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Wrath of Shadow and Flame [1/2]

  • casting time 1 action
  • range 120ft (60ft cube)

  • components V,S
  • duration Concentration, up to 1 minute.

You call out to spirits of fire and darkness to rouse them against your enemies. Choose a point you can see within range. The spirits cause shadows and flames within a 60ft cube centered on that point to take on a strange and unsettling nature for the spell’s duration.

Darkened Paths: any area of ground in the cube in dim light or darkness becomes difficult terrain for your enemies

Surging Flames: At the start of each of your turns, enemies within 10ft of any open flames (such as torches and campfires) must succeed a dexterity save or take 4d6 fire damage as the fires spew embers around them.

Grasping Shadows: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends as shadowy tendrils wrap around their legs. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Whispers in the Dark: As a bonus action on your turn you can cause unsettling whispers to enter the mind of a creature in total darkness within the cube. The chosen creature must succeed on a wisdom saving throw or

Hunter 5th level Evocation

Wrath of Shadow and Flame [2/2]

  • casting time 1 action
  • range 120ft (60ft cube)

  • components V,S
  • duration Concentration, up to 1 minute.

take 3d8 psychic damage and be frightened of you until the start of your next turn.

Hunter 5th level Evocation

Flame Stride

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You gain the ability to transport yourself from one fire to another fire within 500 feet.

For the spell's duration whenever you touch a fire you instantly know the location of all other fires within 500 feet and, once per a turn as part of your move you can teleport to one of those fires using 5ft of movement.

While under this spell you do not take any damage from touching fire, but attacks that deal fire damage affect you as normal.

Hunter 5th level Conjuration

Call of Flames (ritual)

  • casting time 1 minute
  • range 3 Miles

  • components V, S
  • duration Instantaneous

You emit a pyrokinetic call that fires and creatures closely associated with elemental fire cannot help but respond to.

You learn the exact location of any sources of fire within 3 miles. You also sense any fiends or fire-based elementals in the same range and know the direction they are in, but not their exact location or the distance they are from you.

Hunter 5th level Divination

Produce Flame

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid Conjuration cantrip

Eyes of Flame

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M
  • duration Concentration, up to 10 minutes

an orb of polished obsidian worth 100gp

You create an invisible sensor within range in a fire you know the location of. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As an action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a silhouette of your face in the fire.

Hunter (Shadow Stalker) 3rd level Divination

Avatar of Dark Fire

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Spirits of dark fire answer your call and transform you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primordial Fire or Amorphous Shadow

Primordial Fire. Your skin blackens to appear like burned wood, your hair ignites into flames, and you gain the following benefits:
*Your walking speed increases by 10 feet.
*You gain resistance to fire damage
*You make Dexterity-based attack rolls with advantage.
*Your melee weapon attacks deal an extra 1d6 fire damage on a hit.

Amorphous Shadow. Your body fades into a semi-corporeal shadow, and you gain the following benefits:
*You gain 10 temporary hit points.
*You make Wisdom saving throws with advantage.
*You make spell attack rolls with advantage.
*You may move through other creatures as if they were difficult terrain. If a creature begins its turn in the same space as you it must succeed a wisdom saving throw or take 1d6 psychic damage and be frightened of you until the end of your next turn.

Hunter 4th level Transmutation

Summon Shadowspawn

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

tears inside a crystal vial worth at least 300 gp

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature determines when it drop 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 your. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and it uses its move to avoid danger.
At Higher Levels: When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears on the stat block.

Hunter 3rd-level conjuration

Consult the Flames

  • casting time 1 action
  • range Self (30-foot radius)

  • components V, S
  • duration 10 minutes

You imbue flames and embers 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 them 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 cause flames to flare up or die down.
Flames and embers might be able to perform other tasks on your behalf, at the GM's discretion.
If a fire 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 fire created by magic (as with the wall of fire or fire shield spells) to die down and not affect you with a successful persuasion check.

Hunter 3rd level Transmutation

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Encroaching Gloom

  • casting time 1 action or 8 hours
  • range 150 feet

  • components V, S
  • duration 24hr or 1 year

This spell creates an unnatural gloom in a specific area. There are two possible uses for this spell, granting immediate or long term benefits.

If you cast this spell using 1 action, choose a point within range. The land in a 100-foot radius centered on that point becomes suffused with deep shadows for 24 hours. Bright light within the area becomes dim light, creatures moving through the area have disadvantage on saves against being frightened.
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 cause the gloom to permeate the land. In a half-mile radius centered on a point within range bright light becomes dim light for 1 year. plants in the affected area begin to wither as they are cut off from the sun and will provide half as much food when harvested.

Hunter 3rd level Necromancy

Hidden Embers

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

A lump of coal

You scatter coals on the ground in a 20-foot radius centered on a point within range that burst into flames whenever a creature walks over them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 fire damage for every 5 feet it travels.

