6 fire damage on a failed save, or creature must succeed on a Wisdom saving throw to
half as much damage on a successful one. On a failed resist this spell. You teleport each affected target to
save, the target also burns for the spell's duration. an unoccupied space that you can see within 120 feet
The burning target sheds bright light in a 30-foot of you. That space must be on the ground or on a
radius and dim light for an additional 30 feet. At the floor.
end of each of its turns, the target repeats the saving
throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical
flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is
turned to ash.

SORCERER, WIZARD SORCERER, WARLOCK, WIZARD


FLAME ARROWS SUMMON UNDEAD
ACTION TOUCH C. 1 HR. V, S ACTION 90 FT C. 1 HR. V, S, M
TRANSMUTATION LEVEL 3 CONJURATION LEVEL 4

DIVINE SMITE
UNDEAD SPIRIT
BONUS ACT. SELF INSTANT V
MD UNDEAD NEUTRAL
EVOCATION LEVEL 1
SUMMON UNDEAD FLAME ARROWS
NECROMANCY LEVEL 3 TRANSMUTATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 1 hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic RANGE
Material 90 Feet Touch

You touch a quiver containing arrows or bolts. When


You call forth an Undead spirit. It manifests in an
a target is hit by a ranged weapon attack using a piece
unoccupied space that you can see within range and
of ammunition drawn from the quiver, the target
uses the Undead Spirit stat block. When you cast
takes an extra 1d6 fire damage. The spell’s magic
the spell, choose the creature’s form: Ghostly, Putrid,
ends on the piece of ammunition when it hits or
or Skeletal. The spirit resembles an Undead creature
misses, and the spell ends when twelve pieces of
with the chosen form, which determines certain
ammunition have been drawn from the quiver.
details in its stat block. The creature disappears when
At H igher Levels. When you cast this spell using
it drops to 0 Hit Points or when the spell ends.
a spell slot of 4th level or higher, the number of
The creature is an ally to you and your allies. In
pieces of ammunition you can affect with this spell
combat, the creature shares your Initiative count, but
increases by two for each slot level above 3rd.
it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its
movement to avoid danger.
At H igher Levels: Use the spell slot’s level for
the spell’s level in the stat block.
Components . A gilded skull worth 300+ GP.

WARLOCK, WIZARD ARTIFICER, DRUID, RANGER, SORCERER, WIZARD

UNDEAD SPIRIT DIVINE SMITE


EVOCATION LEVEL 1
AC 11 + the spell’s level
HP 30 (Ghostly/Putrid) or 20 (Skeletal) +10 each level above 3
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only) CAST TIME DURATION
Bonus action* Instantaneous
STR DEX CON INT WIS CHA
COMPONENTS RANGE
STAT 12 16 15 4 10 9 Verbal Self
MOD +1 +3 +2 -3 0 -1
The target takes an extra 2d8 Radiant damage from
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages you know the attack. The damage increases by 1d8 if the target
CR None (XP 0; PB equals your Proficiency Bonus) is a Fiend or an Undead.
Festering Aura (Passive; Putrid). Constitution Saving Throw: DC
equals spell save DC, any creature (other than you) that starts its At H igher Levels: The damage increases by 1d8 for
turn within a 5-foot Emanation from the spirit. Failure: The each spell slot level above 1.
creature is Poisoned until the start of its next turn.
Incorporeal Passage (Passive; Ghostly). Can move through
other creatures and objects as if they were Difficult Terrain. If it
ends its turn inside an object, it is shunted to the nearest empty
space and takes 1d10 Force damage for every 5 feet traveled.
Multiattack. The spirit makes a number of attacks equal to half
this spell’s level (round down).
Deathly Touch (Action; Ghostly). Melee Attack Roll: Bonus
equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the
spell’s level Necrotic damage, and the target has the Frightened
condition until the end of its next turn.
Grave Bolt (Action; Skeletal). Ranged Attack Roll: Bonus equals
spell attack modifier, range 150 ft. Hit: 2d4 + 3 + spell level
Necrotic damage.
Rotting Claw (Action; Putrid). Melee Attack Roll: Bonus equals
your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s
level Slashing damage. If the target has the Poisoned condition,
it has the Paralyzed condition until the end of its next turn.
PALADIN
GIANT INSECT
GIANT INSECT (CREATURE)
ACTION 60 FT C. 10 MIN. V, S
LARGE BEAST UNALIGNED CONJURATION LEVEL 4

