Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Word of Radiance
|
+6 |
1 action |
5 ft |
Instantaneous |
1d6 |
VM |
|
| Notes: | You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Guidance
|
|
1 action |
Touch |
Concentration, up to 1 minute |
|
VS |
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Resistance
|
|
1 action |
Touch |
Concentration, up to 1 minute |
|
VSM |
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. |
Spare the Dying
|
|
1 action |
Touch |
Instantaneous |
|
VS |
|
| Notes: | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. |
Sacred Flame
|
+6 |
1 action |
60 ft |
Instantaneous |
1d8 |
VS |
|
| Notes: | Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Faerie Fire
|
|
1 action |
60 ft |
concentration, up to 1 minute |
|
V |
|
| Notes: | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. |
Sleep
|
|
1 action |
90 ft |
1 minute |
|
VSM |
|
| Notes: | This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. |
Detect Magic
|
|
1 action |
Self |
Concentration, up to 10 minutes |
|
VS |
|
| Notes: | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Moonbeam
|
+6 |
1 action |
120 ft |
Concentration, up to 1 minute |
2d10 |
VSM |
|
| Notes: | A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. |
See Invisibility
|
|
1 action |
Self |
1 Hour |
|
VSM |
|
| Notes: | For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. |