You create a bonfire on ground that you can see within range. Until the spells ends,the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit,the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5,three beams at level 11,and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You exert control over the elements,creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth,stir dust,rustle leaves,and close open doors and shutters,all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area,or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored,scented smoke in a 5-foot Cube. You choose the color and scent,and the embers can light candles,torches,or lamps in that area. The smoke’s scent lingers for 1 minute.
Sculpt Element. You cause dirt,sand,fire,smoke,mist,or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid,if you’re fighting it,or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll,deal damage,or force anyone to make a saving throw. When the spell ends,the target knows it was Charmed by you.
You touch a willing creature and choose a skill. Until the spell ends,the creature adds 1d4 to any ability check using the chosen skill.
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends,the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell,you can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial.
As a Magic action on your later turns,you can control the hand thus again. As part of that action,you can move the hand up to 30 feet.
The hand can’t attack,activate magic items,or carry more than 10 pounds.
This spell repairs a single break or tear in an object you touch,such as a broken chain link,two halves of a broken key,a torn cloak,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item,but it can’t restore magic to such an object.
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6),11 (3d6),and 17 (4d6).
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8),11 (3d8),and 17 (4d8).
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit,the target takes 1d8 damage of a type you choose: Acid,Cold,Fire,Lightning,Poison,Psychic,or Thunder.
If you roll an 8 on a d8 for this spell,you can roll another d8,and add it to the damage. When you cast this spell,the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8),11 (3d8),and 17 (4d8).
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet),11 (60 feet),and 17 (120 feet).
You point at one creature you can see within range,and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points,it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12),11 (3d8 or 3d12),and 17 (4d8 or 4d12).
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw,taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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.
You hurl an undulating,warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s,the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target,and make a new damage roll,which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
You gain the service of a familiar,a spirit that takes an animal form you choose: Bat,Cat,Frog,Hawk,Lizard,Octopus,Owl,Rat,Raven,Spider,Weasel,or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range,the familiar has the statistics of the chosen form (see appendix B),though it is a Celestial,Fey,or Fiend (your choice) instead of a Beast. Your familiar acts independently of you,but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you,you can communicate with it telepathically. Additionally,as a Bonus Action,you can see through the familiar’s eyes and hear what it hears until the start of your next turn,gaining the benefits of any special senses it has.
Finally,when you cast a spell with a range of touch,your familiar can deliver the touch. Your familiar must be within 100 feet of you,and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative
and acts on its own turn. A familiar can’t attack,but it can take other actions as normal.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar,you instead cause it to adopt a new eligible form.
BRIAN VALEZA
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 4d6 Radiant damage,and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw,taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
You place a curse on a creature that you can see within range. Until the spell ends,you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also,choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends,you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours),3–4 (up to 8 hours),or 5+ (24 hours).
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously,and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
A shimmering field surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.
You create the image of an object,a creature,or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
For the duration,you can comprehend and verbally communicate with Beasts,and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship,but at minimum,a Beast can give you information about nearby locations and monsters,including whatever it has perceived within the past day.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
One creature that you can see within range must succeed on a Constitution saving throw,or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns,the target repeats the save,ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns,the target repeats the save,ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Choose an object that you can see within range. The object can be a door,a box,a chest,a set of manacles,a padlock,or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked,unstuck,or unbarred. If the object has multiple locks,only one of them is unlocked.
If the target is held shut by Arcane Lock,that spell is suppressed for 10 minutes,during which time the target can be opened and closed.
When you cast the spell,a loud knock,audible up to 300 feet away,emanates from the target.
You touch a creature and end one condition on it: Blinded,Deafened,Paralyzed,or Poisoned.
MARTIN MOTTET
A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save,the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action,you can cause the hand to crush the restrained target,which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save,or half as much damage on a successful one.
To break out,the restrained target can use its action to make a Strength check against your spell save DC. On a success,the target escapes and is no longer restrained by the hand.
As an action,you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save,the target takes 3d6 psychic damage,and it can't take a reaction until the end of its next turn. Moreover,on its next turn,it must choose whether it gets a move,an action,or a bonus action
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw,taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved,it takes a −2 penalty to AC and Dexterity saving throws,and it can’t take Reactions. On its turns,it can take either an action or a Bonus Action,not both,and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component,there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns,ending the spell on itself on a success.