FIND STEED
OTHERWORLDLY STEED
ACTION 30 FT INSTANT V, S
LG CELESTIAL, FEY, FIEND NEUTRAL CONJURATION LEVEL 2
GIANT INSECT GIANT INSECT (CREATURE)
CONJURATION LEVEL 4
AC 11 + the spell’s level
HP 30 + 10 for each spell level above 4
CAST TIME DURATION
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Action Concentration,
up to 10 minutes STR DEX CON INT WIS CHA
COMPONENTS
Verbal, Somatic RANGE
STAT 17 13 15 4 14 3
60 Feet
MOD +3 +1 +2 -3 +2 -4

You summon a giant centipede, spider, or wasp Senses Darkvision 60 ft., Passive Perception 12
(chosen when you cast the spell). It manifests in an Languages Understands the languages you know
unoccupied space you can see within range and uses CR None (XP 0; PB equals your Proficiency Bonus)
the Giant Insect stat block. The form you choose Spider Climb (Passive). The insect can climb difficult
determines certain details in its stat block. The surfaces, including along ceilings, without the need to
creature disappears when it drops to 0 Hit Points or make an ability check.
when the spell ends. Multiattack (Action). The insect makes a number of
The creature is an ally to you and your allies. In attacks equal to half this spell’s level (round down).
combat, the creature shares your Initiative count, but Poison Jab (Action). Melee Attack Roll: Bonus equals
it takes its turn immediately after yours. It obeys your your spell attack mod, reach 10 ft. Hit: 1d6 + 3 plus the
verbal commands (no action required by you). If you spell’s level Piercing damage + 1d4 Poison damage.
don’t issue any, it takes the Dodge action and uses its Web Bolt (Action; Spider). Ranged Attack Roll:
movement to avoid danger. Bonus equals spell attack modifier, range 60 ft. Hit:
At Higher Levels: Use the spell slot’s level for 1d10 + 3 plus spell level Bludgeoning damage, and the
the spell’s level in the stat block. target’s Speed is reduced to 0 until the start of the
insect’s next turn.
Venomous Spew (Bonus Action; Centipede).
Constitution Saving Throw: Your spell save DC, one
creature the insect can see within 10 feet. Failure: The
target has the Poisoned condition until the start of the
insect’s next turn.
DRUID

FIND STEED OTHERWORLDLY STEED


CONJURATION LEVEL 2
AC 10 + 1 per spell level
HP 5 +10 per spell level (Hit Dice [d10s] = spell level)
CAST TIME DURATION Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Action Instantaneous
STR DEX CON INT WIS CHA
COMPONENTS RANGE
Verbal, Somatic 30 Feet STAT 18 12 14 6 12 8

