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spells.json
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[
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\n\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
"duration": "Instantaneous",
"level": "cantrip",
"name": "Acid Splash",
"range": "60 feet",
"ritual": false,
"school": "conjuration",
"tags": [
"sorcerer",
"wizard",
"cantrip"
],
"type": "Conjuration cantrip"
},
{
"casting_time": "1 action",
"classes": [
"ranger",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a tiny bell and a piece of fine silver wire"
],
"raw": "V, S, M (a tiny bell and a piece of fine silver wire)",
"somatic": true,
"verbal": true
},
"description": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\n\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\n\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.",
"duration": "8 hours",
"level": "1",
"name": "Alarm",
"range": "30 feet",
"ritual": true,
"school": "abjuration",
"tags": [
"ranger",
"wizard",
"level1"
],
"type": "1st-level abjuration (ritual)"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"druid",
"ranger"
],
"components": {
"material": true,
"materials_needed": [
"a morsel of food"
],
"raw": "V, S, M (a morsel of food)",
"somatic": true,
"verbal": true
},
"description": "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 charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.",
"duration": "24 hours",
"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",
"name": "Animal Friendship",
"range": "30 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"bard",
"druid",
"ranger",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"cleric"
],
"components": {
"material": true,
"materials_needed": [
"a drop of blood"
],
"raw": "V, S, M (a drop of blood)",
"somatic": true,
"verbal": true
},
"description": "Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.",
"duration": "Concentration, up to 1 minute",
"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",
"name": "Bane",
"range": "30 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"bard",
"cleric",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.",
"duration": "1 round",
"level": "cantrip",
"name": "Blade Ward",
"range": "Self",
"ritual": false,
"school": "abjuration",
"tags": [
"bard",
"sorcerer",
"warlock",
"wizard",
"cantrip"
],
"type": "Abjuration cantrip"
},
{
"casting_time": "1 action",
"classes": [
"cleric",
"paladin"
],
"components": {
"material": true,
"materials_needed": [
"a sprinkling of holy water"
],
"raw": "V, S, M (a sprinkling of holy water)",
"somatic": true,
"verbal": true
},
"description": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.",
"duration": "Concentration, up to 1 minute",
"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",
"name": "Bless",
"range": "30 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"cleric",
"paladin",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\n\nThe fire ignites any flammable objects in the area that aren\u2019t being worn or carried.",
"duration": "Instantaneous",
"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.",
"level": "1",
"name": "Burning Hands",
"range": "Self (15-foot cone)",
"ritual": false,
"school": "evocation",
"tags": [
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level evocation"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"druid",
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "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 charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.",
"duration": "1 hour",
"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",
"name": "Charm Person",
"range": "30 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"bard",
"druid",
"sorcerer",
"warlock",
"wizard",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\n\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\n\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
"duration": "1 round",
"level": "cantrip",
"name": "Chill Touch",
"range": "120 feet",
"ritual": false,
"school": "necromancy",
"tags": [
"sorcerer",
"warlock",
"wizard",
"cantrip"
],
"type": "Necromancy cantrip"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a diamond worth at least 50gp"
],
"raw": "V, S, M (a diamond worth at least 50gp)",
"somatic": true,
"verbal": true
},
"description": "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.",
"duration": "Instantaneous",
"higher_levels": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.",
"level": "1",
"name": "Chromatic Orb",
"range": "90 feet",
"ritual": false,
"school": "evocation",
"tags": [
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level evocation"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a pinch of powder or sand that is colored red, yellow, and blue"
],
"raw": "V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)",
"somatic": true,
"verbal": true
},
"description": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\n\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.",
"duration": "1 round",
"higher_levels": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.",
"level": "1",
"name": "Color Spray",
"range": "Self (15-foot cone)",
"ritual": false,
"school": "illusion",
"tags": [
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level illusion"
},
{
"casting_time": "1 action",
"classes": [
"cleric",
"paladin"
],
"components": {
"material": false,
"raw": "V",
"somatic": false,
"verbal": true
},
"description": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn\u2019t understand your language, or if your command is directly harmful to it.\n\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can\u2019t follow your command, the spell ends.\n\nApproach: The target moves toward you by the shortest and most direct route, Ending its turn if it moves within 5 feet of you.\nDrop: The target drops whatever it is holding and then ends its turn.\nFlee: The target spends its turn moving away from you by the fastest available means.\nGrovel: The target falls prone and then ends its turn.\nHalt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.",
"duration": "1 round",
"higher_levels": "When you cast this spell using a spell slot of 2nd level or higher, you can affect 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",
