"Angel"

Class Name:
Druid (5) - Circle of the Depths
Background:
Lorehold Student
Race: Reborn
Alignment: Neutral Evil

HP: 43/43
AC: 18
Speed: 30ft

Strength 8 (-1) Save: -1
Dexterity 14 (+2) Save: 2
Constitution 16 (+3) Save: 3
Intelligence 11 (0) Save: 3
Wisdom 20 (+5) Save: 8
Charisma 13 (+1) Save: 1

Name Modifier Passive
Acrobatics 2 12
Animal Handling 5 15
Arcana 0 10
Athletics -1 9
Deception 1 11
History 0 10
Insight 8 18
Intimidation 4 14
Investigation 0 10
Medicine 5 15
Nature 3 13
Perception 8 18
Performance 1 11
Persuasion 1 11
Religion 0 10
Sleight of Hand 2 12
Stealth 5 15
Survival 8 18

Ability Scores

Size

Speed

Medium

30 ft.

Ancestral Legacy

Deathless Nature

Knowledge from a Past Life

Languages


Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Faded Memories[–]

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

Lost Memories
[[/r d6]]Memory
1You recall a physically painful moment. What mark or scar on your body does it relate to?
2A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3You recall a childhood memory. What about that event or who you were still influences you?
4A memory brings with it the voice of someone once close to you. How do they advise you?
5You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?
6A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?

Reborn Origins[–]

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

Reborn Origins
[[/r d8]]Origins
1You were magically resurrected, but something went wrong.
2Stitches bind your body's mismatched pieces, and your memories come from multiple different lives.
3After clawing free from your grave, you realized you have no memories except for a single name.
4You were a necromancer's undead servant for years. One day, your consciousness returned.
5You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was.
7Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.

You gain the Strixhaven Initiate feat and must choose Lorehold within it.

In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Lorehold Spells
Spell LevelSpells
1stComprehend Languages, Identify
2ndBorrowed Knowledge, Locate Object
3rdSpeak with Dead, Spirit Guardians
4thArcane Eye, Stone Shape
5thFlame Strike, Legend Lore

Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.

You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being &Reference[condition=poisoned], and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a [[/r d6]] immediately after seeing the number on the [[/r d20]] and add the number on the [[/r d6]] to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful [[/save ability=wis dc=15]] (&Reference[skill=Perception]) check but can't decipher it without magic.

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + Wisdom modifier + Proficiency Bonus
Spell attack modifier = Wisdom modifier + Proficiency Bonus

Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid spells.

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall &Reference[condition=unconscious], drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked &Reference[condition=unconscious].
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as &Reference[rule=darkvision], unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

2nd-level Circle of the Depths feature

The dark power of your Circle allows you to adopt aberrant beast forms. As a bonus action, you can expend a use of Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max CR column of the Beast Shapes table, but you must abide by all other limitations there.

When you use Wild Shape in this way, you transform into the Aberrant Form of that beast. You use the beast's normal stat block, but it gains the sunlight sensitivity trait (as below), and one additional trait of your choice from the following list:

Amphibious Skin. The beast's skin becomes completely translucent. It gains a swimming speed of 10 feet, and it can breathe air and water.

Arachnoid Grip. The beast sprouts additional insectoid legs. It gains a 30 foot climbing speed, and it can climb difficult surfaces, including upside down, without needing to make an ability check.

Gnawing Hunger. The beast grows serrated mouths at the end of each of its limbs. When it deals damage with a natural weapon attack, it gains temporary hit points equal to half the damage dealt.

Insectile Carapace. The beast grows a chitinous shell or plates in place of its fur or scales. It gains a +2 bonus to its natural Armor Class.

Psionic Awakening. The beast appears emaciated and its eyes become milky and white. You can cast your Circle of the Depths Spells as normal while in this form.

Quivering Flesh. The beast's flesh quivers as if it is made of slime or viscous ooze. It can move through gaps as narrow as 1-inch wide without having to squeeze, without expending extra movement.

