D&D 5e Spells (5th Edition) of 2020

The Dungeons & Dragons (D&D) 5e is one of the best and most popular role-playing games that describe the storytelling of the worlds of sorcery and swords. D&D 5e Spells are a vital role in this game D&D. The make-believe with childhood games to share the elements. Similar to other games across the online marketplace, the D&D 5E game is driven using the imagination. A simpler effect 5e spell could be much easier to remember without any assistance and also easier to use. Complex D&D spells are usually undesirable because of the sake of its complexity but not bad. Find below the list of dnd 5e spells that you can play within the D&D 5E game. 

D&D 5e Spells (5th Edition) for Dungeons and Dragons

This Dnd Spells 5e (5th Edition) will showcase the towering castle along with your imagination and the stormy night sky to react to the challenges during the scenes on this fantasy adventure. Similar to other make-believe games, the Dungeons & Dragons (D&D) 5E will structure the entire story to determine the adventure action’s consequences. To resolve, the players are advised to roll the dice, it may pull off from various dangerous tasks, roll away from magical lightning bolts strike, a cliff can be scaled the adventurers, either a miss or an attack hit. Anything could be possible during the game and dice rolling can offer some outcomes that may be more probable when compared to others.

During the D&D (Dungeons & Dragons) 5E game, each player needs to create a character (that is referred to as an Adventurer) and also can group by a team of other characters (played by friends). A dark dungeon might be explored by the group of team adventurers across the mysterious mountain that has a lava-filled cavern, a temple lost within the deep jungle, a haunted castle, or even a ruined city. The characters need to locate the fabulous magic items, battle fantastic monsters, chat with other characters, and also need to solve puzzles.

Check also: Druid Spells 5e

Contents

D&D 5E Spells – Fundamental Considerations

You can refer to this guide for a better understanding of the D&D Spells in Dungeons & Dragons (D&D) role-playing game. Chances are available for the users to utilize at least any one of the DND spells in common. In general, it is advisable that the simpler is much better.

  • Level: 3
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 30 ft
  • Attack(save): None
  • Damage(effect): Buff
  • School: Transmutation
  • Duration: Concentration, up to 1 minute

Haste 5e More Details

  • Level: 2 (illusion)
  • Casting time: 1 Action
  • Components: V
  • Range(area): Self
  • Attack(save): None
  • Damage(effect): Deception
  • School: Illusion
  • Duration: Concentration, up to 1 minute

Blur 5e more details

  • Level:8th
  • Casting time: 1 hour
  • Components: V, S, M
  • Range(area): 60 feet
  • School: Enchantment
  • Duration: 10 days

Antipathy-Sympathy more details

  • Level: 3
  • Casting time: 1 Action
  • Components: V, S
  • Range(area): Touch
  • Attack(save): WIS save
  • Damage(effect): Debuff
  • School: Necromancy
  • Duration: Concentration, up to 1 minute

Bestow Curse more details

  • Level: 1 (Conjuration)
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 60 feet
  • Attack(save): DEX save
  • Damage(effect): Prone
  • School: Conjuration
  • Duration: 1 Minute

Grease more details

  • Spell Name: Silence
  • Casting Time: 1 action
  • Components: V S
  • Range: 120 Feet
  • Classes: Bard, Cleric, Ranger
  • Edition: 5th

Silence more details

  • Spell Name: Shield
  • Level: 1 (Abjuration)
  • Casting time: 1 Reaction*
  • Components: V, S
  • Range(area): Self
  • Attack(save): None
  • Damage(effect): Warding
  • School: Abjuration
  • Duration: 1 Round
  • Edition: 5e

Shield more details

  • Level: 1 (Enchantment)
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 30 ft
  • Attack(save): CHA save
  • Damage(effect): Debuff
  • School: Enchantment
  • Duration: 1 Minute

Bane more details

  • Level: 3 (Transmutation)
  • Casting time: 1 Action
  • Components: V, S
  • Range(area): Self
  • Attack(save): None
  • Damage(effect): Utility
  • School: Transmutation
  • Duration: 1 Minute

Blink more details

  • Level: 2 (evocation)
  • Casting time: 1 Action
  • Components: V, M*
  • Range(area): 60 ft
  • Attack(save): None
  • Damage(effect): Control
  • School: Evocation
  • Duration: 10 Minutes

Darkness more details

  • Level: 3
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): Self (30-foot cone)
  • Attack(save): WIS save
  • Damage(effect): Frightened
  • School: Illusion
  • Duration: Concentration, up to 1 minute

Fear more details

  • Level:1st (Abjuration)
  • Casting time: 1 Bonus Action
  • Components: V, S, M*
  • Range(area):30 ft
  • Attack(save): WIS save
  • Damage(effect): Buff
  • School: Abjuration
  • Duration: 1 Minute

Sanctuary more details

A fanciful copy of one mammoth or humanoid is formed by you that is inside the range for the whole throwing time of the spell. This copy is a halfway genuine animal. It is framed from the day of ice. It tends to be influenced by as a typical animal and else, it can make a move.