"name": "Command",
"range": "60 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"cleric",
"paladin",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 bonus action",
"classes": [
"paladin"
],
"components": {
"material": false,
"raw": "V",
"somatic": false,
"verbal": true
},
"description": "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.\n\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.",
"duration": "Concentration, up to 1 minute",
"level": "1",
"name": "Compelled Duel",
"range": "30 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"paladin",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a pinch of soot and salt"
],
"raw": "V, S, M (a pinch of soot and salt)",
"somatic": true,
"verbal": true
},
"description": "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.\n\nThis spell doesn\u2019t decode secret messages in a text or a glyph, such as an arcane sigil, that isn\u2019t part of a written language.",
"duration": "1 hour",
"level": "1",
"name": "Comprehend Languages",
"range": "Self",
"ritual": true,
"school": "divination",
"tags": [
"bard",
"sorcerer",
"warlock",
"wizard",
"level1"
],
"type": "1st-level divination (Ritual)"
},
{
"casting_time": "1 action",
"classes": [
"cleric",
"druid"
],
"components": {
"material": true,
"materials_needed": [
"a drop of water if creating water, or a few grains of sand if destroying it"
],
"raw": "V, S, M (a drop of water if creating water, or a few grains of sand if destroying it)",
"somatic": true,
"verbal": true
},
"description": "You either create or destroy water.\n\nCreate 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.\n\nDestroy 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.",
"duration": "Instantaneous",
"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",
"name": "Create or Destroy Water",
"range": "30 feet",
"ritual": false,
"school": "transmutation",
"tags": [
"cleric",
"druid",
"level1"
],
"type": "1st-level transmutation"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"cleric",
"druid",
"paladin",
"ranger"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.",
"duration": "Instantaneous",
"higher_levels": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.",
"level": "1",
"name": "Cure Wounds",
"range": "Touch",
"ritual": false,
"school": "evocation",
"tags": [
"bard",
"cleric",
"druid",
"paladin",
"ranger",
"level1"
],
"type": "1st-level evocation"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"sorcerer",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a bit of phosphorus or wychwood, or a glowworm"
],
"raw": "V, S, M (a bit of phosphorus or wychwood, or a glowworm)",
"somatic": true,
"verbal": true
},
"description": "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 dim 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 spell\u2019s range.",
"duration": "Concentration, up to 1 minute",
"level": "cantrip",
"name": "Dancing Lights",
"range": "120 feet",
"ritual": false,
"school": "evocation",
"tags": [
"bard",
"sorcerer",
"wizard",
"cantrip"
],
"type": "Evocation cantrip"
},
{
"casting_time": "1 action",
"classes": [
"cleric",
"paladin"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "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.\n\nThe 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.",
"duration": "Concentration, up to 10 minutes",
"level": "1",
"name": "Detect Evil and Good",
"range": "Self",
"ritual": false,
"school": "divination",
"tags": [
"cleric",
"paladin",
"level1"
],
"type": "1st-level divination"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"cleric",
"druid",
"paladin",
"ranger",
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "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.\n\nThe 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.",
"duration": "Concentration, up to 10 minutes",
"level": "1",
"name": "Detect Magic",
"range": "Self",
"ritual": true,
"school": "divination",
"tags": [
"bard",
"cleric",
"druid",
"paladin",
"ranger",
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level divination (Ritual)"
},
{
"casting_time": "1 action",
"classes": [
"cleric",
"druid",
"paladin",
"ranger"
],
"components": {
"material": true,
"materials_needed": [
"a yew leaf"
],
"raw": "V, S, M (a yew leaf)",
"somatic": true,
"verbal": true
},
"description": "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.\n\nThe 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.",
"duration": "Concentration, up to 10 minutes",
"level": "1",
"name": "Detect Poison and Disease",
"range": "Self",
"ritual": true,
"school": "divination",
"tags": [
"cleric",
"druid",
"paladin",
"ranger",
"level1"
],
"type": "1st-level divination (Ritual)"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"cleric",
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You make yourself -- including your clothing, armor, weapons, and other belongings on your person -- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\n\nThe 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.\n\nTo discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.",
"duration": "1 hour",
"level": "1",
"name": "Disguise Self",
"range": "Self",
"ritual": false,
"school": "illusion",
"tags": [
"bard",
"cleric (trickery)",
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level illusion"
},
{
"casting_time": "1 bonus action",
"classes": [
"paladin"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.",
"duration": "Concentration, up to 1 minute",
"level": "1",
"name": "Divine Favor",
"range": "Self",
"ritual": false,
"school": "evocation",
"tags": [
"paladin",
"level1"
],
"type": "1st-level evocation"
},
{
"casting_time": "1 action",
"classes": [
"bard"
],
"components": {
"material": false,
"raw": "V",
"somatic": false,
"verbal": true
},
"description": "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 doesn'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 doesn't have to move away. A deafened creature automatically succeeds on the save.",
"duration": "Instantaneous",
"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.",
"level": "1",
"name": "Dissonant Whispers",
"range": "60 feet",
"ritual": false,
"school": "enchantment",
"tags": [
"bard",
"level1"
],
"type": "1st-level enchantment"
},
{