Sunlight Sensitivity. The beast has disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight when the beast, its target, or whatever it is attempting to perceive is in direct sunlight.

Unnatural Sight. The beast has only empty sockets where its eyes would be. It cannot see normally or perceive things normally, but it gains blindsight out to a 10-foot radius.

2nd-level Circle of the Depths feature

Your time in the endless dark grants you deep magics. You learn mind sliver. It counts as a Druid cantrip for you, but doesn't count against your number of Cantrips Known.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.

Circle of the Depths Spells
Druid LevelSpells
2ndmind sliver
3rdtasha's mind whip
5thhunger of hadar
7thevard's black tentacles
9thtelekinesis

2nd-level druid optional class features

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.


You have studied some magical theory and have learned a few spells associated with Strixhaven University.

Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.

You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Strixhaven Spells
CollegeCantrips1st-Level Spell
LoreholdChoose two from light, sacred flame, and thaumaturgy.Choose one 1st-level cleric or wizard spell.
PrismariChoose two from fire bolt, prestidigitation, and ray of frost.Choose one 1st-level bard or sorcerer spell.
QuandrixChoose two from druidcraft, guidance, and mage hand.Choose one 1st-level druid or wizard spell.
SilverquillChoose two from sacred flame, thaumaturgy, and vicious mockery.Choose one 1st-level bard or cleric spell.
WitherbloomChoose two from chill touch, druidcraft, and spare the dying.Choose one 1st-level druid or wizard spell.

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Level: 0
Activation: Action
Spell Components: V,S,C

You touch one willing creature. Once before the spell ends, the target can roll a [[/r 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.

Level: 0
Activation: Action
Spell Components: V,M (a firefly or phosphorescent moss)

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.

Level: 0
Activation: Action
Spell Components: V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take [[/damage 1d6 type=psychic]] damage and subtract [[/r 1d4]] from the next saving throw it makes before the end of your next turn.

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

Level: 0
Activation: Action
Spell Components: S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become &Reference[rule=difficultterrain]{difficult terrain}. Alternatively, you can cause the ground to become normal terrain if it is already &Reference[rule=difficultterrain]{difficult terrain}. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Level: 0
Activation: Bonus Action
Spell Components: V,S,M (A shamrock leaf, and a club or quarterstaff)

The wood of a club or 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.

Level: 0
Activation: Action
Spell Components: V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • 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.

Level: 1
Activation: Reaction
Spell Components: S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra [[/damage 1d6]] damage of the triggering type, and the spell ends.

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

Level: 1
Activation: Action
Spell Components: V,S,M (a morsel of food)

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be &Reference[condition=charmed] by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

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

Level: 1
Activation: Action
Spell Components: V,S,M (a bit of fur wrapped in a cloth),C

You establish a telepathic link with one beast you touch that is friendly to you or &Reference[condition=charmed] by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Level: 1
Activation: Action
Spell Components: V,S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is &Reference[condition=charmed] by you until the spell ends or until you or your companions do anything harmful to it. The &Reference[condition=charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was &Reference[condition=charmed] by you.

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. The creatures must be within 30 feet of each other when you target them.

Level: 1
Activation: Action
Spell Components: V,S,M (a pinch of soot and salt),R

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.

Level: 1
Activation: Action
Spell Components: V,S,M (a drop of water if creating water or a few grains of sand if destroying it)

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Level: 1
Activation: Action
Spell Components: V,S

A creature you touch regains a number of hit points equal to [[/r 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 [[/r 1d8]] for each slot level above 1st.

Level: 1
Activation: Action
Spell Components: V,S,R,C

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.

Level: 1
Activation: Action
Spell Components: V,S,M (a yew leaf),R,C

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 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.

Level: 1
Activation: Action
Spell 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 [[/damage 1d6 type=bludgeoning]] damage and is knocked &Reference[condition=prone]. If the ground in that area is loose earth or stone, it becomes &Reference[rule=difficultterrain]{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 [[/damage 1d6]] for each slot level above 1st.