  • Level: Cantrip
  • Casting time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 hour

  • Level: Cantrip (Transmutation)
  • Classes: Cleric
  • Damage(effect): Control
  • School: Transmutation
  • Duration: 1 Minute
  • Casting time: 1 Action
  • Components: V
  • Range(area): 30 ft
  • Attack(save): None

Thaumaturgy more details

So you need to be a Necromancer. I’m not catching this’ meaning for you? Would you like to raise an undead armed force to match every one of the realms on the planet? Would you like to contemplate dim enchantment identifying with life and demise to uncover the privileged insights of endlessness?

  • Time of casting – 10 minutes
  • Duration: 0 concentration and up to 10 minutes
  • Range – 1 mile
  • Components – V SM (a focus which is worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing)
  • Classes – Cleric, Sorcerer, bard, and wizard
  • School – divination
  • Damage (effect) – detection
  • Level – 3 (divination)

Clairvoyance more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard

  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: 30ft Components: V,S,M
  • School: Enchantment
  • Attack/Save: None
  • Damage/Effect: Buff
  • Duration: 1 Min

  • LEVEL: 4th
  • COMPONENTS: V, S, M *
  • DURATION: Instantaneous
  • CASTING TIME: 1 Action
  • SCHOOL: Evocation
  • ATTACK/SAVE: DEX Save
  • DAMAGE/EFFECT: Acid (…)
  • RANGE/AREA: 150 ft (20 ft )

Level:5 (Divination)
Casting time: 1 Minute
Components: V, S, M*
school: Divination
duration: 1 Minute
Range(area): Self
attack(save): None
Damage(effect): Foreknowledge

Casting Time: 1 action
Range: 150 feet
Components: V S M (A pinch of dust and a few drops of water)
Duration: Concentration, Up to 1 minute
Classes: Druid, Sorcerer, Wizard

Sleet more details

Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer

Daylight more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S
  • Duration: Concentration, Up to 1 hour
  • Classes: Druid, Ranger

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Warlock

Eldritch Blast more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A caterpillar cocoon)
  • Duration: Concentration,Concentration, Up to 1 hour
  • Classes: Bard, Druid, Sorcerer, Wizard

Polymorph more details

Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous

Tidal Wave more details

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: 1 hour
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard

Charm Person more details

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V S
  • Duration: 1 minute
  • Classes: Cleric

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: 30 ft
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard

Compulsion more details

  • Level:3 (evocation)
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 150 ft
  • Attack(save): DEX save
  • Damage(effect): Fire
  • School: Evocation
  • Duration: Instantaneous

Fireball more details

  • Level: 1 (Conjuration)
  • Casting time: 1 Hour
  • Components: V, S, M*
  • Range(area): 10 Feet
  • Attack(save): None
  • Damage(effect): Summoning
  • School: Conjuration
  • Duration: Instantaneous

Find familiar more details

  • Level: 7 (Necromancy)
  • Casting time: 1 Hour
  • Components: V, S, M*
  • Range(area): Touch
  • Attack(save): None
  • Damage(effect): Healing
  • School: Necromancy
  • Duration: Instantaneous

  • Casting Time: 1 minute
  • Range: Touch
  • Components: S M (A lead-based ink worth at least 10 GP, which the spell consumes)
  • Duration: 10 days
  • Classes: Bard, Warlock, Wizard

Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours
Classes: Cleric, Paladin

Death Ward more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A piece of cured leather)
  • Duration: 8 hours
  • Classes: Sorcerer, Wizard

Mage Armor more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: 1 hour
  • Scales: Yes
  • Casters: Warlock

Hit Points

  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

  • Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism Kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Druid more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Scales: No
  • Casters: Arcane Trickster, Bard, Eldritch Knight, Sorcerer, Warlock, Wizard

Blade Ward more details

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V S M (A few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration Up to 10 minutes
  • Classes: Cleric, Druid, Sorcerer

Insect Plague

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A bit of gauze and a wisp of smoke)
  • Duration: Concentration Up to 1 hour
  • Classes: Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Warlock, Wizard

Remove Curse more details

Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous
Scales: Yes
Casters: Eldritch Knight, Sorcerer, Wizard

Chromatic Orb more details

 

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A small, straight piece of iron)
  • Duration: Up to 1 minute
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V S M (A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 GP per Hit Die of the target)
  • Duration: Until dispelled
  • Classes: Warlock, Wizard

Imprisonment more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A pinch of dirt)
  • Duration: 1 hour
  • Classes: Bard, Druid, Ranger, Wizard

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

Misty Step more details

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Artificer, Druid

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Arcane Trickster, Bard, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Bard

Dissonant Whispers more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Arcane Trickster, Bard, Sorcerer, Wizard

Phantasmal Force more details

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Eldritch Knight, Sorcerer, Warlock, Wizard

Witch Bolt more details

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M
  • Duration: 1 round
  • Scales: Yes
  • Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Warlock, Wizard

  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V S M (Burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration Up to 8 hours
  • Classes: Cleric, Druid, Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: Concentration Up to 1 minute
  • Classes: Cleric

