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Class Level Readiness Ability To Hit Save
Paladin 7 Prepares Spells (7) CHA (+4) +8 DC 16
Warlock 3 Knows Spells (4) CHA (+4) +8 DC 16
Spell Slots:
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Cast Name Casting Time Duration Range More
Cantrip
Eldritch Blast 1 action
V S
Instantaneous
120 feet

Eldritch Blast

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

(Warlock)
Source: phb 237
Guidance 1 action
V S
1 minute
Concentration
Touch

Guidance

Divination Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
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 ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

(Cleric) (Druid) (Artificer (UEA))
Source: phb 248
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
Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 267
Shillelagh 1 bonus action
V S M
1 minute
Touch

Shillelagh

Transmutation Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V S M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

(Druid)
Source: phb 275
Thorn Whip 1 action
V S M
Instantaneous
30 feet

Thorn Whip

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (the stem of a plant with thorns)
Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid) (Artificer (UEA))
Source: phb 282
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Armor of Agathys 1 action
V S M
1 hour
Self

Armor of Agathys

1-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (a cup of water)
Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

(Warlock)
Source: phb 215
Cast Compelled Duel 1 bonus action
V
1 minute
Concentration
30 feet

Compelled Duel

1-level Enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Notes: Concentration, up to 1 minute

(Paladin)
Source: phb 224
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 Detect Magic 1 action R
V S
10 minutes
Concentration
Self

Detect Magic

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Notes: Concentration, up to 10 minutes

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 231
Cast Ensnaring Strike 1 bonus action
V
1 minute
Concentration
Self

Ensnaring Strike

1-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Paladin) (Ranger)
Source: phb 237
Cast Faerie Fire 1 action
V
1 minute
Concentration
60 feet

Faerie Fire

1-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

(Bard) (Druid) (Artificer (UEA))
Source: phb 239
Cast Protection from Evil and Good 1 action
V S M
10 minutes
Concentration
Touch

Protection from Evil and Good

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

(Cleric) (Paladin) (Warlock) (Wizard)
Source: phb 270
Cast Shield of Faith 1 bonus action
V S M
10 minutes
Concentration
60 feet

Shield of Faith

1-level Abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V S M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Notes: Concentration, up to 10 minutes

(Cleric) (Paladin)
Source: phb 275
Cast Speak with Animals 1 action R
V S
10 minutes
Self

Speak with Animals

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

(Bard) (Druid) (Paladin) (Ranger)
Source: phb 277
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Armor of Agathys 1 action
V S M
1 hour
Self

Armor of Agathys

1-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (a cup of water)
Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

(Warlock)
Source: phb 215
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) Ensnaring Strike 1 bonus action
V
1 minute
Concentration
Self

Ensnaring Strike

1-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Paladin) (Ranger)
Source: phb 237
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 Invisibility 1 action
V S M
1 hour
Concentration
Touch

Invisibility

2-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

(Bard) (Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 254
Cast Lesser Restoration 1 action
V S
Instantaneous
Touch

Lesser Restoration

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

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

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 255
Cast Misty Step 1 bonus action
V
Instantaneous
Self

Misty Step

2-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

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

(Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 260
Cast Moonbeam 1 action
V S M
1 minute
Concentration
120 feet

Moonbeam

2-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (several seeds of any moonseed plant and a pieee of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spells light.

On each of your turns after you cast this spell use can use an action to move the beam 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

(Druid) (Paladin)
Source: phb 261
Cast Phantasmal Force 1 action
V S M
1 minute
Concentration
60 feet

Phantasmal Force

2-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall--it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly. a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature ar hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

(Bard) (Sorcerer) (Wizard)
Source: phb 264
  • Race: Aasimar - Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Sub Class: Oath of the Ancients - Oath Spells:
  • Sub Class: Oath of the Ancients - Oath Spells - : Ensnaring Strike, Speak with Animals
  • Sub Class: Oath of the Ancients - Oath Spells - : Moonbeam, Misty Step
  • Sub Class: Oath of the Ancients - Oath Spells - : Plant Growth, Protection from Energy
  • Sub Class: The Archfey Patron - Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  • Sub Class: The Archfey Patron - Expanded Spell List - : Faerie Fire, Sleep
  • Sub Class: The Archfey Patron - Expanded Spell List - : Calm Emotions, Phantasmal Force
  • Sub Class: The Archfey Patron - Expanded Spell List - : Blink, Plant Growth
  • Sub Class: The Archfey Patron - Expanded Spell List - : Dominate Beast, Greater Invisibility
  • Sub Class: The Archfey Patron - Expanded Spell List - : Dominate Person, Seeming
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