MOD +4 +1 +2 -2 +1 -1
You summon an otherworldly being that appears as a
loyal steed in an unoccupied space of your choice within Senses Passive Perception 11
range. This creature uses the Otherworldly Steed stat Languages Telepathy 1 mile (works only with you)
block. If you already have a steed from this spell, the CR None (XP 0; PB equals your Proficiency Bonus)
steed is replaced by the new one.
The steed resembles a Large, rideable animal of your Life Bond (Passive). When you regain Hit Points from a
choice, such as a horse, a camel, a dire wolf, or an elk. level 1+ spell, the steed regains the same number of Hit
Points if you’re within 5 feet of it.
Whenever you cast the spell, choose the steed’s creature
type—Celestial, Fey, or Fiend—which determines certain
Otherworldly Slam (Action). Melee Attack Roll: Bonus
traits in the stat block.
equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus
Combat. The steed is an ally to you and your allies. In
the spell’s level of Radiant (Celestial), Psychic (Fey), or
combat, it shares your Initiative count, and it functions as Necrotic (Fiend) damage.
a controlled mount while you ride it (as defined in the Fell Glare (Bonus Action; Fiend; Long Rest
rules on mounted combat). If you have the Incapacitated Recharge). Wisdom Saving Throw: DC equals your spell
condition, the steed takes its turn immediately after yours save DC, one creature within 60 feet the steed can see.
and acts independently, focusing on protecting you. Failure: The target has the Frightened condition until the
Disappearance of the Steed. The steed disappears if end of your next turn.
it drops to 0 Hit Points or if you die. When it disappears, Fey Step (Bonus Action; Fey; Long Rest Recharge).
it leaves behind anything it was wearing or carrying. If The steed teleports, along with its rider, to an unoccupied
you cast this spell again, you decide whether you space of your choice up to 60 feet away.
summon the steed that disappeared or a different one. Healing Touch (Bonus Action; Celestial; Long Rest
Recharge). One creature within 5 feet of the steed regains
a number of Hit Points equal to 2d8 plus the spell’s level.
PALADIN
SUMMON ABERRATION SUMMON BEAST
ACTION 90 FT C. 1 HR. V, S, M ACTION 90 FT C. 1 HR. V, S, M
CONJURATION LEVEL 5 CONJURATION LEVEL 4

ABERRANT SPIRIT BEASTIAL SPIRIT


MD ABERRATION NEUTRAL SM TYPE NEUTRAL
SUMMON BEAST SUMMON ABERRATION
CONJURATION LEVEL 2 CONJURATION LEVEL 4

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
COMPONENTS up to 1 hour up to 1 hour
Verbal, Somatic, COMPONENTS
RANGE RANGE
Material 90 Feet Verbal, Somatic, 90 Feet
Material

You call forth a bestial spirit. It manifests in an


You call forth an aberrant spirit. It manifests in an
unoccupied space that you can see within range and
unoccupied space that you can see within range and
uses the Bestial Spirit stat block. When you cast the
uses the Aberrant Spirit stat block. When you cast
spell, choose an environment: Air, Land, or Water.
the spell, choose Beholderkin, Mind Flayer, or Slaad.
The creature resembles an animal of your choice that
The creature resembles an Aberration of that kind,
is native to the chosen environment, which
which determines certain details in its stat block. The
determines certain details in its stat block. The
creature disappears when it drops to 0 Hit Points or
creature disappears when it drops to 0 Hit Points or
when the spell ends.
when the spell ends.
The creature is an ally to you and your allies. In
The creature is an ally to you and your allies. In
combat, it shares your Initiative count, but it takes its
combat, the creature shares your Initiative count, but
turn immediately after yours. It obeys your verbal
it takes its turn immediately after yours. It obeys your
commands (no action required by you). If you don’t
verbal commands (no action required by you). If you
issue any, it takes the Dodge action and uses its
don’t issue any, it takes the Dodge action and uses its
movement to avoid danger.
movement to avoid danger.
At H igher Levels: Use the spell slot’s level for
At H igher Levels: Use the spell slot’s level for the spell’s level in the stat block.
the spell’s level in the stat block.
Components . A pickled tentacle and an eyeball in
Components . a feather, tuft of fur, and fish tail a platinum-inlaid vial worth 400+ GP
inside a gilded acorn worth 200+ GP.