Beacon Of Hope more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action
Range: 90 feet
Components: V S M (A rotten egg or several skunk cabbage leaves)
Duration: Concentration, Up to 1 minute
Classes: Bard, Sorcerer, Wizard

Stinking Cloud more details

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: Concentration, Up to 1 hour
  • Classes: Druid, Ranger, Sorcerer, Wizard

Fog Cloud more details

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (Pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Cleric

Flame Strike more details

  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Warlock, Wizard

Contact Other Plane more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration Up to 10 minutes
  • Classes: Druid, Ranger

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S M (A bit of fleece)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Minor Illusion more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

Power Word Stun more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A forked, metal rod worth at least 250 GP, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard, Druid

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Up to 1 minute
  • Classes: Druid, Ranger

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S
  • Duration: 10 minutes
  • Classes: Wizard

Prismatic Wall more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric

  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V S M (A pinch iron powder)
  • Duration: Concentration, Up to 1 minute
  • Classes: Sorcerer, Wizard

A spell slot is D&D 5E’s mechanism through which a spell is cast. Consider a given spell slot as being sort of a barrel of a revolver — whenever you cast a spell, you “use up” a spell slot, and you get all of them back whenever you’re taking an extended rest. Each class gets a variety of spells slots to use per day.

  • Level:6 (Evocation)
  • Casting time: 10 Minutes
  • Components: V, S, M*
  • Range(area): Self
  • Attack(save): None
  • Damage(effect): Utility
  • School: Evocation
  • Duration: 10 Days

Contingency more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A chip of mica)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Druid, Eldritch Knight, Sorcerer, Warlock, Wizard

Infestation more details

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Paladin

Compelled Duel more details

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Bard, Druid, Sorcerer, Wizard

Earth Tremor more details

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (A small amount of alcohol or distilled spirits)
  • Duration: 1 hour
  • Classes: Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Warlock, Wizard

Sword Burst more details

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Scales: No
  • Casters: Cleric, Paladin

Holy Weapon more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric

Inflict Wounds more details

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Ranger

  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous
  • Scales: No
  • Casters: Paladin

Destructive Wave more details

  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Artificer, Bard, Druid, Eldritch Knight, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration Up to 1 minute
  • Classes: Bard, Druid

Faerie Fire more details

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous (see text)
  • Scales: No
  • Casters: Cleric, Paladin

Ceremony more details

  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

Burning Hands more details

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Paladin

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard

Vicious Mockery more details

At 1st Level, you recognize three Cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown within the Cantrips Known column of the Cleric table.

5e Ritual spells are an excellent resource, that basically allows utility spells to shine and be useful. Basically, any spell with a ritual tag has the choice to be cast without consuming a spell slot, as long as you’ve got an additional 10 minutes to cast it.

  • Level: 3 (Evocation)
  • Casting time: 1 action
  • Components: V, S, M*
  • Range(area): Self 100 feet line
  • Attack(save): DEX save
  • Damage(effect): Lightning
  • School: Evocation
  • Duration: Instantaneous

Lightning Bolt more details

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V S M (Three nutshells)
  • Duration: Concentration, Up to 1 minute
  • Classes: Bard, Druid, Sorcerer, Wizard

Confused more details

Hit Points

  • Hit Dice: 1d6 per Necromancer level
  • Hit Points at 1st Level: 6 +Hit Points at Higher Levels: Constitution modifier
  •  1d6 (or 4) + Constitution modifier per Necromancer level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chain sickle or (b) two daggers
  • (a) leather armor or (b) padded armor
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • spellcasting focus

Necromancer more details

  • Level: Brd 3, Sor/Wiz 3
  • Components: V, S, M
  • Casting time: 1 standard action
  • Range: 20 ft.
  • Effect: 20-ft.-radius sphere centered on your location
  • Duration: 2 hours/level (D)
  • Saving Throw: None
  • Spell Resistance: No

Leomund's Tiny Hut more details

The 5th edition bard receives only a few spells unique to themselves or the flavor of a storyteller or musician. Besides vicious mockery, there’s little uniqueness to the bard’s spellcasting ability. Even one among their class features is to steal spells from a wizard; while which will be interesting, if there’s a wizard already within the party, it makes little use for spicing up encounters in interesting ways.

