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Murmillo Aquaria

Water shaman 10 Class & Level
Acolyte Background
Triton Race
LG Alignment

Strength 14
+2
Dexterity 18
+4
constitution 16
+3
intelligence 13
+1
wisdom 18
+4
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+3
+4 proficiency bonus
+2 Strength
+3 Dexterity
+3 Constitution
+1 Intelligence
+9 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+1 Arcana
+2 Athletics
+3 Deception
+1 History
+8 Insight
+3 Intimidation
+1 Investigation
+8 Medicine
+1 Nature
+8 Perception
+3 Performance
+3 Persuasion
+8 Religion
+4 Sleight of Hands
+4 Stealth
+4 Survival
skills

 
14
Armor Class
74
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Trident of the Deep 1d20+9 1d6+4 1d8+4 1d6
Attacks
Shatter, Lesser restoration, Dragon's Breath, Misty Step, Thunderwave, Scorching Ray

cantrips: Firebolt, Frostbite, Chill Touch, Shocking graps, mold earth
Spellcasting
Fire Totem: As a bonus action, you place a totem on the ground that is active for 30 seconds. Each turn the totem is active it inflicts 2d8 fire damage to a creature of the Shamans choice within 20ft of the totem ,.

Earth Totem: As a bonus action, you place a totem on the ground that is active for 30 seconds. While the totem is active, terrain within 20 feet of it is considered difficult terrain to any creatures of the Shamans choice.

Water Totem:. As a bonus action, you place a totem on the ground that is active for 30 seconds. Each turn the totem is active, it restores 2d8 Hit Points to a creature of your choice within 20ft of the totem.

Air Totem:. As a bonus action, you place a totem on the ground that is active for 30 seconds. While the totem is active, the first time an ally within 30 feet of the totem would be affected by an offensive spell, the totem nullifies the spell entirely.

Trident of the Deep - 1d6 of cold damage

A harp
Equipment

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Shaman


Hit Points

Hit Dice: d8 per Shaman level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per level above 1st

Proficiences

Armor: Light, Medium and Shields
Weapons: Simple Weapons
Tools: You gain proficiency in either one musical instruments of your choice or one type of artisan's tools.
Saving Throws: Wisdom and Charisma
Skills: You know how to speak and write Primordial. Choose two from the following: Insight, Medicine, Nature, Perception, Performance, Religion, Survival.

Overview & Creation

A figure with a hood draped with animal bones comes across the body of his kin in the woods. Within a few moments he knows the faces of those that murdered his kin. A fiercesome yeti roaring at a band of frost-bitten travelers is quickly struck down by a snap of electricity burst forth from the fingers of a lone highlander, watching from a high ledge. A clan of lizardfolk groan at the sight of the abandoned and desolate cavern in front of them. The young apprentice walks forth and drags her finger in the sand, unleashing a secret stream of precious water for the clan to drink.   Alone or surrounded by friends or clansmen, every shaman is united by their connection to the spirits of the land. Where clerics find their power from the divine and druids gain it from their connection to nature, the shaman use their connection to the primal forces of the elements to protect their friends and obliterate their enemies. While many may find the use of such powers crude and uncivilised, none can deny how effective they are.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spiritual Companion,Totems 3 2
2nd +2 Shamanistic Discipline, Sight Beyond Sight 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 - 4 4 3 2
6th +3 Shamanistic Discipline, Piecing the Veil 4 4 3 3
7th +3 - 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 - 4 4 3 3 3 1
10th +4 Shamanistic Discipline, Primordial Understanding 5 4 3 3 3 2
11th +4 - 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Shamanistic Discipline 5 4 3 3 3 2 1 1
14th +5 Shamanistic Discipline 5 4 3 3 3 2 1 1
15th +5 - 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Veiled Spirit Warrior 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Shamanistic Discipline 5 4 3 3 3 3 2 2 1 1

 