DRUID, RANGER WARLOCK, WIZARD

BESTIAL SPIRIT ABERRANT SPIRIT


AC 11 + 1 per spell level AC 11 + the spell’s level
HP 20 (Air) or 30 (Land/Water) +5 for each spell HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
level above 2
Speed 30 ft.; Climb 30 ft. (Land); Fly 60 ft. (Air); Swim STR DEX CON INT WIS CHA
30 ft. (Water only)
STAT 16 10 15 16 10 6
STR DEX CON INT WIS CHA
MOD +3 0 +2 +3 0 -2
STAT 18 11 16 4 14 5
Senses Darkvision 60 ft., Passive Perception 10
MOD +4 0 +3 -3 +2 -3 Languages Deep Speech, understands languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Senses Darkvision 60 ft., Passive Perception 11 Regeneration (Passive; Slaad). The spirit regains 5 Hit
Languages understands the languages you know Points at the start of its turn if it has at least 1 Hit Point.
CR None (XP 0; PB equals your Proficiency Bonus) Whispering Aura (Passive; Mind Flayer). At the start of
each of the spirit’s turns, the spirit emits psionic energy if it
Flyby (Passive; Air). The spirit doesn’t provoke doesn’t have the Incapacitated condition. Wisdom Saving Throw:
Opportunity Attacks when it flies out of an enemy’s DC equals your spell save DC, each creature (other than you)
reach. within 5 feet of the spirit. Failure: 2d6 Psychic damage.
Pack Tactics (Passive; Land/Water). The spirit has
Advantage on an attack roll against a creature if at least Multiattack. The spirit makes a number of attacks equal to
one of the spirit’s allies is within 5 feet of the creature half this spell’s level (round down).
and the ally doesn’t have the Incapacitated condition. Claw (Action; Slaad). Melee Attack Roll: Bonus equals your
spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s
Water Breathing (Passive; Water). The spirit can level Slashing damage, and the target can’t regain Hit Points
breathe only underwater. until the start of the spirit’s next turn.
Eye Ray (Action; Beholderkin). Ranged Attack Roll: Bonus
Multiattack. The spirit makes a number of Rend equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 +
attacks equal to half this spell’s level (round down). the spell’s level Psychic damage.
Rend (Action). Melee Attack Roll: Bonus equals your Psychic Slam (Action; Mind Flayer). Melee Attack Roll:
spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 +
3 + the spell’s level Psychic damage.
spell’s level Piercing damage.
SUMMON FIEND SUMMON CONSTRUCT
ACTION 90 FT C. 1 HR. V, S, M ACTION 90 FT C. 1 HR. V, S, M
CONJURATION LEVEL 6 CONJURATION LEVEL 4

FIENDISH SPIRIT CONSTRUCT SPIRIT


LG FIEND NEUTRAL MD CONSTRUCT NEUTRAL
SUMMON CONSTRUCT SUMMON FIEND
CONJURATION LEVEL 4 CONJURATION LEVEL 6

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour COMPONENTS up to 1 hour
COMPONENTS Verbal, Somatic,
RANGE RANGE
Verbal, Somatic, 90 Feet Material 90 Feet
Material

You call forth the spirit of a Construct. It manifests You call forth a fiendish spirit. It manifests in an
in an unoccupied space that you can see within range unoccupied space that you can see within range and
and uses the Construct Spirit stat block. When you uses the Fiendish Spirit stat block. When you cast
cast the spell, choose a material: Clay, Metal, or the spell, choose Demon, Devil, or Yugoloth. The
Stone. The creature resembles an animate statue (you creature resembles a Fiend of the chosen type, which
determine the appearance) made of the chosen determines certain details in its stat block. The
material, which determines certain details in its stat creature disappears when it drops to 0 Hit Points or
block. The creature disappears when it drops to 0 Hit when the spell ends.
Points or when the spell ends. The creature is an ally to you and your allies. In
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but
combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your
it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
movement to avoid danger. Using a H igher-Level Spell Slot. Use the spell
At H igher Levels. Use the spell slot’s level for slot’s level for the spell’s level in the stat block.
the spell’s level in the stat block. Components . a bloody vial worth 600+ GP.
Components . A lockbox worth 400+ GP.

