- School: Conjuration
- Casting Time: 1 Action Ritual
- Range: 30 feet
- Components: V, S, M
- Duration: 1 hour
- Classes: Artificer, Wizard
You conjure an Opulent Ooze loyal to you that appears in an unoccupied 5-foot cube you can see within range. The ooze's surface can be any opaque metallic color of your choice.
You can climb atop it as an action or dismount as an action. While mounted, you sink three inches into the ooze and gain simple telepathic control over it, directing its movement as if it were your own, and attempts to unseat you have disadvantage. While mounted on the ooze, you cannot dash.
Finally, while unmounted, you may place your hand on the ooze and telepathically order it as a bonus action to either stay where it is or to retrieve an uncontrolled object you describe that is no more than 100 feet away.
Higher Levels: For each spell level higher than 1st this is cast at, another ooze is spawned that is loyal to a creature of your choice within range.
- School: Enchantment
- Casting Time: 1 Action
- Range: 30 feet
- Components: V
- Duration: 8 hours
- Classes: Druid
You rebuke a creature and force it to make a Wisdom saving throw. On a failure, you curse the creature to enrage beasts that come within 30 feet of it, possibly leading to them attacking the target.
- School: Transmutation
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Wizard
Choose one uncontrolled object weighing 1 to 5 pounds within range. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the projectile would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the projectile strikes the target and stops moving. When the projectile strikes something, the projectile and what it strikes each take 3d8 bludgeoning damage. At the DM's discretion, this damage type may be changed based on the projectile's nature. For example, a launched dagger might deal piercing damage instead of bludgeoning damage.
If the projectile has any special effects that trigger on a hit with an attack, such as a net restraining a creature, an acid vial damaging the target, or a magic weapon dealing bonus damage, those effects are applied to whatever the projectile strikes.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
- School: Evocation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M
- Duration: Instantaneous
- Classes: Artificer, Wizard
You painfully sear the wounds of a willing or incapacitated creature you touch in a desperate bid to save it. If the creature has at least one hit point, it regains 2d6 hit points, but its maximum hit points are reduced by half the amount rolled. If you cast this spell on a creature with 0 hit points, it stabilizes, but its maximum hit points are reduced by 1d6. The reduction to the target's maximum hit points last until the end of its next long rest.
Higher Levels: For each spell level higher than 1st this spell is cast at, the healing granted to a creature with at least one hit point increases by 2d6.
- School: Evocation
- Casting Time: 1 Bonus Action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Paladin, Sorcerer, Warlock, Wizard
When you cast this spell, touch a melee weapon and select one of the following damage types: fire, lightning, cold, poison, or acid.
For the spell's duration, the weapon is shrouded in magical energy, causing melee attacks made with it to deal an additional 1d4 damage of the chosen type.
Higher Levels: Casting this spell with a higher level spell slot increases its power.
- 2nd level: The duration extends to 10 minutes.
- 3rd level: The duration extends to 1 hour, and you can also select the following damage types: radiant, necrotic, and thunder.
- 4th level: The duration extends to 8 hours, and you can select any damage type.
- 5th level: The duration extends to 24 hours, and concentration checks made to maintain the spell succeed automatically.
- School: Abjuration
- Casting Time: 1 Minute
- Range: Self (30-foot radius)
- Components: V
- Duration: 1 hour
- Classes: Cleric
You lead a group prayer inspiring the favor of your god. If a creature within range that participated in the prayer rolls a 1 on a d20 before the end of the spell, the creature may reroll the d20, but must keep the new roll.
- School: Divination
- Casting Time: 1 Action Ritual
- Range: Touch
- Components: S, M (a ceremonial candle worth at least 5gp that the spell consumes)
- Duration: Permanent
- Classes: Cleric, Wizard
You enchant a burning candle to continue burning with a pale blue flame without consuming its fuel for as long as a creature you are familiar with lives. When the creature dies, the flame is extinguished, and the enchantment on the candle ends. If the creatuer becomes incapacitated, the candle will flicker and gutter until the creature's capacities return.
Higher Levels: When you cast this spell with a slot of 3rd level or higher, you may enchant an existing bonfire or pyre instead. With a slot of 5th level or higher, you can enchant a burning building or small cluster of trees. With a slot of 9th level, you may enchant a burning city or forest.
- School: Divination
- Casting Time: 1 Action Ritual
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
You gain a sense of magic within 30 feet of you, though you do not sense direction or distance. When you feel magic in this way, you can use an action to see in more detail around you until the end of your current turn. When taking that action, magical effects appear in your vision as colored hazes corresponding to the schools of magic.