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Scales: No
Casters: Paladin

Aura of Vitality more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Cleric, Eldritch Knight, Warlock, Wizard

Toll the Dead more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

 

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an eggshell and a snakeskin glove)
  • Duration: Concentration, up to 1 minute

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Ranger

Hail Of Thorns more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Scales: Yes
  • Casters: Sorcerer, Warlock, Wizard

Crown Of Stars more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Warlock, Wizard

  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Magic Missile more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Druid, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few hairs from a bull)
  • Duration: Concentration, up to 10 minutes

Tenser's Transformation more details

  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Shocking Grasp more details

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Ranger

Swift Quiver more details

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
  • Duration: Until dispelled or triggered

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Mental Prison more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

Beast Sense more details

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Healing Spirit more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Bard, Sorcerer, Warlock, Wizard

  • Level: Blg 1, Clr 1, Pal 1, Sor/Wiz 1, War 1
  • Components: V, S, DF
  • Casting time: 1 standard action
  • Range: Touch
  • Target: Weapon touched
  • Duration: 1 min./level
  • Saving Throw: Will negates (harmless, object)
  • Spell Resistance: Yes (harmless, object)

Magic Weapon more details

  • Casting Time: 1 action
  • Range: 30
  • Components: S
  • Duration: Instantaneous or 1 hour (see text)
  • Scales: No
  • Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 10 minutes
  • Classes: Druid

Produce Flame more details

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric

Spare the Dying more details

  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Warlock, Wizard

Lightning Lure more details

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Arcane Trickster, Sorcerer, Warlock, Wizard

Shadow Blademore details

  • Casting Time: 1 action
  • Range: Self
  • Components: V, M
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Arcane Trickster, Bard, Eldritch Knight, Sorcerer, Warlock, Wizard

Friends more details

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Magic Stone more details

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S
  • Duration: Concentration, Up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Druid, Sorcerer, Wizard

Watery Sphere more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: No
  • Casters: Artificer, Bard, Sorcerer, Wizard

Pyrotechnics more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 10 minutes
  • Classes: Bard, Druid, Ranger

Speak With Animals more details

  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Druid

  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Warlock, Wizard

Infernal Calling more details

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon’s scale)
  • Duration: Instantaneous

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Druid, Sorcerer, Wizard

Dust Devil more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Arcane Trickster, Artificer, Druid, Eldritch Knight, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Sorcerer

Chaos Bolt more details

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Druid, Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (Diamonds worth 300 GP, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

Revivify more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
  • Duration: 10 days
  • Classes: Cleric, Wizard

Gentle Repose more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (Diamond dust worth 100 GP, which the spell consumes)
  • Duration: Concentration, Up to 1 hour
  • Classes: Druid, Paladin, Ranger, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (An item distasteful to the target)
  • Duration: Concentration, Up to 1 minute
  • Classes: Paladin, Cleric, Sorcerer, Warlock, Wizard

Banishment more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A diamond worth at least 5,000 GP)
  • Duration: Concentration, Up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

Gate more details

  • Casting time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Exhaustion more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Concentration, Up to 10 minutes
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Warlock

Hex more details

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Sorcerer, Wizard

Dragon's Breath more details

  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M
  • Duration: 24 hours
  • Scales: No
  • Casters: Cleric

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes
  • Scales: No
  • Casters: Druid, Ranger

  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a small square of silk)
  • Duration: 24 hours

Nystul's Magic Aura more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S
  • Duration: 1 minute
  • Classes: Bard, Warlock

Enthrall more details

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Scales: Yes
  • Casters: Artificer, Wizard

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Paladin

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see text)
  • Scales: No
  • Casters: Arcane Trickster, Druid, Eldritch Knight, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Scales: No
  • Casters: Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M
  • Duration: Instantaneous
  • Scales: No
  • Casters: Ranger, Wizard

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S M (A glowing stick of incense or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, Up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Hypnotic Pattern more details

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Sorcerer, Warlock, Wizard

Thunderstep more details

  • Hit Points: 71
  • Challenge: 8 (3,900 xp)
  • Features:Magic Resistance,Innate Spellcasting (Psionics)
  • Actions:Tentalces,Extract Brain,Mind Blast

Mind Flayer more details

  • Armor Class: 12 (15 with mage armor)
  • Hit Points: 40 (9d8)
  • Speed: 30 ft.
    STR      DEX          CON           INT                 WIS             CHA
    9 (-1)  14 (+2)      11 (+0)       12 (+1)            12 (+1)         17 (+3)
  • Saving Throws: Con +6, Cha +4
  • Skills: Arcana +6, History +6
  • Condition Immunity:
  • Senses: passive Perception 11
  • Languages: Any four languages
  • Challenge: 6 (2,300 XP)

Sorcerer Spells more details

  • Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
  • Range: 60 feet
  • Components: V, S, M
  • Duration: 8 hours
  • Scales: No
  • Casters: Warlock, Wizard

Soul Cage more details

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S
  • Duration: Concentration, Up to 1 minute
  • Classes: Paladin

Divine Favor more details

  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, Wizard

Thunderwave more details

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
  • Duration: Concentration, up to 10 minutes

Melf's Minute Meteors more details

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (A tiny strip of white cloth)
  • Duration: 8 hours
  • Classes: Cleric, Paladin

Aid more details

Warlocks are Dungeons & Dragons’ answer to the sugar baby. Exceptionally powerful sugar-daddies referred to as patrons provide a small portion of their power to Warlocks which enables them to cast spells and perform other fun tricks, like communicating telepathically. By reading my list you’ll gain a solid understanding of a number of the simplest spells that Warlocks have access to.

