Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 |
|
|
| Notes: | 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. |
Message
|
+8 |
1 action |
120 feet |
1 action |
|
|
|
| Notes: | 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. |
Mold Earth
|
+8 |
1 action |
30 feet |
1 action |
|
|
|
| Notes: | 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 have 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |
Level 1 Spells 5 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inflict Wounds
|
+8 |
1 action |
Touch |
Instantaneous |
3D10 |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Ray of Sickness
|
+8 |
1 action |
60 feet |
Instantaneous |
2D8 |
VS |
|
| Notes: | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. |
Shield
|
+8 |
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell |
Self |
1 hour |
|
|
|
| Notes: | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
False Life
|
+8 |
1 action |
Self |
Concentration, up to 1 minute |
1d4+4 |
|
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 + |
|
|
| Notes: | 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 + |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 + |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |
Level 2 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inflict Wounds
|
+8 |
1 action |
Touch |
Instantaneous |
3D10 + |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Ray of Sickness
|
+8 |
1 action |
60 feet |
Instantaneous |
2D8 + |
VS |
|
| Notes: | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. |
Darkness
|
+8 |
1 action |
60 feet |
Concentration, up to 10 minutes |
|
VM |
|
| Notes: | Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. |
Ray of Enfeeblement
|
+8 |
1 action |
60 feet |
Concentration, up to 1 minute |
|
VS |
|
| Notes: | A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. |
Dragon's Breath
|
+8 |
1 bonus action |
Touch |
Concentration, up to 1 minute |
3d6 |
|
|
| Notes: | 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. |
False Life
|
+8 |
1 action |
Self |
Concentration, up to 1 minute |
1d4+4 + |
|
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Flaming Sphere
|
+8 |
1 action |
60 feet |
Up to 1 minute |
2d6 |
|
|
| Notes: | 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. |
Misty Step
|
+8 |
1 bonus action |
Self |
Instantaneous |
|
|
|
| Notes: | Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 + |
|
|
| Notes: | 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 + |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 + |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |
Level 3 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inflict Wounds
|
+8 |
1 action |
Touch |
Instantaneous |
3D10 + |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Ray of Sickness
|
+8 |
1 action |
60 feet |
Instantaneous |
2D8 + |
VS |
|
| Notes: | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. |
Dragon's Breath
|
+8 |
1 bonus action |
Touch |
Concentration, up to 1 minute |
3d6 + |
|
|
| Notes: | 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. |
False Life
|
+8 |
1 action |
Self |
Concentration, up to 1 minute |
1d4+4 + |
|
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Flaming Sphere
|
+8 |
1 action |
60 feet |
Up to 1 minute |
2d6 + |
|
|
| Notes: | 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. |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 + |
|
|
| Notes: | 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 + |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 + |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |
Level 4 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inflict Wounds
|
+8 |
1 action |
Touch |
Instantaneous |
3D10 + |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Ray of Sickness
|
+8 |
1 action |
60 feet |
Instantaneous |
2D8 + |
VS |
|
| Notes: | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. |
Dragon's Breath
|
+8 |
1 bonus action |
Touch |
Concentration, up to 1 minute |
3d6 + |
|
|
| Notes: | 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. |
False Life
|
+8 |
1 action |
Self |
Concentration, up to 1 minute |
1d4+4 + |
|
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Flaming Sphere
|
+8 |
1 action |
60 feet |
Up to 1 minute |
2d6 + |
|
|
| Notes: | 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. |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 + |
|
|
| Notes: | 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 + |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 + |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |
Level 5 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inflict Wounds
|
+8 |
1 action |
Touch |
Instantaneous |
3D10 + |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Ray of Sickness
|
+8 |
1 action |
60 feet |
Instantaneous |
2D8 + |
VS |
|
| Notes: | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. |
Dragon's Breath
|
+8 |
1 bonus action |
Touch |
Concentration, up to 1 minute |
3d6 + |
|
|
| Notes: | 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. |
False Life
|
+8 |
1 action |
Self |
Concentration, up to 1 minute |
1d4+4 + |
|
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Flaming Sphere
|
+8 |
1 action |
60 feet |
Up to 1 minute |
2d6 + |
|
|
| Notes: | 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. |
Fire Bolt
|
+8 |
1 action |
120 feet |
1 action |
1d10 + |
|
|
| Notes: | 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. |
Frostbite
|
+5 |
1 action |
60 feet |
1 action |
1d6 + |
|
|
| Notes: | 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. |
Infestation
|
+8 |
1 action |
30 feet |
1 action |
2d6 + |
|
|
| Notes: | You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. |