- Abjuration: white
- Conjuration: blue
- Divination: magenta
- Enchantment: red
- Evocation: orange
- Illusion: yellow
- Necromancy: black
- Transmutation: green
This effect does not detect invisibility, and the effects of this spell are blocked by a thin sheet of lead or gold, an inch of common metal, a foot of stone, or three feet of other solid material.
- School: Illusion
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: 1 hour
- Classes: Bard, Sorcerer, Wizard
You place a glamor on yourself – including your clothing, armor, weapons, and other belongings on your person – to look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller, and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the glamor is up to you.
- School: Evocation
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a Strike.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
Your weapon flares with divine power to strike down your enemies.
- If your attack is melee, it deals an extra 2d8 radiant damage.
- If your attack is ranged, it deals an extra 2d6 radiant damage.
If the target is a fiend or undead, it takes a third die of damage.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1 die (1d8 for melee or 1d6 for thrown) for each slot level above 1st.
- School: Transmutation
- Casting Time: 1 Action Ritual
- Range: 15 feet
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
Using a finite color palette, you recolor an uncontrolled object with whatever pattern you choose, but the entire surface of the object must be covered by one of the colors in the palette. A palette color can be partially transparent, in which case it does not fully cover any existing coloration in the target.
The size of the palette is four to the power of one less than the level of the spell slot used to cast this.
The spell actually alters the pigmentation of the object, so it cannot be dispelled.
- School: Transmutation
- Casting Time: 1 Action Ritual
- Range: Touch
- Components: V, S
- Duration: Special
- Classes: Cleric
You touch a creature in labor or giving birth and ease the pain she is feeling for as long as you remain within 15 feet of her. If she needs to make any Constitution saving throws due to complications from the birth, she has advantage on them.
- School: Illusion
- Casting Time: 1 Action Ritual
- Range: Touch
- Components: V, S, M
- Duration: 8 hours
- Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
You touch a creature, and apply a shadow glamor for the duration. The creature gains the appearance of either a more or less attractive version of itself (your choice), but the creature is still unmistakably itself. For example, teeth may straighten, hair may become thicker and more lustrous, minor blemishes may be hidden, body form subtly improves, and clothing becomes more vibrant and new. The exact details are up to the caster.
Critical identifying features (such as a tattoo, scar, or eye color) may not be altered by this spell, but aesthetic changes to them are possible. For example, a scar could be made to look less gnarled or a tattoo could be made to look less faded.
If cast on an unwilling creature, the target may make a Charisma saving throw to resist.
Higher Levels: This spell grows more powerful when cast with a higher-level spell slot.
- At 2th level, it extends to 24 hours
- At 3rd level, it extends to 1 week
- At 4th level, it extends to 1 month
- At 5th level, it extends to 1 year
- At 6th level, it becomes permanent.
- School: Conjuration
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Higher Levels: For each spell level above 1st, you can increase the area of effect by creating an additional 10-foot square. These supplemental squares must be directly adjacent to or partially overlap with an existing square generated by this spell. If a creature is in the area of multiple squares, they are only affected by the first.
- School: Evocation
- Casting Time: 1 Action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid
All creatures and objects in a 20-foot cube within range must succeed on a dexterity saving throw or be outlined in blue, green, or violet light (your choice), shedding dim light in a 10-foot radius. Creatures and objects gain no benefits from being invisible while outlined by this spell. Additionally, any attack roll against a creature or object outlined has advantage. Creatures continue to be outlined as long as the spell persists, even if they leave the area.
Higher Levels: For each spell level above 1st that this spell is cast at, the size of the faces of the cube increases by 10 feet.
- School: Transmutation
- Casting Time: 1 Minute Ritual
- Range: Touch
- Components: V, S, M (a handful of topsoil)
- Duration: 1 week
- Classes: Bard, Cleric, Druid, Wizard
You touch a willing creature other than yourself or any beast or monstrosity with an intelligence of 4 or lower. For the duration, the creature is incredibly fertile and all but guaranteed to become pregnant or sire offspring during its next mating.
- School: Transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a sprig of mistletoe)
- Duration: 24 hours
- Classes: Druid, Ranger
Up to 10 berries appear in your hand, which are infused with magic for the duration. A creature that uses its action to eat a berry regains 1 hit point.