5e Backgrounds are a little component of every character. They’re 90% flavor with a little touch of mechanical features. If you’re reviewing via the Player’s Handbook you’re possibly questioning how do they function? Which background is right for you? Enable us to discuss every little thing you need to know.

D&D 5e Dungeons as well as Dragons is a preferred fantasy role-playing game embedded in the medieval period. Rules are an integral part of every video game, specifically Dungeons, and Dragons. D&D features official policies and directions. These policies offer structure as well as implying to whatever that takes place in the game. Dungeons & Dragons are overflowing with policies to help with the maintenance of the gameplay structure.

D&D 5e Character Sheet Character PDF Free Download and Install: Dungeons and Dragon (D&D) is certainly the best-known tabletop pretending diversion, or RPG. Listed below, Available Some Valuable D&D 5th Edition RPG Game, Which is called D&D 5e character sheet fillable. While it had actually not been the primary RPG nonetheless it was without delay recognized as the beginning of the advanced RPG market upon its discharge in the mid-1970s. What had actually divided D&D separated from before RPGs was that it moves to a player-character show, rather than other a lot more sophisticated armed forces arrangement based style of interactivity?

Selecting the best course for yourself and your character will certainly dictate the remainder of your character’s occupation. Ensuring you select the correct but the first time is critical, as when you begin playing a character, it’s rather a pain to go back as well as re-roll a brand-new one. Not only will the time you spent into creating your first character be thrown away, however, but the project will also certainly need to fit the brand-new character. This creates work for your DM and also disrupts the tale as your brand-new character is presented. This article has all the details about each of the DND 5e classes and will give you the correct tools to make the best choice for your character.

Class is in session, and on we communicate the most iconic of all clerics: the devoted warrior and healer referred to as a lover of the Life domain. Priests and priestesses the various of the many different gods populate the many worlds of Dungeons & Dragons and therefore the most magically attuned of those faithful become clerics; living conduits of their god’s power, granting them the power to control the magic of the Weave. A cleric’s god holds command over particular domains—sometimes mentioned as a “Divine Portfolio,” though that sounds a touch too corporate for my taste. A cleric aligns with one among their gods’ domains and gains specific powers beyond the skills of other clerics.

The Dungeon’s Master Guide for DnD 5E introduced a couple of options for evil versions of classes like Cleric and Paladin, one among which becoming the Death Domain. The Death Domain focuses on things that cause death and giving rise to undead creatures. this is often intended as an evil archetype, so make certain to speak together with your GM before taking it, or risk being dependent on your zealous Paladin ally. With morally ambiguous allies, or a GM willing to twist some rules, you’ll find your resident gods of pain and murder are looking forward to more worshippers. See what’s possible with our Death Cleric 5E Guide.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A handful of oak bark)
  • Duration: Concentration, Up to 1 hour
  • Classes: Druid, Ranger

Barkskin more details

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: Yes
  • Casters: Sorcerer, Warlock, Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Cleric, Wizard

  • Category: Items
  • Damage: 1d4
  • Damage Type: Slashing
  • Item Rarity: Standard
  • Properties: Finesse, Reach
  • Weight: 3

Whip more details

The Spellbook Cards card decks are a useful resource for any magic-user. Having all of your spell details right at your fingertips saves you having to spend time looking through books within the middle of an encounter. And you’ll easily consult the whole deck when selecting new spells to find out. After each long rest, you’ll put aside those spells you would like to organize for the day.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Skills more details

5e DnD streamlined a lot of weird status effects and condensed tons of complicated rules right down to a couple of simple conditions. A number of them are very straight-forward, but a number of them can use some clarification. So hopefully you haven’t been blinded, paralyzed, or petrified as we undergo everything you would like to understand about 5e conditions.

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Arcane Trickster, Bard, Sorcerer, Warlock, Wizard

A while ago we covered the best to worst DND races, and also it remains to be just one of our most preferred blogs. I’ve come back to you currently to rate the various other fifty percent of the most crucial decision you’ll make regarding your character: their race. You’d generally choose this after your class due to the fact that the stat boosts you’ll get the need to synchronize with your class’s toughness, a massive quantity of your role-playing might come from your race. It affects your history, your voice, your expectation on life, and also your partnership with the various other players.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Druid, Ranger

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Warlock, Wizard

Danse Macabre more details

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A sprig of mistletoe)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V S M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 GP black

onyx stone for each corpse)

  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V M (A small feather or piece of down)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

A wraith was an undead creature born of evil and darkness, despising light and everyone living things. they might drain the life from living creatures, turning them into new wraiths upon death. Wraiths were powerless in natural sunlight, appearing as a sinister, spectral figure robed darkly. that they had no visual features or appendages, apart from their glowing red eyes.

Armor Class 19 (Natural Armor)
Hit Points 123 (13d10+52)
Speed 30 ft., climb 30 ft.
STR        DEX          CON               INT            WIS           CHA
16 (+3)  16 (+3)      18 (+4)          13 (+1        14 (+2)       12 (+1)

Skills Perception +5, Stealth +9
Senses Darkvision 120 Ft., passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)

Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a gem worth at least 150 GP)
Duration: Concentration, up to 1 minute

Shadow of Moil more details

 

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

  • Armor Class 17 (Natural Armor)
  • Hit Points 136 (16d8+64)
  • Speed 30 ft., fly 90 ft.