ARTIFICER, WIZARD WARLOCK, WIZARD

CONSTRUCT SPIRIT FIENDISH SPIRIT


AC 13 + 1 per spell level AC 12 + the spell’s level
HP 40 + 15 for each spell level above 4 HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15
Speed 30 ft. for each spell level above 6
Speed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
STAT 18 10 18 14 11 5
STAT 13 16 15 10 10 16
MOD +4 0 +4 +2 0 -3
MOD +1 +3 +2 0 0 +3
Resistance to Poison, Immunity to Charmed, Exhaustion,
Frightened, Paralyzed and Poisoned condition Resistance to Fire, Immunity to Poisoned condition
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages you know Languages Abyssal, Infernal, Telepathy 60 ft.
CR None (XP 0; PB equals your Proficiency Bonus) CR None (XP 0; PB equals your Proficiency Bonus)

Heated Body (Passive; Metal). A creature that hits the Death Throes (Passive; Demon). When the spirit drops to 0 Hit
spirit with a melee attack or that starts its turn in a grapple Points or the spell ends, the spirit explodes. Dexterity Saving Throw:
DC equals your spell save DC, each creature in a 10-foot
with the spirit takes 1d10 Fire damage.
Emanation originating from the spirit. Failure: 2d10 plus this spell’s
Stony Lethargy (Passive; Stone). When a creature starts its
level Fire damage. Success: Half damage.
turn within 10 feet of the spirit, the spirit can target it with Devil’s Sight (Passive; Devil). Magical Darkness doesn’t impede
magical energy if the spirit can see it. Wisdom Saving Throw: DC the spirit’s Darkvision.
equals your spell save DC, the target. Failure: Until the start of Magic Resistance (Passive). The spirit has Advantage on saving
its next turn, the target can’t make Opportunity Attacks, and throws against spells and other magical effects.
its Speed is halved. Multiattack. The spirit makes a number of attacks equal to half
Multiattack. The spirit makes a number of Slam attacks this spell’s level (round down).
equal to half this spell’s level (round down). Bite (Action; Demon). Melee Attack Roll: Bonus equals your spell
Slam (Action). Melee Attack Roll: Bonus equals spell attack attack modifier, reach 5 ft. Hit: 1d12+3 + spell level Necrotic
modifier, reach 5 ft. Hit: 1d8+4 +spell level Bludgeoning damage.
dmg. Claws (Action; Yugoloth). Melee Attack Roll: Bonus equals spell
attack modifier, reach 5 ft. Hit: 1d8+3 + spell level Slashing
Berserk Lashing (Action; Clay). Trigger: The spirit takes
damage. Immediately after the attack hits/misses, the spirit can
damage from a creature. Response: The spirit makes a Slam
teleport up to 30 ft to an unoccupied space it can see.
attack against that creature if possible, or the spirit moves up Fiery Strike (Action; Devil). Melee or Ranged Attack Roll: Bonus
to half its Speed toward that creature without provoking equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit:
Opportunity Attacks. 2d6 + 3 + the spell’s level Fire damage.
SUMMON FEY SUMMON DRAGON
ACTION 90 FT C. 1 HR. V, S, M ACTION 60 FT C. 1 HR. V, S, M
CONJURATION LEVEL 3 CONJURATION LEVEL 5

FEY SPIRIT DRACONIC SPIRIT


SM FEY NEUTRAL LG DRAGON NEUTRAL
SUMMON DRAGON SUMMON FEY
CONJURATION LEVEL 5 CONJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour COMPONENTS up to 1 hour
COMPONENTS Verbal, Somatic,
RANGE RANGE
Verbal, Somatic, 60 Feet Material 90 Feet
Material