Level: 1
Activation: Action
Spell Components: V,S,C

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 &Reference[rule=difficultterrain]{difficult terrain}.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be &Reference[condition=restrained] by the entangling plants until the spell ends. A creature &Reference[condition=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.

Level: 1
Activation: Action
Spell Components: V,C

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 &Reference[condition=invisible].

Level: 1
Activation: Action
Spell Components: V,S,C

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is &Reference[rule=heavilyobscured]{heavily obscured}. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Level: 1
Activation: Action
Spell Components: V,S,M (a sprig of mistletoe)

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Level: 1
Activation: Bonus Action
Spell Components: V

A creature of your choice that you can see within range regains hit points equal to [[/r 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 [[/r 1d4]] for each slot level above 1st.

Level: 1
Activation: Action
Spell Components: S,M (a drop of water or piece of ice)

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [[/damage 1d10 type=piercing]] damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [[/damage 2d6 type=cold]] damage.

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

Level: 1
Activation: 1 minute
Spell Components: V,S,M (a pearl worth at least 100 gp and an owl feather),R

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Level: 1
Activation: Action
Spell Components: V,S,M (a grasshopper's hind leg)

You touch a creature. The creature's jump distance is tripled until the spell ends.

Level: 1
Activation: Action
Spell Components: V,S,M (a pinch of dirt)

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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.

Level: 1
Activation: Action
Spell Components: V,S,M (holy water or powdered silver and iron, which the spell consumes),C

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 &Reference[condition=charmed], &Reference[condition=frightened], or possessed by them. If the target is already &Reference[condition=charmed], &Reference[condition=frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Level: 1
Activation: Action
Spell Components: V,S,R

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Level: 1
Activation: Action
Spell Components: V,S,M (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll [[/r 5d8]]; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring &Reference[condition=unconscious] creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls &Reference[condition=unconscious] until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being &Reference[condition=charmed] aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional [[/r 2d8]] for each slot level above 1st.

Level: 1
Activation: 1 minute
Spell Components: S,M (25 feet of rope, which the spell consumes)

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (&Reference[skill=Investigation]) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is &Reference[condition=restrained] there until the spell ends.

A &Reference[condition=restrained] creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (&Reference[skill=Arcana]) check against your spell save DC. On a success, the &Reference[condition=restrained] effect ends.

After the trap is triggered, the spell ends when no creature is &Reference[condition=restrained] by it.

Level: 1
Activation: Action
Spell Components: V,S,R

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 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.

Level: 1
Activation: Action
Spell Components: V,S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes [[/damage 2d8 type=thunder]] damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/damage 1d8]] for each slot level above 1st.

Level: 2
Activation: Action
Spell Components: S

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Level: 2
Activation: Action
Spell Components: V,S,M (a morsel of food),R

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Level: 2
Activation: 1 minute
Spell Components: V,S,M (specially marked sticks, bones, or similar tokens worth at least 25 gp),R

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative [[/r 1d100]]{25 percent} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Level: 2
Activation: Action
Spell Components: V,S,M (a handful of oak bark),C

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Level: 2
Activation: Action
Spell Components: S,R,C

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are &Reference[condition=blinded] and &Reference[condition=deafened] to your own surroundings.

Level: 2
Activation: Action
Spell Components: V,S,M (a book worth at least 25 gp)

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.

Level: 2
Activation: Action
Spell Components: V,S,M (ruby dust worth 50 gp, which the spell consumes)

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Level: 2
Activation: Action
Spell 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 &Reference[rule=darkvision] out to a range of 60 feet.

Level: 2
Activation: Action
Spell Components: V,S,M (A copper piece),C

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.

Level: 2
Activation: Action
Spell Components: V,S,M (a pinch of dust),C

Choose an unoccupied 5-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 spell'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 [[/damage 1d8 type=bludgeoning]] damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn'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 [[/damage 1d8]] for each slot level above 2nd.

Level: 2
Activation: Action
Spell Components: V,C

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 spell'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.

