Awen

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Cast Name Casting Time Duration Range More
Cantrip
Message 1 action
V S M
1 round
120 feet

Message

Transmutation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
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
Vicious Mockery 1 action
V
Instantaneous
60 feet

Vicious Mockery

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

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

(Bard)
Source: phb 285
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Bane 1 action
V S M
1 minute
Concentration
30 feet

Bane

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (a drop of blood)
Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Bard) (Cleric) (Paladin)
Source: phb 216
Cast Comprehend Languages 1 action R
V S M
1 hour
Self

Comprehend Languages

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

(Bard) (Sorcerer) (Warlock) (Wizard)
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 Healing Word 1 bonus action
V
Instantaneous
60 feet

Healing Word

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

A creature of your choice that you can see within range regains 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

(Bard) (Cleric) (Druid)
Source: phb 250
Cast Hellish Rebuke 1 reaction
V S
Instantaneous
60 feet

Hellish Rebuke

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

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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

(Paladin) (Warlock)
Source: phb 250
Cast Tasha's Hideous Laughter 1 action
V S M
1 minute
Concentration
30 feet

Tasha's Hideous Laughter

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Notes: Concentration, up to 1 minute

(Bard) (Wizard)
Source: phb 280
Cast Silvery Barbs 1 reaction
V
Instantaneous
60 feet

Silvery Barbs

1-level Enchantment
Casting Time: 1 reaction
Range: 60 feet
Components: V
Duration: Instantaneous

1 reaction, which you take when a creature you see within range succeeds on an attack roll, an ability check, or a saving throw.

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within the next 1 minute. A creature can be empowered by only one use of this spell at a time.

(Bard) (Sorcerer) (Wizard)
Source: SCoC 38
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Darkness 1 action
V M
10 minutes
Concentration
60 feet

Darkness

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Notes: Concentration, up to 10 minutes

(Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 230
Cast Detect Thoughts 1 action
V S M
1 minute
Concentration
Self

Detect Thoughts

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

(Bard) (Sorcerer) (Wizard)
Source: phb 231
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 Borrowed Knowledge 1 action
V S M
1 hour
Self

Borrowed Knowledge

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a book worth at least 25 gp)
Duration: 1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill The spell ends early if you cast it again.

(Bard) (Cleric) (Warlock) (Wizard)
Source: SCoC 37
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
  • Race: Tiefling - Infernal Legacy: You know thaumatergy cantrip (Charisma is your spell casting ability).
  • Race: Tiefling - Infernal Legacy - Infernal Legacy: You can cast hellish rebuke (2nd level) once per long rest (Charisma is your spell casting ability).
  • Race: Tiefling - Infernal Legacy - Infernal Legacy: You can cast darkness once per long rest (Charisma is your spell casting ability).
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