You call forth a Dragon spirit. It manifests in an You call forth a Fey spirit. It manifests in an
unoccupied space that you can see within range and unoccupied space that you can see within range and
uses the Draconic Spirit stat block. The creature uses the Fey Spirit stat block. When you cast the
disappears when it drops to 0 Hit Points or when the spell, choose a mood: Fuming, Mirthful, or Tricksy.
spell ends. The creature resembles a Fey creature of your choice
The creature is an ally to you and your allies. In marked by the chosen mood, which determines
combat, the creature shares your Initiative count, but certain details in its stat block. The creature
it takes its turn immediately after yours. It obeys your disappears when it drops to 0 Hit Points or when the
verbal commands (no action required by you). If you spell ends.
don’t issue any, it takes the Dodge action and uses its The creature is an ally to you and your allies. In
movement to avoid danger. combat, the creature shares your Initiative count, but
At H igher Levels: Use the spell slot’s level for it takes its turn immediately after yours. It obeys your
the spell’s level in the stat block. verbal commands (no action required by you). If you
Components . An object with the image of a don’t issue any, it takes the Dodge action and uses its
dragon engraved on it worth 500+ GP. movement to avoid danger.
At H igher Levels: Use the spell slot’s level for
the spell’s level in the stat block.
Components . A gilded flower worth 300+ GP.

WIZARD DRUID, RANGER, WARLOCK, WIZARD

DRACONIC SPIRIT FEY SPIRIT


AC 14 + 1 per spell level AC 12 + the spell’s level
HP 50 + 10 for each spell level above 5 HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 60 ft., Swim 30 ft. Speed 30 ft., Fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

STAT 19 14 17 10 14 14 STAT 13 16 14 14 11 16

MOD +4 +2 +3 0 +2 +2 MOD +1 +3 +2 +2 0 +3

Resistance to Acid, Cold, Fire, Lightning, Poison Immunity to Charmed, Frightened, Poisoned
Immunity to Charmed, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 10
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Languages Sylvan, understands languages you know
Perception 12 CR None (XP 0; PB equals your Proficiency Bonus)
Languages Draconic, knows languages you know Multiattack. The spirit makes a number of Fey Blade
CR None (XP 0; PB equals your Proficiency Bonus) attacks equal to half this spell’s level (round down).
Fey Blade (Action). Melee Attack Roll: Bonus equals your
Shared Resistances (Passive). When you summon
spell attack modifier, reach 5 ft. Hit: 2d6+3 + the spell’s
the spirit, choose one of its damage Resistances share it
level Force damage.
until the spell ends. Fey Step (Bonus Action). The spirit magically teleports
Multiattack. The spirit makes a number of Rend up to 30 feet to an unoccupied space it can see. Then one
attacks equal to half the spell’s level (round down), and of the following effects occurs, based on the spirit’s
it uses Breath Weapon. chosen mood:
Rend (Action). Melee Attack: Bonus equals your spell Fuming. The spirit has Advantage on the next attack roll
attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s it makes before the end of this turn.
level Piercing damage. Mirthful. Wisdom Saving Throw: DC equals your spell save
Breath Weapon (Action). Dexterity Saving Throw: DC DC, one creature the spirit can see within 10 feet of itself.
equals your spell save DC, each creature in a 30-foot Failure: The target is Charmed by you and the spirit for 1
Cone. Failure: 2d6 damage of a type this spirit has minute or until the target takes any damage.
Resistance to (your choice when you cast the spell). Tricksy. The spirit fills a 10-foot Cube within 5 feet of it
Success: Half damage. with magical Darkness, lasts until the end of its next turn.
SUMMON CELESTIAL SUMMON ELEMENTAL
ACTION 90 FT C. 1 HR. V, S, M ACTION 90 FT C. 1 HR. V, S, M
CONJURATION LEVEL 5 CONJURATION LEVEL 4

CELESTIAL SPIRIT ELEMENTAL SPIRIT


LG CELESTIAL NEUTRAL MD ELEMENTAL NEUTRAL
SUMMON ELEMENTAL SUMMON CELESTIAL
CONJURATION LEVEL 4 CONJURATION LEVEL 5

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour COMPONENTS up to 1 hour
COMPONENTS Verbal, Somatic,
RANGE RANGE
Verbal, Somatic, 90 Feet Material 90 Feet
Material