Additionally, when you cast this spell, for every 2 GP of fertilizer you provide, a berry is enhanced, providing nourishment for 1 week in addition to its healing. A given berry cannot be enhanced in this way more than once.
A berry that has not been eaten loses its potency after 24 hours and rots quickly thereafter.
Higher Levels: For every other spell level above 1st that this spell is cast at, the maximum number of berries produced by this spell increases by 5.
replaces Silent Image
- School: Illusion
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Wizard
You create a visual figment that is no larger than a 15-foot cube. The figment appears at a spot within range and lasts for the duration. It may emit light, but may be no brighter than shedding bright light in a 20 foot radius and dim light 20 feet beyond the bright radius.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- School: Conjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a leech)
- Duration: Concentration, up to 1 minute
- Classes: Warlock, Wizard
You conjure two enormous leeches the size of your forearm that attach themselves to creatures of your choice that you can see within range. At the end of a creature's turn, it takes 1d4 necrotic damage for each leech attached to it.
Constructs, undead, plants, and creatures that lack blood are immune to this damage. The leeches last for the duration of the spell and are immune to damage, but a creature can use its action or a 1-cost legendary action to remove all leeches from itself or an ally within five feet of it. Once removed, leeches fall to the ground, wither, and die.
Higher Levels: For each spell level above 1st that this spell is cast at, one additional leech is conjured. They can be attached to the same creature or different creatures.
- School: Transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a bone from a cheetah)
- Duration: 8 hours
- Classes: Bard, Druid, Ranger, Wizard
Use stock duration unless in Gritty Realism.
A willing creature you touch has its walking speed increased by 15, and it is immune to exhaustion from dashing for 1 hour.
Higher Levels: For each level above 1st that this spell is cast at, you may target one additional creature.
- School: Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
- Classes: Bard, Sorcerer, Wizard
You place a visual glamor on an object within range (such as a rug or an illusion of a rug). The glamor takes the form of adding apparent depth to an object, such as making a room appear off to the side of a hallway or making a pit seem to appear in the floor. The glamor and the illusory room within may be any shape you desire, but cannot be larger than 10 feet by 10 feet and the illusory room cannot be more than 20 feet deep. The parallax room created by this spell may be any solid color of your choice and light interacts with the glamor so as to make the room seem real. For example, if this spell is used to create a pit, a creature standing at the edge would be able to see all the way down, whereas a creature farther back would not be able to see what is at the bottom of the illusory pit.
For the duration, the interior of the room becomes a valid target location for other illusion spells. If you apply another casting of this spell to an existing parallax room, you may extend the room by the same rules as before. When this spell ends for any reason, anything inside it or any parallax rooms that branched off it are safely shunted to the nearest unoccupied space outside the terminated glamor.
If this spell is subjected to Illusory Reality, this room and any that branch from it become real and are extradimensional. If this expires while a creature or real object is inside it, the creature or object is safely shunted outside, as if the spell had ended.
Higher Levels: When cast with a 6th level spell slot or higher, the room lasts until dispelled. If when you cast it in this way, you subject it to Illusory Reality, it is real until dispelled.
- School: Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a bottle of glue)
- Duration: Instantaneous
- Classes: Artificer, Cleric, Sorcerer, Wizard
You reassemble the fragments of a destroyed inanimate object that would fit within a 5-foot cube so long as the fragments are not being restrained from returning to the target location and are within 100 feet. An object repaired by this spell will have 1 hit point and will not be structurally sound. If the target was an undead or construct, the body will be restored, but it will not be reactivated.
Higher Levels: For each slot higher than 1st, the side length of the cube increases by 5 feet.
- School: Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a wrench)
- Duration: Instantaneous
- Classes: Artificer, Cleric, Sorcerer, Wizard
You heal an inanimate object or construct for 1d8 plus your spellcasting ability modifier.
Higher Levels: For each spell level higher than 1st, this spell heals an additional 1d8.
- School: Transmutation
- Casting Time: 1 Action Ritual
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Wizard
You touch a document transcribed on paper, parchment, or spellpaper. The document then winds itself up, and a magical wax seal that glitters with internal light appears on it. Upon a creature breaking the seal, a timer begins to count down, which is displayed alongside the text of the document as an illusion. At zero, the parchment disintegrates itself. You select the length of the timer when you cast this spell.
- School: Evocation
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a Strike.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
Your weapon flares with white-hot intensity, and the target bursts into flames.
- If your attack is melee, it deals an extra 1d6 fire damage.