STR          DEX        CON      INT            WIS           CHA
18 (+4)      18 (+4)    18 (+4)  17 (+3)      20 (+5)        20 (+5)

  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Perception +9
  • Damage Resistance Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 120 Ft., passive Perception 19
  • Languages All, Telepathy 120 Ft.
  • Challenge 10 (5,900 XP)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Artificer, Paladin

Elemental Weapon more details

  • Casting Time: 1 action
  • Range: 120
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Scales: No
  • Casters: Eldritch Knight, Sorcerer, Warlock, Wizard

We think we’ve all rolled up a cleric at just one occasion or another and just picked a god that matched the domain you would like, there’s no shame in it. But D&D gods have tons of history, iconography, and lusciously crafted flavor that you simply can sculpt your entire persona around. D&D deities are available all shapes, sizes, and temperaments, building off a history dating back all the thanks to the start of D&D.

  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V S M (A white feather or the heart of a hen)
  • Duration: Concentration, Up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Frightened more details

Armor Class 12 (Natural Armor)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 40 ft.

    STR                DEX            CON           INT            WIS           CHA
13 (+1)           11 (+0)         12 (+1)      12 (+1)      13 (+1)        9 (-1)

All right, today we are talking about the wizard tank, the 5e abjuration wizard. For one reason or another, the abjuration wizard for 5e is one among the tackiest builds that effectively gives you the hitpoints of a fighter.

The fifth-edition Dungeon Master’s Guide describes four tiers of play, supported a player character level. From level 1 to level 4, PCs are “local heroes,” saving one village at a time. At levels 5 through 10, they’re “heroes of the realm,” regionally renowned. At levels 11 through 16, they’re “masters of the realm,” on whose deeds Fates of kingdoms turn. And at levels 17 through 20, they’re “masters of the planet,” those who finish up as protagonists in books by R.A. Salvatore.

Perytons were twisted and depraved magical creatures that seemed to be a cross between an enormous eagle and a demonic-looking, fang-toothed stag. They were known and feared for tearing the beating hearts from their victims’ chests.

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: 1 hour
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard

Charmed more details

  • Level: 8th
  • Casting Time: 1 Action
  • Range/Area: 150 ft (30 ft )
  • Components: V, S, M *
  • Duration: Instantaneous
  • School: Necromancy
  • Attack/Save: Con Save
  • Damage/Effect: Necrotic

 

  • LEVEL: 1st
  • CASTING TIME: 1 Reaction *
  • RANGE/AREA: Self
  • COMPONENTS: S
  • DURATION: 1 Round:
  • SCHOOL: Abjuration:
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Acid (...)

  • LEVEL: 2nd
  • CASTING TIME: 1 Action
  • RANGE/AREA: 90 ft
  • COMPONENTS: V, S, M *
  • DURATION: Instantaneous
  • SCHOOL: Evocation
  • ATTACK/SAVE: Ranged
  • DAMAGE/EFFECT: Acid (...)

  • LEVEL: Cantrip
  • CASTING TIME: 1 Action
  • RANGE/AREA: 60 ft
  • COMPONENTS: V, S
  • DURATION: Instantaneous
  • SCHOOL: Conjuration
  • ATTACK/SAVE: DEX Save
  • DAMAGE/EFFECT: Acid

LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self (30 ft )
COMPONENTS: V, S, M *
DURATION: Concentration 1 Minute
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Acid

LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft (30 ft )
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT:  Fire

  • LEVEL: 1st
  • CASTING TIME: 1 Minute Ritual
  • RANGE/AREA: 30 ft
  • COMPONENTS: V, S, M *
  • DURATION: 8 Hours
  • SCHOOL: Abjuration
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Detection

  • LEVEL: 2nd
  • CASTING TIME: 1 Action
  • RANGE/AREA: Self
  • COMPONENTS: V, S
  • DURATION: Concentration 1 Hour
  • SCHOOL: Transmutation
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Shapechanging

LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: 24 Hours
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Charmed

  • LEVEL: 2nd
  • CASTING TIME: 1 Action Ritual
  • RANGE/AREA: 30 ft
  • COMPONENTS: V, S, M *
  • DURATION: 24 Hours
  • SCHOOL: Enchantment
  • ATTACK/SAVE: None
    DAMAGE/EFFECT: Communication (...)

LEVEL: 8th
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: Concentration 24 Hours
SCHOOL: Transmutation
ATTACK/SAVE: None
DAMAGE/EFFECT: Shapechanging

  • LEVEL: 3rd
  • CASTING TIME: 1 Minute
  • RANGE/AREA: 10 ft
  • COMPONENTS: V, S, M *
  • DURATION: Instantaneous
  • SCHOOL: Necromancy
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Creation

  • LEVEL: 5th
  • CASTING TIME: 1 Action
  • RANGE/AREA: 120 ft
  • COMPONENTS: V, S
  • DURATION: Concentration 1 Minute
  • SCHOOL: Transmutation
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Creation (...)

