+1 | Strength |
+4 | Dexterity |
+4 | Constitution |
+11 | Intelligence |
+9 | Wisdom |
+3 | Charisma |
+4 | Acrobatics |
+3 | Animal Handling |
+11 | Arcana |
+1 | Athletics |
+9 | Deception |
+11 | History |
+9 | Insight |
+3 | Intimidation |
+5 | Investigation |
+3 | Medicine |
+5 | Nature |
+3 | Perception |
+3 | Performance |
+3 | Persuasion |
+11 | Religion |
+10 | Sleight of Hands |
+4 | Stealth |
+3 | Survival |
Attack | Bonus | Damage |
---|---|---|
Eldritch Blast | 1d20+11 | 1d10 Force DMG; 4 separate blasts |
Poison Spray | CON ST, DC 21 | 4d12 Posion DMG |
Blight | CON ST, DC 21 | 8d8 Necrotic DMG; half on save |
Mordenkainen's Faithful Hound | 1d20+13 | 4d8 Piercing DMG |
Call Lightning | DEX ST, DC 21 | 10d8 Lightning DMG, half on save |
Disintegrate | DEX ST, DC 21 | 10d6+40 Force DMG |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Very Rare Requires Attunement
An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of [1d3]' and confers a benefit to you. Thereafter another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful Acrobatics check (DC 24). You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10hp, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Type: Absorption
While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting you only.
Once the stone has cancelled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher that the number of spell levels the stone has left, the stone can't cancel it.
DnD 5e SRD
Wondrous Item Neck Uncommon (this item requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.
Weight: 1
Wondrous Item
Legendary Requires Attunement
(requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robes color corresponds with the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a Robe of the Archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
The statblocks of your class features
LEVEL | FEATURES | CANTRIPS | 1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | Ability Score Improvement or Choose a feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | Ability Score Improvement or Choose a feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Ability Score Improvement or Choose a feat | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|---|---|---|---|---|---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
PHB
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Player's Handbook
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
PHB
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
PHB
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
PHB
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of it's turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
PHB
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
PHB
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
PHB
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
PHB
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Tasha's Cauldron of Everything
2-level Enchantment
2-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer2-level Divination
Conjuration Magic
2-level Conjuration
PHB
3-level Abjuration
PHB
3-level Conjuration
Illusion Magic
3-level Illusion
PHB
3-level Transmutation
phb 228
3-level Abjuration
PHB
3-level Transmutation
Basic Rules, pg. 217
4-level Abjuration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
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.
Basic Rules, pg. 219
4-level Necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
Conjuration Magic
4-level Conjuration
PHB: 214
4-level Divination
PHB
5-level Divination
PHB
5-level Divination
PHB
5-level Enchantment
PHB
5-level Enchantment
PHB
6-level Evocation
PHB
6-level Transmutation
PHB
7-level Conjuration
Transmutation Magic
7-level Transmutation
PHB
7-level Conjuration
PHB
7-level Evocation
PHB
7-level Transmutation
PHB
8-level Conjuration
PHB
8-level Enchantment
PHB
9-level Abjuration
PHB
9-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerTasha's Cauldron of Everything
9-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.
Wondrous Item Varies
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Adventuring Gear Varies
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Wondrous Item
Legendary Conjuration
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask.
Potion Varies
The container looks empty, but it feels like it holds liquid. Smells like empty space. When you drink this potion, you become Invisible for an hour. Anything you wear or carry is Invisible as long as its on your person. The effect ends early if you Attack or Cast a Spell.