Class Features

Spiritual Companion   Every shaman starts their journey with a spiritual companion. Starting at 1st level, a shaman picks a form for their spiritual companion to take. This creature can be an elemental, fey or beast in form, but it must have a CR of 0 and it will be incapable of any spell-like abilities (For example, a polymorph spell cannot be cast if your companion is of the form of a pixie). Use the statistics of an appropriate familiar and then change it's form and creature type to that of beast, fey or elemental. This companion functionally acts like a familiar from a Find Familiar spell, except that you are unable to cast touch spells through the companion. Once you have chosen a form for your companion, it cannot be changed. If your companion is reduced to 0 hitpoints, its body dissipates as it returns to the spiritual plane to recuperate. It will return to you at the end of your next long rest.   If you wish to dismiss the companion, it will willingly go into the spiritual plane, where it will await for you to resummon it.   Totems You can bind elemental energies to totems that you carry and activate. You can only have one totem per element active at a time, but can have any combination of elements active at a time, including all of them at once. They have an AC equal to Shaman's spell save DC, 10 to durability and must be placed within 30ft of the Shaman. The totems effect dice increase to 2d4 at 3rd, 3d4 at 6th, 2d8 at 9th, and 3d8 at 12th. Once used the totem is inactive and you cannot use it again until you have finished a long rest.   Fire Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. Each turn the totem is active it inflicts 1d4 fire damage to a creature of the Shamans choice within 20ft of the totem ,.   Earth Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. While the totem is active, terrain within 20 feet of it is considered difficult terrain to any creatures of the Shamans choice.   Water Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. Each turn the totem is active, it restores 1d4 Hit Points to a creature of your choice within 20ft of the totem.   Air Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. While the totem is active, the first time an ally within 30 feet of the totem would be affected by an offensive spell, the totem nullifies the spell entirely.     Sight Beyond Sight   At 2nd level, the shaman gains the ability to sense the spirits more clearly. In addition, you always have See Invisibility prepared and it does not count towards the number of spells you have prepared. You are also able to cast it once without using a spell slot. Once you have done so in this way, you cannot do it again until you finish a long rest.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by two points, or you can increase two ability scores by one point. As normal, you can't increase an ability score above 20 using this feature.   Piercing the Veil   At 6th level, you shaman's gains a deeper insight of the spirits, both living and dead. You are now able to cast Speak with Dead or Divination once without using a spell slot or material components. Once you have done so, you cannot do so again until you have taken a short or long rest.   Primordial Understanding   After dealing with the elements and spirits of the world for so long, the shaman becomes aware of how they are influenced by those around them. Starting at 10th level, they gain advantage on saving throws against fear and charm effects.   Veiled Spirit Warrior   At 18th level, the shaman gains the ability to shift into the spirit plane for a short amount of time. Whenever the shaman takes damage, they can use their reaction to shift their body entirely into the spiritual realm. They reduce the amount of damage they take from that attack to zero and gain the following abilities until the end of their next turn:  

  • They cannot take damage from any source.
  • They cannot be affected by a spell or ability from anyone else other than themselves.
  • They cannot be charmed, frightened, grappled, paralyzed, petrified, poisoned, restrained or stunned and remove any of these effects upon entering the spiritual realm.
  Once you have used this ability, you cannot use it again until you have finished a long rest.


Starting Equipment

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

  • (a) a shield or (b) any simple weapon
  • (a) leather armour or (b) hide armour
  • Any simple melee weapon
  • An explorer's pack and a shamanic totem.
  • A musical instrument or a set of artisan's tools.

  • Spellcasting

    As a channel for the spirits of the world, you can cast shaman spells. A full list of shaman spells is displayed at the end of this section.   Cantrips:   At 1st level, you know three cantrips of your choice from the shaman spell list. You can learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman Table.   Preparing and Casting Spells:   The Shaman Table shows how many spell slots you have to cast your spells of 1st or higher. To cast one of these shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells require time spent in communion with the spirits: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability:   Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your attunement to the spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting:   You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus:   You use a shamanic totem as a spellcasting focus for your shaman spells.