Animated Object Statistics

SizeHPACStrDexAttack
Tiny2018418+8 to hit, 1d4 + 4 damage
Small2516614+6 to hit, 1d8 + 2 damage
Medium40131012+5 to hit, 2d6 + 1 damage
Large50101410+6 to hit, 2d10 + 2 damage
Huge8010186+8 to hit, 2d12 + 4 damage

  • LEVEL: 5th
  • CASTING TIME: 1 Action
  • RANGE/AREA: Self (10 ft )
  • COMPONENTS: V, S
  • DURATION: Concentration 1 Hour
  • SCHOOL: Abjuration
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Control (...)

  • LEVEL: 8th
  • CASTING TIME: 1 Action
  • RANGE/AREA: Self (10 ft )
  • COMPONENTS: V, S, M *
  • DURATION: Concentration 1 Hour
  • SCHOOL: Abjuration
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Control (...)

LEVEL: 8th
CASTING TIME: 1 Hour
RANGE/AREA: 60 ft (200 ft )
COMPONENTS: V, S, M *
DURATION: 10 Days
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT:  Frightened

LEVEL: 4th
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: Concentration 1 Hour
SCHOOL: Divination
ATTACK/SAVE: None
DAMAGE/EFFECT: Detection

Level: 6
Casting time: 1 Action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes

LEVEL: 5th
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S, M *
DURATION: Concentration 1 Minute
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Force (...)

LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S, M *
DURATION: Until Dispelled
SCHOOL: Abjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Utility (...)

LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S, M *
DURATION: 24 Hours
SCHOOL: Illusion
ATTACK/SAVE: None
DAMAGE/EFFECT: Deception

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
  • Spell Lists:  Warlock

No Content

D&D 5e Spells

5e spells

dnd spells

Poison Matrix

Within the range of the center point, a 60-foot cube is filled with green rays of poison intersected from each direction. It is essential to utilize the Constitution saving throw by each creature that is located within this area.

A creature may be affected by the 7d10 poison damage and the effect will retain for at least one minute during the failed save. If it is during the successful save, they will not be poisoned and only takes half damage. After completing each turn, the creature can utilize a new saving throw to achieve the success effect.

World Eater

The Tyranid warrior with the ability to gain control & summon within this spell. The summoned warriors will act independently and even obeys the command. During the combat, it will act as normal with its own turn and initiative. If the summoned warrior reached the 0 hit points then it will not have any physical form or disappears. After casting the same spell again, it will reappear.

Wreath of Life

A mystic incantation is chanted and creates a new magical garland on an allied head. The health can be restored, if they are not yet destroyed. Before starting the next turn, the target should not take any damage and need to achieve the hit points of 1d8+ with your modifier ability of spell casting. If it is constructs or undead then the spell will not take any effect. The spell can be used from 2nd or higher level to gain the healing effect incremented by 1d8 damage for each spell level.

Zone of Power

The slightly bluish energy can create a new zone to utilize the area. You can use a 15-foot cube to view within your selected 5th edition spell’s range. Each turn will offer an advantage with 4d6 force damage. A Dexterity saving throw can be used by the creatures to utilize the failed save of full damage or half damage using the successful save.

The bonus action is also available to move the zone at a maximum of 15-feet. The spell can be used from the 7th or higher level to gain additional or extra 1d6 damage for each spell level.

Avian Assault

Within the range, you can summon a small bird to fly across the creature area. The target will not understand or cause any mental stress while accumulating the target if it is a bird of cryptic & ominous omen.

A Wisdom saving throw can be taken by the target to achieve the spell casting modifier with 2d8+ psychic damage or half damage using the successful save.

The Wisdom saving throw can attain the advantage of targeting the immune creature within the frightening conditions. The spell can be used from 2nd or higher level to gain additional or extra 1d8 damage for each spell level.

Sorcerer

The Wizard dnd spells will define more about the Sorcerer 5e spells. Most spells are shared by two classes and a few of them are not even shared and only exclusive to Wizards spell.

If it is an exclusive Sorcerers 5e spell and not to wizards then you can utilize the Sorcerer class archetypes or class features.

Awaken Ooze

Ooze is granted with a sentence. You can touch the smaller or higher ooze within the provided precious gemstone by tracking the magical pathways if once the casting time is spent.

The intelligence level should be 3 or less by the target. If the intelligent level is 10 then the target will lose its entire immunity power to the frightened and charming conditions.

The ability will be gained by the target to speak at least one known language. Only for 30 days, you can be charmed by the awakened ooze or until it is get harmed by any companions.

After ending the charmed conditions, the awakened ooze creature had to decide whether it can remain friends with you by considering the treatment during the charming stage.