Level: 2
Activation: Action
Spell Components: V,S,M (fur or a feather from a beast),C

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

Bear's Endurance. The target has advantage on Constitution checks. It also gains [[/r 2d6]] temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't &Reference[condition=incapacitated].

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl'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.

Level: 2
Activation: Action
Spell Components: V,S,M (a pinch of powdered iron),C

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.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn'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 target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal [[/damage 1d4]] extra damage.

Reduce. The target'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—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal [[/damage 1d4]] less damage (this can't reduce the damage below 1).

Level: 2
Activation: Action
Spell Components: V,S

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Level: 2
Activation: Bonus Action
Spell Components: V,S,M (leaf of sumac),C

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes [[/damage 3d6 type=fire]] damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/damage 1d6]] for every two slot levels above 2nd.

Level: 2
Activation: Action
Spell Components: V,S,M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron),C

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes [[/damage 2d6 type=fire]] damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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

Level: 2
Activation: Action
Spell Components: V,S,M (a legume seed),C

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a [[/r 1d100]]{50 percent} chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Level: 2
Activation: Bonus Action
Spell Components: V,S,C

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore [[/r 1d6]] hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by [[/r 1d6]] for each slot level above 2nd.

Level: 2
Activation: Action
Spell Components: V,S,M (a piece of iron and a flame),C

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[/damage 2d8 type=fire]] damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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

Level: 2
Activation: Action
Spell Components: V,S,M (a small, straight piece of iron),C

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be &Reference[condition=paralyzed] for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Level: 2
Activation: Action
Spell Components: V,S

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

Level: 2
Activation: Action
Spell Components: V,S,M (a bit of fur from a bloodhound),R

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Level: 2
Activation: Action
Spell Components: V,S,M (a forked twig),C

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Level: 2
Activation: Action
Spell Components: V,S,M (several seeds of any moonseed plant and a piece of opalescent feldspar),C

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 [[/damage 2d10 type=radiant]] damage on a failed save, or half as much damage 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 spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 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 [[/damage 1d10]] for each slot level above 2nd.

Level: 2
Activation: Action
Spell Components: V,S,M (ashes from a burned leaf of mistletoe and a sprig of spruce),C

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (&Reference[skill=Stealth]) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Level: 2
Activation: Action
Spell Components: V,S

You touch a creature. If it is &Reference[condition=poisoned], you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being &Reference[condition=poisoned], and it has resistance to poison damage.

Level: 2
Activation: Action
Spell Components: V,S,R,C

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Level: 2
Activation: Action
Spell Components: V,S,M (seven sharp thorns or seven small twigs, each sharpened to a point),C

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes &Reference[rule=difficultterrain]{difficult terrain} for the duration. When a creature moves into or within the area, it takes [[/damage 2d4 type=piercing]] damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (&Reference[skill=Perception]) check against your spell save DC to recognize the terrain as hazardous before entering it.

Level: 2
Activation: Action
Spell Components: V,S,M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp),C

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Level: 2
Activation: Action
Spell Components: V

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes [[/damage 3d6 type=psychic]] damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

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. The creatures must be within 30 feet of each other when you target them.

Level: 2
Activation: Action
Spell Components: V,C

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

  • It &Reference[condition=deafened]{deafens} you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is &Reference[rule=difficultterrain]{difficult terrain} for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Level: 2
Activation: Action
Spell Components: V,S,M (a withered vine twisted into a loop)

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking [[/damage 2d6 type=necrotic]] damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [[/damage 1d6]] for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Level: 3
Activation: Action
Spell Components: V,C

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain [[/r 2d6]] hit points.

Level: 3
Activation: Action
Spell Components: V,S,C

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes [[/damage 3d10 type=lightning]] damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by [[/damage 1d10]].

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by [[/damage 1d10]] for each slot level above 3rd.

Level: 3
Activation: Action
Spell Components: V,S,C

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Level: 3
Activation: Action
Spell 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 isn't being worn or carried, the light shines from the object 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 spell'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.