    Subclass Options

    Discipline of Earth

      Those who are guided by the Discipline of Earth are shamans who associate closely with the spirits of stone and earth. If a tribe or a community dwell next to a mountain, a chasm or even in barren conditions, they most likely have a shaman who follows the Discipline of Earth amongst them. Worship of this path varies widely from culture to culture, but they all share a few common traits. Resilience, Endurance and Stoicism are a few such traits that such shamans might embrace.   One with the Stone   When you choose this Discipline at 2nd level, the spirits of stone fortify you every time you channel your magic. Every time you cast a spell of 1st level or higher on your turn, you gain a number of temporary hit points equal to 2 + half your shaman level (rounded down). These hit points do not stack with other sources of temporary hit points, including from casting another spell of 1st level or higher.   Earthen Hammer   When a shaman takes up the Discipline of Earth, Earthen power is channeled through the blunt weapons that they wield. Starting from 2nd level, a shaman using a weapon that deals bludgeoning damage can use their wisdom modifier in place of their strength modifier for the purposes of determining bonuses to hit and damage.   Worldly Shaping   The shaman becomes so grounded in the powers of the earth that a simple touch is all that is needed to empower their allies or demolish their foes. Starting from 6th level, if you use the attack action, you may then cast any touch ranged spell that with a cast time of one action as a bonus action.   Quaking Vengeance   The shaman knows that when a foe is trying to flee is when they are at their most vulnerable. Starting at 10th level, whenever you make a successful attack of opportunity, the target creature must make a strength save against your spell DC. If they fail, their speed is reduced to 0 until the start of their next turn and they are knocked prone. This also applies to spells casts as reactions from the War Caster Feature.   The Metalist   At 13th level shamans of the Discipline of Earth gain the following advanced technique. Shamans of the earth disciple can bend materials that have there origins in the earth. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.   Enduring Spirit   Your spirit becomes so closely linked to the spirits of the earth that you become as immovable as a mountain. Starting at 14th level, you can choose to gain resistance to either poison or acid damage. You are also now immune to being knocked prone, being knocked back or pulled from spells and effects. You are also immune to spells and effects that cause you to be petrified.   Mountain Titan   Reaching the pinnacle of power, the shaman can now call on the spirits to empower themselves, changing their form to that of pure stone. Starting from 20th level, they may use their bonus action to receive the powers of the Mountain Titan, causing them to receive the following benefits;  
    • You gain resistance to slashing, piercing and bludgeoning damage
    • You gain an extra attack using the attack action and all bludgeoning damage caused from these attacks is increased by 10.
    • You gain advantage on all Strength and Constitution saving throws.
      This lasts for 1 minute or until the shaman is reduced to 0 hit points. They may only use this ability again once they have finished a long rest.  
     

    Discipline of Fire

      Shamans who follow the Discipline of Fire are those who associate closely with the powers of flame. Communities that dwell near a volcano, in a desert, or even those in frigid conditions, where the heat the flame provides would be invaluable, might have a shaman who follows the Discipline of Fire amongst them. The shaman may come across as particularly dangerous and even be treated almost like an outcast of the community, but one they must appease, unless they bring down the wrath of fire spirits upon them. These shamans are typically headstrong, confident and fearless.   Fire Kinship   When a shaman answers the Discipline of Fire, they embrace the power that the spirits of fire bring them. Starting from 2nd level, whenever the shaman deals fire damage using a spell, they can add their wisdom modifier to a single damage die.   Disciple of the Inferno   The shaman knows that every storm hides the scorching power of flames within them. At 2nd level, a shaman may change the damage type of any spell that deals lightning damage to fire damage.   Wildfire Casting   Every shaman knows that fire is at its most dangerous when they are at their most uncontrollable. At 6th level, after a shaman casts a spell using their action, they can use their bonus action to recklessly cast another spell that has a cast time of one action. The spell must be of 5th level or below. They must also expend an additional spell slot determined by the table below to cast the spell as a bonus.
    Level of the Spell Cast
    Additional Spell Slot Expended
    1st, 2nd, 3rd
    1st
    4th. 5th
    2nd
     
    For example, if you wish to cast a 3rd level spell as a bonus action, you must spend a 3rd level spell slot AND a 1st level spell slot.
    Purity of the Flame
    At 13th level shamans of the Discipline of Fire gain the following advanced technique. Shamans of the fire disciple can turn there fire white hot and produce a lighting attack (1d10). You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.
    Embrace of the Flame

    Shamans knows that while fire can burn the body, it can also revitalise the soul. Starting at 10th level, whenever the shaman takes fire damage from a hostile creature, they may use their reaction to change the fire damage taken into restoring their hit points instead. For the purposes of the amount healed, count the fire damage that would have been dealt before accounting for any resistances or immunities.

