Template:Spells 5E D-E

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dancing lights

Cantrip evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.

You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds di9 light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spellโ€™s range.

danse macabre

5th-level necromancy (XGE-153)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately becomes undead and stands up. You decide whether it is a zombie or a skeleton (statistics for both are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lf you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

darkness

2nd-level evocation (PHB)

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

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 canโ€™t see through this darkness, and nonmagical light canโ€™t illuminate it.

If the point you choose is on an object you are holding or one that isnโ€™t being worn or carried, the darkness emanates from the object and movee 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 spellโ€™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.

darkvision

2nd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
8 hours
Components
V, S, M (either a pinch of dried carrot or an agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

dawn

5th-level evocation (XGE-153)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a sunburst pendant worth at least 100 gp)

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If youโ€™re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

daylight

3rd-level evocation (PHB)

Casting time
1 action
Range
60 feet
Duration
1 hour
Components
V, S

A 60-foot-radius sphere of light spreads out from a point you choose within range.

The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isnโ€™t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spellโ€™s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

death ward

4th-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
8 hours
Components
V, S

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 insteam negated against the target, and the spells ends.

delayed blast fireball

7th-level evocation (PHB)

Casting time
1 action
Range
150 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a tiny ball of bat guano and sulfur)

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration.

When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spellโ€™s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that arenโ€™t being worn or carried.

At higher levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

demiplane

8th-level conjuration (PHB)

Casting time
1 action
Range
60 feet
Duration
1 hour
Components
S

You create a shadowy door on a flat solid surface that you can see within range.

The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previoue casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

destructive wave

5th-level evocation (PHB)

Casting time
1 action
Range
Self (30-foot radius)
Duration
Instantaneous
Components
V

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 isnโ€™t knocked prone.

detect evil and good

1st-level divination (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.

detect magic

1st-level divination ๐Ÿ„ฌ (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S

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 faing 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

detect poison and disease

1st-level divination (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S, M (a yew leaf)

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

detect thoughts

2nd-level divination (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S, M (a copper piece)

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 doesnโ€™t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creatureโ€”what is most on its mind in that moment. As an action, you can either shift your attention to another creatureโ€™s thoughts or attempt to probe deeper into the same creatureโ€™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 loom s 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 creatureโ€™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 canโ€™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 thanlead, or a thin sheet of lead blocks you. You canโ€™t detect a creature with an Intelligence of 3 or lower or one that doesnโ€™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 canโ€™t see it, but it must still be within range.

digital phantom

2nd-level abjuration ๐Ÿ›ˆ (UA:MM-6)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 hour
Components
V, S, M (a small piece of copper wire)

This spell works to actively hide your presence within a computer system. For the spellโ€™s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

dimension door

4th-level conjuration (PHB)

Casting time
1 action
Range
500 feet
Duration
Instantaneous
Components
V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as ...

โ€œ200 feet straight downwardโ€ or โ€œupward to the northwest at a 45-degree angle, 300 feetโ€..

You can bring along objects as long as their weight doesnโ€™t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

disguise self

1st-level illusion (PHB)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V, S

You make yourselfโ€”including your clothing, armor, weapons, and other belongings on your personโ€”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 canโ€™t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

disintegrate

6th-level transmutation (PHB-233)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S, M (a lodestone and a pinch of dust)

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

dispel evil and good

5th-level abjuration (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S, M (holy water or powdered silver and iron)

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantmentd As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal]

As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isnโ€™t there already). If they arenโ€™t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

dispel magic

3rd-level abjuration (PHB)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S

Choose any 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 spellโ€™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 spellโ€™s level is equal to or less than the level of the spell slot you used.

dissonant whispers

1st-level enchantment (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesnโ€™t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesnโ€™t have to move away. A deafened creature automatically succeeds on the save.

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 1sg

divination

4th-level divination ๐Ÿ„ฌ (PHB)

Casting time
1 action
Range
Self
Duration
Instantaneous
Components
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)

Your magic and an offering put you in contact with a god or a godโ€™s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesnโ€™t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the lose or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

divine favor

1st-level evocation (PHB)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.

divine word

7th-level evocation (PHB)

Casting time
1 bonus action
Range
30 feet
Duration
Instantaneous
Components
V

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isnโ€™t there already) and canโ€™t return to your current plane for 24 hours by any means short of a wish spell.

dominate beast

4th-level enchantment (PHB-235)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as โ€œAttack that creatureโ€, โ€œRun over thereโ€, or โ€œFetch that objectโ€. If the creature completes the order and doesnโ€™t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnโ€™t do anything that you donโ€™t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

dominate monster

8th-level enchantment (PHB-235)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as โ€œAttack that creatureโ€, โ€œRun over thereโ€, or โ€œFetch that objectโ€. If the creature completes the order and doesnโ€™t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnโ€™t do anything that you donโ€™t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

dominate person

5th-level enchantment (PHB-235)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S

You attempt to beguile a humanoid that you can see within range.