- If your attack is ranged, it deals an extra 1d4 fire damage.
At the start of each of its turns until the spell ends, the target takes the damage again. It must then make a Constitution saving throw. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1 die (1d6 for melee or 1d4 for ranged) for each slot level above 1st.
- School: Enchantment
- Casting Time: 1 Reaction, which you take when a creature you can see within range succeeds on an attack roll, an ability check, or a saving throw
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Classes: Bard
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 (including yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute.
This spell has no effect on the triggering creature if the triggering event was a critical hit, use of a legendary resistance, or a saving throw imposed by a spell of a higher level.
replaces Grease
- School: Conjuration
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a bit of butter or ice)
- Duration: 1 minute
- Classes: Wizard
You cover a 10-foot square within range in a slippery inert substance such as grease or ice. The target area becomes difficult terrain for the duration. When the spell is cast, any creatures within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you can affect an additional 10-foot square. All target squares created by this spell must be contiguous.
- School: Enchantment
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
- Duration: 1 minute
- Classes: Bard, Sorcerer, Wizard
This spell sends creatures into a magical slumber. Roll 8d4, the total of which is the number of hit points of creatures this spell can effect. Creatures within a 20-foot radius sphere of a point you choose within range are affected in ascending order of their current hit points.
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or another creature uses an action to shake or slap the creature awake. Subtract each creature's current hit points from the total before moving onto the next-lowest hit point creature. If a creature has more remaining hit points than the remaining total, the creature is not affected.
Undead and creatures immune to charms aren't affected by this spell.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 5d4 for each slot above 1st. When this spell is cast using a spell slot of 6th level or higher, you instead roll an additional 10d4 for each slot above 5th.
- School: Transmutation
- Casting Time: 1 Action Ritual
- Range: Self
- Components: S, M (a piece of paper or parchment)
- Duration: Instantaneous
- Classes: Artificer, Bard, Warlock, Wizard
You close one eye and blink the other. The visual field of the eye that is blinked is recorded on the paper used as the material component for this spell.
- School: Conjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Druid, Wizard
You call forth a minor celestial, fey, or fiendish spirit. It manifests in the form of a tiny beast or humanoid in an unoccupied space you can see within range. The form uses the Servant Spirit stat block.
Higher Levels: When cast with a spell slot of 2nd level or higher, this spell does not require concentration, and this spell's duration increases to a number of hours equal to the level of the spell slot used to cast it.
- School: Evocation
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a melee or thrown Strike.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
Your weapon rings with thunder that is audible within 300 feet of your target.
- If your attack is melee, it deals an extra 2d6 thunder damage.
- If your attack is with a thrown weapon, it deals an extra 2d4 thunder damage.
The target must succeed on a Strength saving throw or be thrown 10 feet away from you, landing prone.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1 die (1d6 for melee or 1d4 for thrown) for each slot level above 1st.
- School: Conjuration
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Psion
You unlock the potential of a creature's mind, allowing it to fully reach its limits. For the duration, once per turn the creature can add 1d4 to any attack roll, damage roll, or saving throw it makes.
Source: KibblesTasty
- School: Transmutation
- Casting Time: 1 Action
- Range: 15 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Ranger, Warlock, Wizard
With a burst of speed, you travel via the most direct to a target point you can see within range that is adjacent to a creature, and then immediately make a melee attack with a weapon against that creature. This attack is made with advantage. During the movement caused by this spell, opportunity attacks against you have disadvantage.
Higher Levels: For every two spell levels above 1st this is cast at, the range increases by 20 feet, and you may make another attack with advantage against the creature.
- School: Evocation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that was struck by lightning)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
A beam of crackling, blue energy lances out toward a creature or uncontrolled object within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that target. On a hit, the target takes 1d12 lightning damage and if the target is a Medium or smaller creature, it is grappled (escape DC equal to your spell save DC). On each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically and reassert the grapple if the creature has escaped. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot above 1st. Additionally, at 3rd level, you may grapple targets that are size Large or smaller without them having advantage to break out due to size difference. At 5th level, this extends to Huge creatures, which cannot break the grapple automatically due to size difference. Finally, at 7th level, this extends to Gargantuan creatures.
- School: Necromancy
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a melee Strike.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
As you hit the target creature, your strike channels divine wrath. The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or be Frightened of you until the spell ends. At the end of each of its turns, the creature may repeat the saving throw, ending the spell on a success.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt increases by 1d6 for each slot level above 1st.