    Burning Heart

    After studying the way the flames interact with the world, the shaman becomes more closely tied to the spirits behind them. From 14th level, the shaman gains resistance to either fire or cold damage. They also cannot be set on fire or frozen from spells or abilities.

    Inferno Titan

    After the journey the shaman has endured, they can now encourage such loyalty in the spirits of fire that they can call upon them to aid them in battle. Starting at 20th level, the shaman can use their bonus action to call upon the aid of the spirits of fire, changing their form to that of pure fire and gains the following bonuses:

    • You gain immunity to fire damage
    • You gain an aura of scorching fire. Any hostile creature that starts their turn or the first time they come within 30ft of the shaman takes 10 fire damage.
    • Any creature hit by one of your spells that causes fire damage is afflicted by Scorching Mark.
    • Scorching Mark: A creature affected by Scorching Mark gains vulnerability to fire damage. If a creature is immune to fire damage, they now only have resistance to fire damage. If a creature has resistance to fire damage, they are instead treated like they don't. This effect last 1 minute.

    This form lasts for 1 minute or until you are reduced to 0 hit points. Once you have used this ability, you cannot do so again until you have finished a long rest.

     

    Discipline of Water

    Shamans who follow the Discipline of Water are those who seek to revitalise the land using the powers of water spirits. Communities that settle next to rivers, lakes, an oasis or the sea are likely to have a shaman who follows the Discipline of Water amongst them. While they are renowned for their ability to heal the land, it is a foolish creature that underestimates their abilities in combat. These shamans are usually practical and thoughtful, but not always kind.

    Fingers of Frost

    Shamans who take up the Discipline of Water are quickly comfortable using their icy powers to deal with any threats to their cause. Starting at 2nd level, any spell that deals cold damage can have your Wisdom modifier added to a single damage die.

    Surging Waters

    Upon taking the Discipline of Water, the shaman quickly realises the power the spirits hold to heal the wounds of the land. From 2nd level, Whenever you use a 1st level or higher spell to restore hitpoints, you can restore an additional number of hit points equal to your proficiency modifier.

    Healing Wave

    When a shaman channels the spirits of water, they can appeal to their kinder side to renew the strength of their allies. Starting at 6th level, whenever the shaman cast a spell of 1st level or higher, they can use their bonus action to restore hit points equal to 1d6 per level of the spell slot to a creature within 60ft. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Bloody Water

    At 13th level shamans of the Discipline of Water gain the following advanced technique. Shamans of the water disciple can control the vital flow of blood in the body. Whenever the shaman sees an ally in danger within range (60ft), the shaman can momentarily control a enemy creature as a reaction. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Fluid Motion

    From 10th level, the shaman can become as pliable as water for a few brief moments. Whenever an attack or spell causes the shaman to become grappled or restrained, you can use your reaction to briefly turn into water, instantly escaping it and becoming immune to being grappled and restrained until the start of your next turn. If the attack or spell also causes damage, you gain resistance to the damage of that attack. Once used, you must complete a short rest before using it again.

    Water Spirit

    At 14th level, the shaman becomes so closely associated to the spirits of water that they become more resilient. The shaman chooses whether to gain resistance to either cold or poison damage, and they can no longer be poisoned or diseased.

    Tidal Titan

    The shaman's long journey has resulted in an unmatched connection to the spirits of water. From 20th level, you can now use your bonus action to assume the form of churning waters, gaining a number of benefits:

    • You gain immunity to cold damage
    • You and any friendly creature that starts its turn or enters within 30ft of the shaman restores 10 hit points and while within 30 ft of the shaman, they cannot be set on fire.
    • All healing effects upon you or any friendly creature within 30ft restore the maximum number of hit points possible.
    • You become immune to the effects of being grappled, paralysed, restrained, stunned or being set on fire.
    • This form lasts for 1 minute or until the shaman reaches 0 hitpoints. Once you have used this ability has been used, you cannot use this form again until you have completed a long rest.

