Powers and Spells
Species (Elf)
Mental Strenght
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Trance
You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
$Object-Ioun Stone of Reserve
"Ioun Stone of Reserve"
Class (Sorcerer)
Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Innate Sorcery (Sorcery Incarnate)
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Spells (Sorcerer)
Cantrip
Acid Splash
Evocation
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Source: Sorcerer, Wizard
Blade Ward
Abjuration
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Source: Bard, Sorcerer, Warlock, Wizard
Message
Transmutation
Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Source: Bard, Druid, Sorcerer, Wizard
Poison Spray
Necromancy
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Source: Druid, Sorcerer, Warlock, Wizard
Ray of Frost
Evocation
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Source: Sorcerer, Wizard
Spare the Dying
Necromancy
Casting Time: Action
Range: 15 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Source: Cleric, Druid
Word of Radiance
Evocation
Casting Time: Action
Range: Self
Components: V, M (a sunburst token)
Duration: Instantaneous
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Source: Cleric
Level 1
Bless
Enchantment
Casting Time: Action
Range: 30 feet
Components: V, S, M (a Holy Symbol worth 5+ GP)
Duration: Concentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Source: Cleric, Paladin
Cure Wounds
Abjuration
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Source: Bard, Cleric, Druid, Paladin, Ranger
Detect Magic
Divination (ritual)
Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Source: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Mage Armor
Abjuration
Casting Time: Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Source: Sorcerer, Wizard
Magic Missile
Evocation
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Source: Sorcerer, Wizard
Level 2
Aid
Abjuration (ritual)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Source: Bard, Cleric, Druid, Paladin, Ranger
Lesser Restoration
Abjuration
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Source: Bard, Cleric, Druid, Paladin, Ranger
Silence
Illusion (ritual)
Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Source: Bard, Cleric, Ranger
Level 3
Beacon of Hope
Abjuration
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
Source: Cleric
Dispel Magic
Abjuration
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Source: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Gaseous Form
Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (a bit of gauze)
Duration: Concentration, up to 1 hour
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Source: Sorcerer, Warlock, Wizard
Haste
Transmutation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Source: Sorcerer, Wizard
Lightning Bolt
Evocation
Casting Time: Action
Range: Self
Components: V, S, M (a bit of fur and a crystal rod)
Duration: Instantaneous
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Source: Sorcerer, Wizard
Mass Healing Word
Abjuration
Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Source: Bard, Cleric
Revivify
Necromancy
Casting Time: Action
Range: Touch
Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Source: Cleric, Druid, Paladin, Ranger
Spout of Scalding Wrath
Evocation
Casting Time: Action
Range: 50 feet
Components: V, S, M (1 oz. of freshwater)
Duration: Istantaneous
You send out a geyser of superheated steam that hits your target like a hammer. Make a ranged spell attack, on a hit the target takes 8d6 force damage. Also, the target must succeed on a Constitution saving throw or take 6d6 fire damage on a failure, half that on a success.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, you increase the range by 10 feet and the fire damage by 1d6 for each level above 3rd.
Source: Sorcerer, Wizard
Level 4
Aura of Life
Abjuration
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Source: Cleric, Paladin
Banishment
Abjuration
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pentacle)
Duration: Concentration, up to 1 minute
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Source: Cleric, Paladin, Sorcerer, Warlock, Wizard
Confusion
Enchantment
Casting Time: Action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.
Source: Bard, Druid, Sorcerer, Wizard
Death Ward
Abjuration
Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Source: Cleric, Paladin
Greater Invisibility
Illusion
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A creature you touch has the Invisible condition until the spell ends.
Source: Bard, Sorcerer, Wizard
Level 5
Dispel Evil and Good
Abjuration
Casting Time: Action
Range: Self
Components: V, S, M (powdered silver and iron)
Duration: Concentration, up to 1 minute
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Source: Cleric, Paladin
Far Step
Conjuration
Casting Time: 1 bonus action
Range: self
Components: V
Duration: Concentration up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Source: Sorcerer, Warlock, Wizard
Greater Restoration
Abjuration
Casting Time: Action
Range: Touch
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
Duration: Instantaneous
You touch a creature and magically remove one of the following effects from it:
Source: Bard, Cleric, Druid, Paladin, Ranger
Mass Cure Wounds
Abjuration
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Source: Bard, Cleric, Druid
Raise Dead
Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Source: Bard, Cleric, Paladin
Skill Empowerment
Trasmutation
Casting Time: Action
Range: Touch
Components: V,S
Duration: Concetration, up to 1 hour
Your magic deepens a creature’s understanding of itsown talent. You touch one willing creature and give it Master proficency in one skill of your choice until the spell ends. You must choose a skill in which the target is Proficient and that isn’t already benefiting from an effect that influence Proficency Bonus.
Source: Bard, Sorcerer, Wizard
Summon Celestial
Conjuration
Casting Time: Action
Range: 90 feet
Components: V, S, M (a reliquary worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Large Celestial, Neutral
Armor Class 11 + the spell's level + 2 (Defender only) Hit Points 40 + 10 for each spell level above 5 Speed 30 ft., Fly 40 ft.
Resistances Radiant Immunities Charmed, Frightened Senses Darkvision 60 ft., Passive Perception 12 Languages Celestial, understands the languages you know CR None (XP 0; PB )
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.
Source: Cleric, Paladin
Sorcery Points (Sorcerer)
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Sorcery Points
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
Sorcery Points to Spell Slot
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
Spell Slot to Sorcery Points
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
°Careful Spell (Cost 1)
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
°Heightened Spell (Cost 2)
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
°Subtle Spell (Cost 1)
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
°Transmuted Spell (Cost 1)
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
$Object-Staff of Power
"Staff of Power"
Magic Missile (1 charge)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Source: Sorcerer, Wizard
Levitate (2 charges)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Source: Sorcerer, Wizard
Ray of Enfeeblement (1 charge)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Source: Warlock, Wizard
Fireball (level 5 version/5 charges)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Source: Sorcerer, Wizard
Lightning Bolt (level 5 version/5 charges)
Casting Time: Action
Range: Self
Components: V, S, M (a bit of fur and a crystal rod)
Duration: Instantaneous
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Source: Sorcerer, Wizard
Cone of Cold (5 charges)
Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Source: Druid, Sorcerer, Wizard
Hold Monster (5 charges)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Source: Bard, Sorcerer, Warlock, Wizard
Wall of Force (5 charges)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a shard of glass)
Duration: Concentration, up to 10 minutes
An Invisible wall of force springs into existence at a 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 or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Source: Wizard
Globe of Invulnerability (6 charges)
Casting Time: Action
Range: Self
Components: V, S, M (a glass bead)
Duration: Concentration, up to 1 minute
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Source: Sorcerer, Wizard
$Object-Wand of Wonder
"Wand of Wonder"
Sorcery Points-Channel Divinity (Sacred Imposition)
Preserve Life (Cost 2)
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Turning undead (Cost 2)
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
$Object-Wand of Magic detection
"Wand of Magic Detection"
Detect Magic
(ritual)
Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Source: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Class-Subclass (Sacred Imposition)
Divine Favor
Your new connection with the divine allows you to influence your fate.
If you fail a save or fail an attack roll, you can roll 2d4 and add them to the total, perhaps changing a failure into a success. This ability can only be used once per Rest (Long or Short)