The coals are obscured by a thin layer of shadows. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Hunter 2nd level Evocation

Armor of the Specter

  • casting time 1 action
  • range Touch

  • components V, S,
  • duration Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a dark, shadow-like appearance, and the target's AC can't be less than 15. Anytime during the spell, if a creature would hit the target with a weapon or spell attack, they may use their reaction to roll a d4 instead, and must teleport to a random unoccupied space they can see a number of feet away equal to 5 times the number rolled. Then, the spell ends.

Hunter 2nd level Transmutation

Rain of Flame

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, the spell creates a hail of fire that erupts from your ranged weapon or ammunition. In addition to the normal effects of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Hunter 1st level Conjuration

Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • duration 1 round

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 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 1d6 for each slot level above 1st.

Hunter (XGE) 1st level Abjuration

Alarm (ritual)

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a tiny bell and a piece of fine silver wire

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.
A 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.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Hunter 1st level Abjuration

Animal Friendship

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

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 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 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Hunter 1st level Enchantment

Beast Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence 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.

Hunter 1st level Divination

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter 1st level Evocation

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Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

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

Hunter 1st level Divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Hunter 1st level Divination

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

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

Hunter (Shadow Stalker) 1st level Illusion

Ensnaring Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hunter 1st level Conjuration

Fog Cloud

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

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.
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.

Hunter 1st level Conjuration

Goodberry

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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.

Hunter 1st level Transmutation

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

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

Hunter 1st level Transmutation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

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.

Hunter 1st level Transmutation

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

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.

Hunter 1st level Divination

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Zephyr Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Hunter 1st level Transmutation

Entangle

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Hunter 1st level Conjuration

Searing Smite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Hunter 1st level Evocation

Animal Messenger (ritual) [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

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 ray, or a bird. 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 towards 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

Hunter 2nd level Enchantment

Animal Messenger (ritual) [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Hunter 2nd level Enchantment

Beast Sense (ritual)

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 1 hour

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.

Hunter 2nd level Divination

Cordon of Arrows

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration 8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Hunter 2nd level Transmutation

Darkvision

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

either a pinch of dried carrot or an agate

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

Hunter 2nd level Transmutation

Find Traps

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

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.

Hunter 2nd level Divination

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Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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

Hunter 2nd level Abjuration

Locate Animals or Plants (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a bit of fur from a bloodhound

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.

Hunter 2nd level Divination

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a forked twig

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.

Hunter 2nd level Divination

Pass Without Trace

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

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 (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.

Hunter 2nd level Abjuration

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Hunter 2nd level Abjuration

Silence (ritual)

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Hunter 2nd level Illusion

Summon Beast

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

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 where the spell's level appears in the stat block.

Hunter 2nd-level conjuration

Zone of Truth

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Hunter 2nd level Enchantment

Web

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Hunter 2nd level Conjuration

2 2
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Aid

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Hunter 2nd level Abjuration

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 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 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.

Hunter 2nd level Transmutation

Gust of Wind

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Concentration, up to 1 minute

a legume seed

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 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.

Hunter 2nd level Evocation

Magic Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Hunter 2nd level Transmutation

Conjure Animals

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

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.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
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.

Hunter 3rd level Conjuration

Conjure Barrage

  • casting time 1 action
  • range Self (60-foot cone)

  • components V, S, M
  • duration Instantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Hunter 3rd level Conjuration

Daylight

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour

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 with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Hunter 3rd level Evocation

Fear

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S, M
  • duration Concentration, up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Hunter (Shadow Stalker) 3rd level Illusion

Flame Arrows

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

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 1d6 fire damage. The spell's magic ends on the 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.

Hunter 3rd level Transmutation

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Lightning Arrow

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Hunter 3rd level Transmutation

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Hunter 3rd level Abjuration

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

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

Hunter 3rd level Abjuration

Water Breathing (ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a short reed or piece of straw

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.

Hunter 3rd level Transmutation

Water Walk (ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a piece of cork

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 your 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.

Hunter 3rd level Transmutation

Wind Wall

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a tiny fan and a feather of exotic origin

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 3d8 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.

Hunter 3rd level Evocation

Elemental Weapon

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Hunter 3rd level Transmutation

Meld into Stone (ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

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 (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 6d6 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 prone in an unoccupied space closest to where you first entered.

Hunter 3rd level Transmutation

Revivify

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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.