    Discipline of Air

    Shamans who follow the Discipline of Air appreciate the value of change above all else. They are willing to use the spirits of air to aid in their mobility and strike swiftly, before moving on as quickly as they arrived. Communities of wandering nomads are most likely to have a shaman who follows the calling of air amongst them, although they are known to frequently travel alone as well. These shamans value freedom, celerity and independence above other traits.

    Dregon's Strike

    When a shaman answers the Discipline of Air, they allow the flow of air around them to guide their strikes. From 2nd level, whenever your shaman is wielding a pair of simple one-handed weapons, you can use your Wisdom modifier in place of your strength/dexterity for determining to hit and damage bonuses with your weapons. You may now also apply your wisdom modifier to both the hit bonus and damage bonus of any off-hand strikes.

    Gale Stride

    From 2nd level, a shaman uses the flighty nature of the spirits of air to aid in their movement. You may use your bonus action to take the Move and Disengage action.

    Windlord's Fury

    As the shaman becomes more at ease with the temperament of the spirits, they are able to use the currents of the winds to attack with frightening speed. Starting from 6th level, you gain an extra attack when you use the attack action. Furthermore, whenever you attack and roll a natural 20 to hit, you gain an additional free attack as part of that attack action. This free attack is able to trigger additional free attacks from this ability.

    Unbound Will

    As the shaman learns to let go of earthly attachments the spirits of air gift them the ability to break their earthen hold. They are able to use the currents of the winds to fly at incredible speeds (80 flight movement). Starting from 13th level, you can cast Fly. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Tempest Rage

    At 10th level, the shaman becomes so in tune with the spirits of air that they can call forth the energy from within to charge their weapons with tempestuous power. Whenever you hit with a melee attack, you can choose to spend a spell slot to deal additional lightning or thunder damage equal to 1D6 per spell level of the slot expended.

    Wings of the Zephyr

    From 14th level, the shaman enhance their defenses with properties of the storms. They gain resistance to either lightning or thunder damage and they become immune to being grappled and restrained.

    Tornado Titan

    Once a shaman reaches 20th level, they can call upon the spirits to assume the form of a writhing tornado. They can now use a bonus action to assume this form, gaining the following abilities:

    • You gain immunity to lightning and thunder damage
    • You gain a flight speed of 60ft.
    • Your melee attacks deal an extra 3d6 thunder or lightning damage.
    • You become immune to the effects of being stunned and paralysed.
    This form lasts for 1 minute or until the shaman reaches 0 hit points. Once you have used this ability, you cannot use it again until you have completed a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Triton

    Ability Score Increase Your Strength score increases by 1, your Constitution score increases by 1, and your Charisma score increases by 1.
    Size Medium
    Speed 30ft and swim speed of 30ft

    Amphibious: You can breathe air and water.   Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.   Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.   Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

    Languages. You can speak, read, and write Common and Primordial.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Produce Flame

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Druid, Cleric (Nature Domain)

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    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.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Control Flames

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration 1 Hour
    Components S

    You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

    • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
    • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Create Bonfire

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren’t being worn or carried.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Gust

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous
    Components V, S

    You seize the air and compel it to create one of the following effects at a point you can see within range:

    • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
    • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 5ft
    Duration Instantaneous
    Components S

    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Artificer, Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Zephyr Strike

    1-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V

    You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

    Class(es): Ranger, Paladin (Oath of the Ancients)

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Earth Tremor

    1-level Evocation

    Casting Time 1 Action
    Range 10ft
    Duration Instantaneous
    Components V, S

    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Absorb Elements

    1-level Abjuration

    Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range Self
    Duration 1 Round
    Components S

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cube)
    Duration Instantaneous
    Components V, S

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Longstrider

    1-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a pinch of dirt

    You touch a creature. The target's speed increases by 10 feet until the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Healing Word

    1-level Evocation

    Casting Time 1 Bonus Action
    Range 60ft
    Duration Instantaneous
    Components V

    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

    Fog Cloud

    1-level Conjuration

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Hour
    Components V, S

    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

    Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
    Range 60ft
    Duration 1 Minute
    Components V, M
    Materials a small feather or a piece of down

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Create or Destroy Water

    1-level Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous
    Components V, S, M
    Materials a drop of water if creating water or a few grains of sand if destroying it

    You either create or destroy water.

    • Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
    • Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

    Class(es): Cleric, Druid, Sorcerer (Divine Soul)

    Burning Hands

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration Instantaneous
    Components V, S

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    Level 2 Spells

    Earthbind

    2-level Transmutation

    Casting Time 1 Action
    Range 300 feet
    Duration Concentration, up to 1 minute
    Components V

    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
     

    Class(es): Druid, Sorcerer, Warlock, Wizard

    Dust Devil

    2-level Conjuration

    Casting Time 1 Action
    Range 60 ft
    Duration Concentration, up to 1 minute
    Components V, S, M
    Materials A pinch of dust

    Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.   Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed.   As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Druid, Sorcerer, Wizard

    Dragon’s Breath

    2-level Transmutation

    Casting Time 1 Bonus Action
    Range Touch
    Duration Concentration, up to 1 minute
    Components V, S, M
    Materials A Hot Pepper

    You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

    Class(es): Sorcerer, Wizard

    Elemental Evil Player's Companion , pg. 150

    Aganazzar’s Scorcher

    2-level Evocation

    Casting Time 1 action
    Range 30 ft (30 ft)
    Duration Instantaneous
    Components V, S, M
    Materials A red dragon's scale.

    Damage Type: Fire   Saving Throws: Dexterity   Description: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

    At higher levels:
    When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Wizard, Sorcerer

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials a chip of mica

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    Levitate

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Up to Ten Minutes
    Components V, S, M
    Materials either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

    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 a target 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 use your 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.

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Lesser Restoration

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Heat Metal

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a piece of iron and a flame

    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

    Gust of Wind

    2-level Evocation

    Casting Time 1 Action
    Range Self (60-foot line)
    Duration up to 1 Minute
    Components V, S, M
    Materials a legume seed

    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Flaming Sphere

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration up to 1 Minute
    Components V, S, M
    Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

    Class(es): Druid, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

    Flame Blade

    2-level Evocation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a leaf of sumac

    You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.   The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

    Class(es): Druid

    Continual Flame

    2-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Until dispelled
    Components V, S, M
    Materials ruby dust worth 50 gp, which the spell consumes

    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

    Class(es): Artificer, Cleric, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Blur

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

    Class(es): Artificer, Sorcerer, Wizard, Druid (Circle of the Land (Desert)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

    XGtE P. 165 / EE: P. 22 / PotA: P. 240

    Skywrite

    2-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Sight
    Components: V, S
    Duration: Concentration, Concentration, up to 1 hour
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
    Available for: Artificer, Bard, Druid, Wizard

    Mordenkainen's Lost Notebook

    Pyrotechnics

    2-level Transmutation

    Casting Time 1 action
    Range 300 feet
    Duration Instantaneous, and 1 minute
    Components V, S, M
    Materials a source of fire

    You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.

    Class(es): Bard, Sorcerer, Wizard

    Level 3 Spells

    Call Lightning

    3-level Conjuration

    Casting Time 1 Action
    Range 120 ft.
    Duration Concentration, 10 Minutes
    Components V, S

    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
    At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

    Class(es): Druid

    Elemental Weapon

    3-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Concentration, 1 hour
    Components V, S

    A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
    At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 . When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4 .

