Tansu

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Cast Name Casting Time Duration Range More
Cantrip
Gust 1 action
V S
Instantaneous
30 feet

Gust

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

* 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.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Light 1 action
V M
1 hour
Touch

Light

Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

(Bard) (Cleric) (Wizard) (Artificer (UEA))
Source: phb 255
Mending 1 minute
V S M
Instantaneous
Touch

Mending

Transmutation Cantrip
Casting Time: 1 minute
Range: Touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

(Bard) (Cleric) (Druid) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Resistance 1 action
V S M
1 minute
Concentration
Touch

Resistance

Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V S M (a miniature cloak)
Duration: Concentration, up to 1 minute

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.

(Cleric) (Druid) (Artificer (UEA))
Source: phb 272
Sacred Flame 1 action
V S
Instantaneous
60 feet

Sacred Flame

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

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).

(Cleric)
Source: phb 272
Spare the Dying 1 action
V S
Instantaneous
Touch

Spare the Dying

Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

(Cleric) (Artificer (UEA))
Source: phb 277
Thaumaturgy 1 action
V
Up to 1 minute
30 feet

Thaumaturgy

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

* Your voice booms up to three times as loud as normal for 1 minute.

* You cause flames to flicker, brighten, dim, or change color for 1 minute.

* You cause harmless tremors in the ground for 1 minute.

* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

* You instantaneously cause an unlocked door or window to fly open or slam shut.

* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

(Cleric)
Source: phb 282
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast Gust of Wind 1 action
V S M
1 minute
Concentration
Self (60-foot line)

Gust of Wind

2-level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (a legume seed)
Duration: Concentration, up to 1 minute

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 fiames, 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.

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 248
Cast Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast (2) Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast (2) Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast Beacon of Hope 1 action
V S
1 minute
Concentration
30 feet

Beacon of Hope

3-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Notes: Concentration, up to 1 minute

(Cleric) (Paladin)
Source: phb 217
Cast Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

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 100 feet 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 within range. 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
Cast Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast Mass Healing Word 1 bonus action
V
Instantaneous
60 feet

Mass Healing Word

3-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

(Cleric)
Source: phb 258
Cast Revivify 1 action
V S M
Instantaneous
Touch

Revivify

3-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous

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.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 272
Cast Sleet Storm 1 action
V S M
1 minute
Concentration
150 feet

Sleet Storm

3-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

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 is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Notes: Concentration, up to 1 minute

(Druid) (Sorcerer) (Wizard)
Source: phb 276
Cast Spirit Guardians 1 action
V S M
10 minutes
Concentration
Self (15-foot radius)

Spirit Guardians

3-level Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Cleric)
Source: phb 278
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
4th Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast (2) Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast (2) Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast (3) Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

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 100 feet 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 within range. 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
Cast (3) Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast (3) Mass Healing Word 1 bonus action
V
Instantaneous
60 feet

Mass Healing Word

3-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

(Cleric)
Source: phb 258
Cast (3) Spirit Guardians 1 action
V S M
10 minutes
Concentration
Self (15-foot radius)

Spirit Guardians

3-level Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Cleric)
Source: phb 278
Cast Control Water 1 action
V S M
10 minutes
Concentration
300 feet

Control Water

4-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes

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.

Notes: Concentration, up to 10 minutes

(Cleric) (Druid) (Wizard)
Source: phb 227
Cast Death Ward 1 action
V S
8 hours
Touch

Death Ward

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

(Cleric) (Paladin)
Source: phb 230
Cast Freedom of Movement 1 action
V S M
1 hour
Touch

Freedom of Movement

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 244
Cast Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

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.

(Druid) (Paladin) (Sorcerer) (Wizard)
Source: phb 252
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
5th Level check_box_outline_blank check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast (2) Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast (2) Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast (3) Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

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 100 feet 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 within range. 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
Cast (3) Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast (3) Mass Healing Word 1 bonus action
V
Instantaneous
60 feet

Mass Healing Word

3-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

(Cleric)
Source: phb 258
Cast (3) Spirit Guardians 1 action
V S M
10 minutes
Concentration
Self (15-foot radius)

Spirit Guardians

3-level Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Cleric)
Source: phb 278
Cast (4) Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

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.