You call forth an elemental spirit. It manifests in an You call forth a Celestial spirit. It manifests in an
unoccupied space that you can see within range. This angelic form in an unoccupied space that you can see
corporeal form uses the Elemental Spirit stat block. within range and uses the Celestial Spirit stat block.
When you cast the spell, choose an element: Air, Earth, When you cast the spell, choose Avenger or
Fire, or Water. The creature resembles a bipedal form Defender. Your choice determines certain details in
wreathed in the chosen element, which determines its stat block. The creature disappears when it drops
certain traits in its stat block. The creature disappears to 0 Hit Points or when the spell ends.
when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your allies. In
The creature is an ally to you and your companions. In combat, the creature shares your Initiative count, but
combat, the creature shares your initiative count, but it it takes its turn immediately after yours. It obeys your
takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its
don’t issue any, it takes the Dodge action and uses its
movement to avoid danger.
move to avoid danger.
At Higher Levels: Use the spell slot's level for
At H igher Levels. When you cast this spell using a
spell slot of 5th level or higher, use the higher level the spell's level in the stat block.
wherever the spell’s level appears in the stat block.
Components . A reliquary worth 500+ GP.
Components . Air, a pebble, ash, and water inside a
gold-inlaid vial worth at least 400 gp.

DRUID, RANGER, WIZARD CLERIC, PALADIN

ELEMENTAL SPIRIT CELESTIAL SPIRIT


AC 11 + 1 per spell level AC 11 + the spell’s level + 2 (Defender only)
HP 50 + 10 for each spell level above 4 HP 40 + 10 for each spell level above 5
Speed 40 ft.; Burrow 40 ft. (Earth); Fly 40 ft. Speed 30 ft., Fly 40 ft.
(hover; Air); Swim 40 ft. (Water)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STAT 16 14 16 10 14 16
STAT 18 15 17 4 10 16 MOD +3 +2 +3 0 +2 +3
MOD +4 +2 +3 -3 0 +3
Resistances Radiant
Resistances Acid (Water), Lightning and Thunder Immunities Charmed, Frightened
(Air), Piercing and Slashing (Earth) Senses Darkvision 60 ft., Passive Perception 12
Immunities Fire (Fire), Poison; Exhaustion, Languages Celestial, understands your languages
Paralyzed, Petrified, Poisoned CR None (XP 0; PB equals your Proficiency Bonus)
Senses Darkvision 60 ft., Passive Perception 10 Multiattack. The spirit makes a number of attacks
Languages Primordial, knows languages you know equal to half this spell’s level (round down).
CR None (XP 0; PB equals your Proficiency Bonus) Radiant Bow (Action; Avenger). Ranged Attack Roll:
Amorphous Form (Passive; Air, Fire, Water). Bonus equals your spell attack modifier, range 600 ft.
The spirit can move through a space as narrow as 1 Hit: 2d6 + 2 + the spell’s level Radiant damage.
inch wide without it counting as Difficult Terrain. Radiant Mace (Action; Defender). Melee Attack
Multiattack. The spirit makes a number of Slam Roll: Bonus equals your spell attack modifier, reach 5
attacks equal to half this spell’s level (round down). ft. Hit: 1d10 + 3 + the spell’s level Radiant damage,
Slam (Action). Melee Attack Roll: Bonus equals your and the spirit can choose itself or another creature it
spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the can see within 10 feet of the target. The chosen
spell’s level Bludgeoning (Earth only), Cold (Water creature gains 1d10 Temporary Hit Points.
only), Lightning (Air only), or Fire (Fire only) Healing Touch (Action; 1/Day). The spirit touches
another creature. The target regains Hit Points equal
damage.
to 2d8 + the spell’s level.

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