It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use thistelepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as โ€œAttack that creatureโ€, โ€œRun over thereโ€, or โ€œFetch that objectโ€. If the creature completes the order and doesnโ€™t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnโ€™t do anything that you donโ€™t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

dragonโ€™s breath

2nd-level transmutation (XGE-154)

Casting time
1 bonus action
Range
Touch
Duration
Concentration, up to 1 minute
Components
V, S, M (a hot pepper)

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

dream

5th-level illusion (PHB)

Casting time
1 minute
Range
Special
Duration
8 hours
Components
V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod[ and three silver pins) (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)

This spell shapes a creatureโ€™s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that donโ€™t sleep, such as elves, canโ€™t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but canโ€™t take actions or move.

If the target is asleep, the messenger appears in the targetโ€™s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to falc asleep, at which point the messenger appears in the targetโ€™s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the targetโ€™s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the targetโ€™s body, the target makes its saving throw with disadvantage.

druid grove

6th-level abjuration (XGE-154)

Casting time
10 minutes
Range
Touch
Duration
24 hours
Components
V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30โ€”foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spellโ€™s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog
You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth
You can fill any number of 5-foot squares on the ground that arenโ€™t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians
You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they canโ€™t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you donโ€™t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians canโ€™t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect
You can place your choice of one of the following magical effects within the warded area:
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

At higher levels: When you cast this spell using an 8th or higher level spell slot, the duration increases to 1 week.

Permanency: If you cast this spell in the same area often enough to have no lapse in protection for a year, each spell effect lasts until dispelled.

druidcraft

Cantrip transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V, S

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect mighg manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

dust devil

2nd-level conjuration (XGE-154 โ’บ)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a pinch of dust)

Choose an unoccupied 5โ€”foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spellโ€™s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isnโ€™t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

earth tremor

1st-level evocation (XGE-155 โ’บ)

Casting time
1 action
Range
10 feet
Duration
Instantaneous
Components
V, S

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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.

earthbind

2nd-level transmutation (XGE-155 โ’บ)

Casting time
1 action
Range
300 feet
Duration
Concentration, up to 1 minute
Components
V

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spellโ€™s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

earthen grasp

2nd-level transmutation (Maximilianโ€™s) (XGE-161 โ’บ)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Components
V,S,M (a miniature hand sculpted from clay)

You choose a 5โ€”foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spellโ€™s duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

earthquake

8th-level evocation (PHB)

Casting time
1 action
Range
500 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a pinch o f dirt, a piece o p rock, and a lump of clay)

You create a seismic disturbance at a point on the ground that you can see within range.

For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creatureโ€™s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures
Fissures open throughout the spellโ€™s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 ร— 10 feet deep, 10 feet wide, and extends from one edge of the spellโ€™s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissureโ€™s edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures
The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structureโ€™s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesnโ€™t fall prone or become buried.

eldritch blast

Cantrip evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S

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.

At higher levels: The spell creates more than one beam when you reach higher levels:d Two beams at 5th level Three beams at 11th level 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.

elemental bane

4th-level transmutation (XGE-155 โ’บ)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

elemental weapon

3rd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S

A nonmagical weapon you touch becomes a magic weapon.

Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.

When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

enemies abound

3rd-level enchantment (XGE-155)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Components
V, S

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability itโ€™s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

enervation

5th-level necromancy (XGE-155)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spellโ€™s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

enhance ability

2nd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S, M (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

Bearโ€™s Endurance
The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bullโ€™s Strength
The target has advantage on Strength checks, and his or her carrying capacity doubles.
Catโ€™s Grace
The target has advantage on Dexterity checks. It also doesnโ€™t take damage from falling 20 feet or less if it isnโ€™t incapacitated.
Eagleโ€™s Splendor
The target has advantage on Charisma checks.
Foxโ€™s Cunning
The target thas advantage on Intelligence checks.
Owlโ€™s Wisdom
The target has advantage on Wisdom checks.

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.

enlarge/reduce

2nd-level transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a pinch of powdered iron)

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarged The targetโ€™s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one categoryโ€”from Medium to Large, for example. If there isnโ€™t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The targetโ€™s weapons alsf grow to match its new size. While these weapons are enlarged, the targetโ€™s attack with them deal 1d4 extra damage.

Reduced The targetโ€™s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category c from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The targetโ€™s weapons also shrink to match its new size. While these weapons are reduced, the targetโ€™s attacks with them deal 1d4 less damage (this canโ€™t reduce the damage below 1).

ensnaring strike

1st-level conjuration (PHB)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 1 minute
Components
V

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 the 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.

entangle

1st-level conjuration (PHB)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S

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.

enthrall

2nd-level enchantment (PHB)

Casting time
1 action
Range
60 feet
Duration
1 minute
Components
V, S

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that canโ€™t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

erupting earth

3rd-level transmutation (XGE-155 โ’บ)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S, M (a piece of obsidian)

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

etherealness

7th-level transmutation (PHB)

Casting time
1 action
Range
Self
Duration
Up to 8 hours
Components
V, S

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereac for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, everyfoot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you canโ€™t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that arenโ€™t on the Ethereal Plance canโ€™t perceive you and canโ€™t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that arenโ€™t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originiated from in teh spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are imediately shunted to the neares unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesnโ€™t border it, such as one of the Outer Planes.

At higher levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

expeditious retreat

1st-level transmutation (PHB)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

eyebite

6th-level necromancy (PHB-238)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S

For the spellโ€™s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but canโ€™t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.