Hunter 3rd level Necromancy

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Conjure Woodland Beings [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature 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 have their 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

Hunter 4th level Conjuration

Conjure Woodland Beings [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

one holly berry per creature summoned

more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Hunter 4th level Conjuration

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Hunter 4th level Abjuration

Grasping Vine

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Hunter 4th level Conjuration

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Hunter (Shadow Stalker) 4th level Illusion

Locate Creature

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Hunter 4th level Divination

Stoneskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Hunter 4th level Abjuration

Summon Elemental

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

air, a pebble, ash, and water inside a crystal vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Hunter 4th-level conjuration

Dominate Beast [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Hunter 4th level Enchantment

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Dominate Beast [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

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

Hunter 4th level Enchantment

Conjure Volley

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

one piece of ammunition or one thrown weapon

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Hunter 5th level Conjuration

Swift Quiver

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

a quiver containing at least one piece of ammunition

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Hunter 5th level Transmutation

Greater Restoration

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Hunter 5th level Abjuration

Find Familiar [1/2]

  • casting time 1 Hour, Ritual
  • range 10ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

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.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While 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

Hunter 1st level Conjuration

Find Familiar [2/2]

  • casting time 1 Hour, Ritual
  • range 10ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

time, you are deaf and blind with regard to your own senses.

As 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.

You 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.

Finally, 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 attack modifier for the roll.

Hunter 1st level Conjuration

Purify Food and Drink

  • casting time 1 Action, Ritual
  • range 10 ft (5 ft sphere )

  • components V, S
  • duration Instantaneous

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.

Hunter 1st level Transmutation

Snare [1/2]

  • casting time 1 Minute
  • range Touch

  • components S, M
  • duration 8 Hours

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 (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 restrained there until the spell ends.

A 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 (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the

Hunter 1st level Abjuration

Snare [2/2]

  • casting time 1 Minute
  • range Touch

  • components S, M
  • duration 8 Hours

25 feet of rope, which the spell consumes

spell ends when no creature is restrained by it.

Hunter 1st level Abjuration

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Earthbind

  • casting time 1 Action
  • range 300 ft

  • components V
  • duration Concentration, up to 1 Minute

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.

Hunter 2nd level Transmutation

Control Flames

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Find Greater Familiar [1/3]

  • casting time 10 Minutes
  • range 30ft

  • components V, S, M
  • duration Instantaneous

50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose, of a beast with a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

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. Your familiar can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When it hits a creature with a weapon attack, it is considered as one of your own weapon attacks for the purposes of spells and effects such as Hunter's Mark.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can

Hunter 2nd level Conjuration

Find Greater Familiar [2/3]

  • casting time 10 Minutes
  • range 30ft

  • components V, S, M
  • duration Instantaneous

50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

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.

As 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.

You can't have more than one familiar at a time. If you cast this spell (or the find familiar spell) while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms allowed by the spell. Your familiar transforms into the chosen creature.

Finally, 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

Hunter 2nd level Conjuration

Find Greater Familiar [3/3]

  • casting time 10 Minutes
  • range 30ft

  • components V, S, M
  • duration Instantaneous

50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

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 attack modifier for
the roll.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the challenge rating of the beast that you can choose increases: to a challenge rating of 1 or lower with a 3rd-level slot, a challenge rating of 2 or lower with a 4th-level slot, or a challenge rating of 3 or lower with a slot of 5th-level or higher.

Hunter 2nd level Conjuration

Melf's Acid Arrow

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Hunter 2nd level Evocation

Moonbeam

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

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 2d10 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 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 1d10 for each slot level above 2nd.

Hunter 2nd level Evocation

Skywrite

  • casting time 1 action, Ritual
  • range Sight

  • components V, S
  • duration Concentration, up to 1 hour

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.

Hunter 2nd level Transmutation

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Hunter 2nd level Transmutation

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Feign Death (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of graveyard dirt

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 blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Druid 3rd level Necromancy

Charm Monster

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Hunter 4th level Enchantment

Dominate Beast [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Hunter 4th level Enchantment

Dominate Beast [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

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

Hunter 4th level Enchantment

Giant Insect

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Hunter 4th level Transmutation

Awaken

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

an agate worth at least 1,000 gp, which the spell consumes

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Hunter 5th level Transmutation

Contagion [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire: The creature's mind becomes feverish. The

Hunter 5th level Necromancy

Contagion [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 7 days

creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Hunter 5th level Necromancy

Steel Wind Strike

  • casting time 1 Action
  • range 30ft

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 sp

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Hunter 5th level Conjuration

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Hold Monster

  • casting time 1 Action
  • range 90ft

  • components V, S, M
  • duration Concentration, up to 1 minute

a small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Hunter 5th level Enchantment

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Hunter (Shadow Stalker) 1st level Necromancy

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Hunter (Shadow Stalker) 2nd level Illusion

Shadow of Moil

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an undead eyeball encased in a gem worth at least 150 gp

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Hunter (Shadow Stalker 4th level Necromancy

Far Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Hunter (Shadow Stalker) 5th level Conjuration

Passwall

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Hunter (Shadowstalker) 5th level Transmutation

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