"casting_time": "1 action",
"classes": [
"druid"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "Whispering to the spirits of nature, you create one of the following effects within range:\n\n* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might 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.\n\n* You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.\n\n* You create an instantenous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.\n\n* You instantly light or snuff out a candle, a torch, or a small campfire.",
"duration": "Instantaneous",
"level": "cantrip",
"name": "Druidcraft",
"range": "30 feet",
"ritual": false,
"school": "transmutation",
"tags": [
"druid",
"cantrip"
],
"type": "Transmutation cantrip"
},
{
"casting_time": "1 action",
"classes": [
"warlock"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "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.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.",
"duration": "Instantaneous",
"level": "cantrip",
"name": "Eldritch Blast",
"range": "120 feet",
"ritual": false,
"school": "evocation",
"tags": [
"warlock",
"cantrip"
],
"type": "Evocation cantrip"
},
{
"casting_time": "1 bonus action",
"classes": [
"ranger"
],
"components": {
"material": false,
"raw": "V",
"somatic": false,
"verbal": true
},
"description": "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.\n\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.",
"duration": "Concentration, up to 1 minute",
"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.",
"level": "1",
"name": "Ensnaring Strike",
"range": "Self",
"ritual": false,
"school": "conjuration",
"tags": [
"ranger",
"level1"
],
"type": "1st-level conjuration"
},
{
"casting_time": "1 action",
"classes": [
"druid"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\n\nA 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.\n\nWhen the spell ends, the conjured plants wilt away.",
"duration": "Concentration, up to 1 minute",
"level": "1",
"name": "Entangle",
"range": "90 feet",
"ritual": false,
"school": "conjuration",
"tags": [
"druid",
"level1"
],
"type": "1st-level conjuration"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"druid"
],
"components": {
"material": false,
"raw": "V",
"somatic": false,
"verbal": true
},
"description": "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.\n\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.",
"duration": "Concentration, up to 1 minute",
"level": "1",
"name": "Faerie Fire",
"range": "60 feet",
"ritual": false,
"school": "evocation",
"tags": [
"bard",
"druid",
"level1"
],
"type": "1st-level evocation"
},
{
"casting_time": "1 bonus action",
"classes": [
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "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.",
"duration": "Concentration, up to 10 minutes",
"level": "1",
"name": "Expeditious Retreat",
"range": "Self",
"ritual": false,
"school": "transmutation",
"tags": [
"sorcerer",
"warlock",
"wizard",
"level1"
],
"type": "1st-level transmutation"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a small amount of alcohol or distilled spirits"
],
"raw": "V, S, M (a small amount of alcohol or distilled spirits)",
"somatic": true,
"verbal": true
},
"description": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.",
"duration": "1 hour",
"higher_levels": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.",
"level": "1",
"name": "False Life",
"range": "Self",
"ritual": false,
"school": "necromancy",
"tags": [
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level necromancy"
},
{
"casting_time": "1 reaction, which you take when you or a creature within 60 feet of you falls",
"classes": [
"bard",
"sorcerer",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a small feather or a piece of down"
],
"raw": "V, M (a small feather or a piece of down)",
"somatic": false,
"verbal": true
},
"description": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.",
"duration": "1 minute",
"level": "1",
"name": "Feather Fall",
"range": "60 feet",
"ritual": false,
"school": "transmutation",
"tags": [
"bard",
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level transmutation"
},
{
"casting_time": "1 hour",
"classes": [
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier"
],
"raw": "V, S, M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)",
"somatic": true,
"verbal": true
},
"description": "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\n\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\n\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\n\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.",
"duration": "Instantaneous",
"level": "1",
"name": "Find Familiar",
"range": "10 feet",
"ritual": true,
"school": "conjuration",
"tags": [
"wizard",
"level1"
],
"type": "1st-level conjuration (ritual)"
},
{
"casting_time": "1 action",
"classes": [
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell\u2019s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).",
"duration": "Instantaneous",
"level": "cantrip",
"name": "Fire Bolt",
"range": "120 feet",
"ritual": false,
"school": "evocation",
"tags": [
"sorcerer",
"wizard",
"cantrip"
],
"type": "Evocation cantrip"
},
{
"casting_time": "1 action",
"classes": [
"druid",
"ranger",
"sorcerer",
"wizard"
],
"components": {
"material": false,
"raw": "V, S",
"somatic": true,
"verbal": true
},
"description": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
"duration": "Concentration, up to 1 hour",
"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",
"name": "Fog Cloud",
"range": "120 feet",
"ritual": false,
"school": "conjuration",
"tags": [
"druid",
"ranger",
"sorcerer",
"wizard",
"level1"
],
"type": "1st-level conjuration"
},
{
"casting_time": "1 action",
"classes": [
"bard",
"sorcerer",
"warlock",
"wizard"
],
"components": {
"material": true,
"materials_needed": [
"a small amount of makeup applied to the face as this spell is cast"
],
"raw": "S, M (a small amount of makeup applied to the face as this spell is cast)",
"somatic": true,
"verbal": false
},
"description": "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.",
"duration": "Concentration, up to 1 minute",
"level": "cantrip",
"name": "Friends",
"range": "Self",
"ritual": false,
"school": "enchantment",
"tags": [
"bard",