Poison Bolt

The creature can hurl the toxic energy bolt by using the fingertips. Within the range, the creature can be attacked using the ranged spell attack. A Constitution saving throw can be succeeded by taking the target using the 1d4 poison damage and it will remain poisoned for the next turn. The spell damage can be incremented by 1d4 after reaching the 2d4 (5th level), 3d4 (11th level), and 4d4 (17th level).

Wrath

Within your range, you can point your finger over the target to washes the dark energy. A Constitution saving throw made by the creature or target will be utilized the failed save with 4d6 necrotic damage or half damage using the successful save. The spell can be used from 2nd or higher level to gain an additional or extra 2d6 necrotic damage for each spell level.

Nilin’s Bolt

A creature can be targeted and attacked by a bolt of energy to make then confusing and temporarily remixing their valuable memories. Within this range, you can roll against any enemy by making a spell attack.

Instead of psychic damage, they can use the spell casting modifier and 2d10 to provide the saving throws with disadvantages for their next turn. If you are using this spell then the damage could be incremented by 1d10 for each level.

Gods Elixir

This 5e spell can be utilized to improve your abilities. It is possible to select 2 ability scores by drinking this heavenly elixir spell. Without any restrictions, it can assist the creature to increment by 4 points.

Vitality

The touched creature might be imbued with strengthening and virtuous cause to resolve. This spell duration will assist the creature to gain the temporary hit points that are much equal to the game spellcasting ability modifier. For example, it could be a minimum of 1 and up to a maximum of 5.

True Level

The targeted creature can always know the particular direction only for a certain duration to take the Dexterity advantages (Acrobatics checks). If the dexterity saves or checks are failed then it is not possible to knock prone. You can utilize this spell with the assistance of spell slot during the 10th or higher level.

Orion’s Bolt

Any creatures within this range will utilize the 1d4 bludgeoning and 2d6 radiant damage. If the DC11Constitutuion saving throw or the next turn of dazzle (attack roll of -1) needs to be succeeded by the creature. If you are casting this spell during the 10th or higher levels, then the respective damage could be incremented by 1d4 & 1d6 for each level.

Cleric

Cleric Spell can be used to focus majorly on protection, exploration, and healing along with emphasis that assists the D&D spells to relate with the divine and death. The Clerics are usually reserved and referred to as the best restorative spells across the D&D 5E spells.

It includes only with less damaging spells. Only less powerful characters will do inflict damage and even available to wizards or warlocks. With less range, it can easily affect the creatures with less damage. The Cleric can offer some damaging 5e spells such as necrotic damage, radiant damage, and deal fire damage.

Class identity

If the spell creation is for the existing classes (for example, the homebrew class creation) will need to consider the available class spells to match the styles. Moreover, the Clerics spell will not explode arcane magic or fireballs when compared to sorcerers or wizards that never spell with healing wounds or divinity. Every 5e Spells Class Identity is very unique. 

Artificer

Artificer 5e spell will mainly focus on the arcane study, items iteration, and even increasing the ability to perform various things or allow the ability for allies to perform things. It is one of the little D&D spells that can assist directly the combat aid through dealing or healing damage.

Other Important D&D 5E Spells

Find below the list of other important 5e spells for your reference:

Stun Person

An invisible force is utilized to control within the range you can see the humanoid. The Strength saving throw can be succeeded using the target to be paralyzed or break through the duration.

During each turn’s end, you can gain to target another process of using the Strength saving throw. If you succeed the target will end with a spell. If you are using this spell cast within the 3rd or higher level, it is much easier to target any one of the humanoids from 2nd slot levels. If you are targeting the humanoids, they will be available within 30-feet.

Instill Pain

It is one of your preferred creatures that can aware of you and even frightened you within the 50-feet range to offer the 1d8 psychic damage. The 5e spell damage can be incremented by 1d8 after reaching the 2d8 (5th level), 3d8 (11th level), and 4d8 (17th level).

Soul Arrow

If you see a target then it is possible to fire magical energy in the form of the arrow-like bolt to face against them. The target can be attacked against using the ranged spell to deal the force hit damage of 6d4. If this spell is cast with the help of spell cast within the 3rd or higher level, the damage is incremented by 2d4 from 2nd slot levels.

Change Sex

The target is much easier to change to another sex. The target can be changed to any sex whether it is female, male, intersex, or even other sex-species for 5e spells. A Constitution saving throw can be used by the unwilling target to get unaffected during success. This spell will not assist to modify the gender identity of the target or its overall physique.

Even if the target is willing or not, it purely depends on the duration of the spell. If once the target is willing then you can last the spell’s effects for permanent use. It is not willing then you can utilize only for 24 hours. Each hour the Constitution saving throw can be repeated by the unwilling target to end a successful spell at the early stage.

Abate

The darkness of wailing waves will erupt your siphons & hands away for the enemies’ life forces. A Constitution saving throw can be utilized by each creature that is located within the 60-foot cone area. During the failed save, the creature can gain the first level of exhaustion by using the 4d10 dark damage. Within this spell, the creature will not be able to use this feature more than 4 times during the gameplay. If once the creature is killed during this spell, it will automatically become a blackened statue. Abate will be very helpful for DND Spells 5th Edition