    Class(es): Paladin

    Fireball

    3-level Evocation

    Casting Time 1 Action
    Range 150 ft.
    Duration Instantaneous
    Components V, S, M
    Materials A tiny ball of bat guano and sulfur

    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Fly

    3-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Concentration, 10 Minutes
    Components V, S, M
    Materials A wing feather from any bird

    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    Class(es): Sorcerer, Warlock, Wizard

    Lightning Bolt

    3-level Evocation

    Casting Time 1 Action
    Range Self (100 ft. line)
    Duration Instantaneous
    Components V, S, M
    Materials A bit of fur and a rod of amber, crystal, or glass

    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Mass Healing Word

    3-level Evocation

    Casting Time 1 Bonus Action
    Range 60 ft
    Duration Instantaneous
    Components V

    As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

    Class(es): Cleric

    Meld Into Stone

    3-level Transmutation (ritual)

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S

    You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.   Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

    Class(es): Cleric, Druid

    Revivify

    3-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamonds worth 300 gp, which the spell consumes

    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

    Class(es): Cleric, Paladin

    Sleet Storm

    3-level Conjuration

    Casting Time 1 Action
    Range 150 ft.
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A pinch of dust and a few drops of water

    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

    Class(es): Druid, Sorcerer, Wizard

    VGM, Page 116

    Wall of Water

    3-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 10 minutes
    Components V, S, M
    Materials a drop of water

    You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.   Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square area is frozen). Each 5-foot-square frozen section has an AC of 5 and 15 hit points. Reducing a frozen section to zero hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

    Class(es): Triton-exclusive. However, consider giving to Druid, Sorcerer, and Wizard.

    Wall of Sand

    3-level Evocation

    Casting Time 1 Action
    Range 90 ft.
    Duration Concentration, 10 Minutes
    Components V, S, M
    Materials A handful of sand

    You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

    Class(es): Wizard

    Tidal Wave

    3-level Conjuration

    Casting Time 1 Action
    Range 120 ft.
    Duration Instantaneous
    Components V, S, M
    Materials A drop of water

    You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

    Class(es): Druid, Sorcerer, Wizard

    Thunder Step

    3-level Conjuration

    Casting Time 1 Action
    Range 90 ft.
    Duration Instantaneous
    Components V

    You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

    Class(es): Sorcerer, Warlock, Wizard

    Xanathar's Guide to Everything

    Erupting Earth

    3-level Transmutation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V, S, M
    Materials A piece of obsidian

    Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

    Class(es): Druid, Sorcerer, Wizard

    Wind Wall

    3-level Evocation

    Casting Time 1 Action
    Range 120 ft.
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A tiny fan and a feather of exotic origin

    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.  
     

    Class(es): Druid, Ranger

    Water Walk

    3-level Transmutation (ritual)

    Casting Time 1 Action
    Range 30 ft.
    Duration 1 hour
    Components V, S, M
    Materials A piece of cork

    This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

    Class(es): Cleric, Druid, Ranger, Sorcerer

    Level 4 Spells

    Xanathar's Guide to Everything

    Watery Sphere

    4-level Conjuration

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, Up to 1 minute
    Components V, S, M
    Materials A drop of water

    You conjure up a sphere of water with a 5~foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

     

    Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

    The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

    As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

    When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

    Class(es): Druid, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Storm Sphere

    4-level Evocation

    Casting Time 1 action
    Range 150 feet
    Duration Concentration, Up to 1 minute
    Components V, S

    A 20-foot—radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

    Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage.

    Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.


    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

    Class(es): Sorcerer, Wizard

    Xanathar's Guide to Everything

    Elemental Bane

    4-level Transmutation

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, Up to 1 minute
    Components V, S

    Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
    At higher levels: When you cast this Spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

    Class(es): Druid, Warlock, Wizard

    Wall of Fire

    4-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a small piece of phosphorus

    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

    Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

    Stoneskin

    4-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials diamond dust worth 100 gp, which the spell consumes

    This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of the Ancients), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Rogue (Arcane Trickster)

    Stone Shape

    4-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials soft clay, which must be worked into roughly the desired shape of the stone object

    You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

    Class(es): Artificer, Cleric, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Ice Storm

    4-level Abjuration

    Casting Time 1 Action
    Range 300ft
    Duration Instantaneous
    Components V, S, M

    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

    Fire Shield

    4-level Evocation

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S, M
    Materials a bit of phosphorus or a firefly

    Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

    Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

    Control Water

    4-level Transmutation

    Casting Time 1 Action
    Range 300ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a drop of water and a pinch of dust

    Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

    • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.   If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.   The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.  
    • Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.  
    • Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.  
    • Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.   When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.   The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

    Class(es): Cleric, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Conjure Minor Elementals

    4-level Conjuration

    Casting Time 1 Minute
    Range 90ft
    Duration up to 1 Hour
    Components V, S

    You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

    • One elemental of challenge rating 2 or lower
    • Two elementals of challenge rating 1 or lower
    • Four elementals of challenge rating 1/2 or lower
    • Eight elementals of challenge rating 1/4 or lower.
      An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
    At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

    Class(es): Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 5 Spells

    Xanathar's Guide to Everything

    Transmute Rock

    5-level Transmutation

    Casting Time 1 action
    Range 120 feet
    Duration Until dispelled
    Components V, S, M
    Materials Clay and water

    You choose an area ofstone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects:

    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

    Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A re— strained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

    Class(es): Druid, Wizard

    Xanathar's Guide to Everything

    Steel Wind Strike

    5-level Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous
    Components S, M
    Materials A melee weapon worth at least 1 sp

    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

    You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

    Class(es): Ranger, Wizard

    Xanathar's Guide to Everything

    Maelstrom

    5-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, Up to 1 minute
    Components V, S, M
    Materials Paper or a leaf in the shape of a funnel

    A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

    Class(es): Druid

    Xanathar's Guide to Everything

    Immolation

    5-level Evocation

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, Up to 1 minute
    Components V

    Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

    If damage from this spell kills a target, the target is turned to ash.

    Class(es): Sorcerer, Wizard

    Xanathar's Guide to Everything

    Control Winds

    5-level Transmutation

    Casting Time 1 action
    Range 300 feet
    Duration Concentration, Up to 1 hour
    Components V, S

    You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you‘ve halted.

    Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

    Downdraft: You cause a sustained blast ofstrong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

    Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

    Class(es): Druid, Sorcerer, Ranger, Wizard

    Player's Handbook

    Wall of Stone

    5-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, Up to 10 minutes
    Components V, S, M
    Materials A small block of granite

    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

    Class(es): Artificer, Druid, Sorcerer, Wizard, Monk (Four Elements)

    Player's Handbook

    Mass Cure Wounds

    5-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S

    A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

    Class(es): Bard, Cleric, Druid, Artificer (Battle Smith), Sorcerer (Divine Soul)

    Player's Handbook

    Greater Restoration

    5-level Abjuration

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamond dust worth at least 100 gp, which the spell consumes

    You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:  

    • One effect that charmed or petrified the target
    • One curse, including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum

      Class(es): Artificer, Bard, Cleric, Druid, Sorcerer (Divine Soul), Warlock (Celestial)

    Player's Handbook

    Flame Strike

    5-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S, M
    Materials A pinch of sulfur

    A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

    Class(es): Cleric, Paladin (Devotion), Sorcerer (Divine Soul), Warlock (Celestial, Fiend)

    Conjure Minor Elementals

    4-level Conjuration

    Casting Time 1 Minute
    Range 90ft
    Duration up to 1 Hour
    Components V, S

    You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

    • One elemental of challenge rating 2 or lower
    • Two elementals of challenge rating 1 or lower
    • Four elementals of challenge rating 1/2 or lower
    • Eight elementals of challenge rating 1/4 or lower.
      An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
    At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

    Class(es): Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Player's Handbook

    Cone of Cold

    5-level Evocation

    Casting Time 1 action
    Range Self
    Duration Instantaneous
    Components V, S, M
    Materials A small crystal or glass cone

    A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 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.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

    Class(es): Sorcerer, Wizard, Artificer (Artillerist) Druid (Land: Arctic), Monk (Four Elements), Warlock (Hexblade)

    Player's Handbook

    Cloudkill

    5-level Conjuration

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, Up to 10 minutes
    Components V, S

    You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.   When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.   The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

    Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death), Druid (Land: Underdark, Spore), Paladin (Conquest)

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