Level: 3
Activation: Action
Spell Components: V,S

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

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

Level: 3
Activation: Action
Spell Components: V,S,C

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 [[/damage 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 [[/damage 2d4]]. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to [[/damage 3d4]].

Level: 3
Activation: Action
Spell 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 [[/damage 3d12 type=bludgeoning]] damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes &Reference[rule=difficultterrain]{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 [[/damage 1d12]] for each slot level above 3rd.

Level: 3
Activation: Action
Spell Components: V,S,M (a pinch of graveyard dirt),R

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is &Reference[condition=blinded] and &Reference[condition=incapacitated], and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or &Reference[condition=poisoned] when you cast the spell, or becomes diseased or &Reference[condition=poisoned] while under the spell's effect, the disease and poison have no effect until the spell ends.

Level: 3
Activation: Action
Spell Components: V,S,C

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra [[/damage 1d6 type=fire]] damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Level: 3
Activation: Action
Spell Components: V,S,M (a pickled octopus tentacle),C

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are &Reference[condition=blinded].

The void creates a warp in the fabric of space, and the area is &Reference[rule=difficultterrain]{difficult terrain}. Any creature that starts its turn in the area takes [[/damage 2d6 type=cold]] damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take [[/damage 2d6 type=acid]] damage as milky, otherworldly tentacles rub against it.

Level: 3
Activation: Action
Spell Components: V,S,R

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (&Reference[skill=Perception]) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals [[/damage 6d6 type=bludgeoning]] damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall &Reference[condition=prone] in an unoccupied space closest to where you first entered.

Level: 3
Activation: Action
Spell Components: V,S

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Level: 3
Activation: Action
Spell Components: V,S,C

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Level: 3
Activation: Action
Spell Components: V,S,M (diamonds worth 300 gp, which the spell consumes)

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Level: 3
Activation: Action
Spell Components: V,S,M (a pinch of dust and a few drops of water),C

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is &Reference[rule=heavilyobscured]{heavily obscured}, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it &Reference[rule=difficultterrain]{difficult terrain}. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls &Reference[condition=prone].

If a creature starts its turn in the spell's area and is concentration on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Level: 3
Activation: Action
Spell Components: V,S,M (burning incense)

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Level: 3
Activation: Action
Spell Components: V,S

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn &Reference[rule=difficultterrain]{difficult terrain} caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into &Reference[rule=difficultterrain]{difficult terrain} that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a &Reference[condition=restrained] creature.

Level: 3
Activation: Action
Spell Components: V,S,M (a holy symbol),C

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

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

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

Level: 3
Activation: Action
Spell Components: V,S,M (a gilded flower worth at least 300 gp),C

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Level: 3
Activation: Action
Spell Components: V,S,M (a drop of water)

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes [[/damage 4d8 type=bludgeoning]] damage and is knocked &Reference[condition=prone]. On a successful save, a creature takes half as much damage and isn't knocked &Reference[condition=prone]. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Level: 3
Activation: Action
Spell Components: V,S,M (a drop of water),C

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is &Reference[rule=difficultterrain]{difficult terrain}.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Level: 3
Activation: Action
Spell Components: V,S,M (a short reed or piece of straw),R

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Level: 3
Activation: Action
Spell Components: V,S,M (a piece of cork),R

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Level: 3
Activation: Action
Spell Components: V,S,M (a tiny fan and a feather of exotic origin),C

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes [[/damage 3d8 type=bludgeoning]] damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.


pp gp ep sp cp
0 15 0 0 0

A shield is made from bone or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

A waterskin can hold up to 4 pints of liquid.

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a [[/save ability=str dc=17]] check.

Ink (1-ounce bottle)

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

This armor consists of a fitted bone chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

A gnarled or naturely smooth staff of wood drawn out from a living tree, those who heed nature's call can use this to harness the incredible power of nature.

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra [[/damage 1d6 type=force]] damage on a hit. Once used, this bonus action can't be used again until the next dawn.