(Druid) (Paladin) (Sorcerer) (Wizard)
Source: phb 252
Cast Destructive Wave 1 action
V
Instantaneous
Self (30-foot radius)

Destructive Wave

5-level Evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

(Paladin)
Source: phb 231
Cast Insect Plague 1 action
V S M
10 minutes
Concentration
300 feet

Insect Plague

5-level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th levei or higher, the damage increases by 1d10 for each slot level above 5th.

(Cleric) (Druid) (Sorcerer)
Source: phb 254
Cast Mass Cure Wounds 1 action
V S
Instantaneous
60 feet

Mass Cure Wounds

5-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid)
Source: phb 258
Cast Wall of Stone 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Stone

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a small block of granite)
Duration: Concentration, up to 10 minutes

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.

Notes: Concentration, up to 10 minutes

(Druid) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 287
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
6th Level check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast (2) Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast (2) Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast (3) Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

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 100 feet 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 within range. 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
Cast (3) Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast (3) Mass Healing Word 1 bonus action
V
Instantaneous
60 feet

Mass Healing Word

3-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

(Cleric)
Source: phb 258
Cast (3) Spirit Guardians 1 action
V S M
10 minutes
Concentration
Self (15-foot radius)

Spirit Guardians

3-level Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Cleric)
Source: phb 278
Cast (4) Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

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.

(Druid) (Paladin) (Sorcerer) (Wizard)
Source: phb 252
Cast (5) Insect Plague 1 action
V S M
10 minutes
Concentration
300 feet

Insect Plague

5-level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th levei or higher, the damage increases by 1d10 for each slot level above 5th.

(Cleric) (Druid) (Sorcerer)
Source: phb 254
Cast (5) Mass Cure Wounds 1 action
V S
Instantaneous
60 feet

Mass Cure Wounds

5-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid)
Source: phb 258
Cast Harm 1 action
V S
Instantaneous
60 feet

Harm

6-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

(Cleric)
Source: phb 249
Cast Word of Recall 1 action
V
Instantaneous
5 feet

Word of Recall

6-level Conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

(Cleric)
Source: phb 289
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
7th Level check_box_outline_blank Slots
Cast (1) Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast (1) Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

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.

Notes: Concentration, up to 1 hour

(Druid) (Ranger) (Sorcerer) (Wizard)
Source: phb 243
Cast (1) Guiding Bolt 1 action
V S
1 round
120 feet

Guiding Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

(Cleric)
Source: phb 248
Cast (1) Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
Cast (2) Aid 1 action
V S M
8 hours
30 feet

Aid

2-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 211
Cast (2) Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

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 levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 275
Cast (3) Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

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 100 feet 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 within range. 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
Cast (3) Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast (3) Mass Healing Word 1 bonus action
V
Instantaneous
60 feet

Mass Healing Word

3-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

(Cleric)
Source: phb 258
Cast (3) Spirit Guardians 1 action
V S M
10 minutes
Concentration
Self (15-foot radius)

Spirit Guardians

3-level Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (a holy symbol)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Cleric)
Source: phb 278
Cast (4) Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

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.

(Druid) (Paladin) (Sorcerer) (Wizard)
Source: phb 252
Cast (5) Insect Plague 1 action
V S M
10 minutes
Concentration
300 feet

Insect Plague

5-level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th levei or higher, the damage increases by 1d10 for each slot level above 5th.

(Cleric) (Druid) (Sorcerer)
Source: phb 254
Cast (5) Mass Cure Wounds 1 action
V S
Instantaneous
60 feet

Mass Cure Wounds

5-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

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.

(Bard) (Cleric) (Druid)
Source: phb 258
Cast Fire Storm 1 action
V S
Instantaneous
150 feet

Fire Storm

7-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

(Cleric) (Druid)
Source: phb 242
Cast Regenerate 1 minute
V S M
1 hour
Touch

Regenerate

7-level Transmutation
Casting Time: 1 minute
Range: Touch
Components: V S M (a prayer wheel and holy water)
Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

(Bard) (Cleric) (Druid)
Source: phb 271
Cast (1) Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
  • Sub Class: Tempest Domain - : Tempest Domain Spells:
  • Sub Class: Tempest Domain - - : Fog Cloud, Thunderwave
  • Sub Class: Tempest Domain - - : Gust of Wind, Shatter
  • Sub Class: Tempest Domain - - : Call Lightning, Sleet Storm
  • Sub Class: Tempest Domain - - : Control Water, Ice Storm
  • Sub Class: Tempest Domain - - : Destructive Wave, Insect Plague
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