You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
You invigorate up to three creatures within range with improved accuracy. Each target gains +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell’s duration.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
As part of casting this spell, you must expend a Hit Point Die or the spell automatically fails. Roll the Hit Point Die twice, and regain a number of Hit Points equal to the added roll plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Choose a creature within range and roll the expended Hit Point Die. The target takes Necrotic damage equal to the result. At the end of its turn while the spell lasts, the target makes a Constitution saving throw. On a failed save, it takes this damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot.. You can target one additional creature for each spell slot level above 1.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. When the target loses the Invisible condition, it can take a Reaction to gain the Invisible condition for a number of rounds equal to the number of Hit Point Dice expended to cast the spell. The target loses the Invisible condition immediately after it makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target an additional creature for each spell slot level above 1.
When you cast this spell, a flexible exoskeleton covered in thorn’s appears around a willing target within range. The target gains 3d6 Temporary Hit Points. If a creature hits the target with a melee attack roll before the spell ends, that creature takes Piercing damage equal to the number of temporary Hit Points lost as a result of the attack. This spell ends early if the target has no remaining Temporary Hit Points granted by this spell.
Using a Higher-Level Spell Slot. The target gains an additional 2d6 Temporary Hit Points for each spell slot level above 1.
The ground around you in a 15-foot Emanation begins to shake violently. You are unaffected by the tremors. The ground is considered Difficult Terrain and whenever the Emanation enters a creature’s space, a creature enters the Emanation, or the creature ends its turn there, the creature makes a Dexterity saving throw. On a failed save, the creature takes 1d6 Bludgeoning damage and has the Prone condition. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
You sprout wicked claws. When you use your Unarmed Strike to deal damage with the new growth, it deals 1d6 Slashing damage instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
While the spell lasts, each time you deal damage with an Unarmed Strike, you gain a number of Temporary Hit Points equal to your spellcasting ability modifier. Temporary Hit Points from the spell are lost when the spell ends.
You cause the gases within a creature you can see within range to expend rapidly. The target makes a Constitution saving throw, taking 3d10 Necrotic damage on a failed save or half as much damage on a successful one. If the damage that the creature takes equals or exceeds its Constitution ability score, the creature floats vertically 5 feet and remains suspended until the start of your next turn. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows it to move as if it were climbing. When the spell ends, the target floats gently to the ground.
When you cast this spell, choose a creature or an object within range that is Huge or smaller and not being worn or carried within range. Vibrant vines quickly grow around the target, pinning it into place and making it easier to traverse.
If the target is a creature, it must succeed on a Strength saving throw or have the Restrained condition until the spell ends. The creature can repeat the saving throw at the end of each of its turns, ending the Restrained condition on a success.
If the target is an object, it can’t be moved from its current location and creatures that climb the object don’t spend extra movement. A creature can make a Strength (Athletics) check against your spell save DC to wrest the object out of the vines so it can be moved. If the object is too heavy for the creature to move, this action fails.
Using a Higher-Level Spell Slot.You can choose an additional target for each spell slot level above 2.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The lifeblood flowing within creatures tells you its secrets. Creatures that have Immunity to the Exhaustion condition are immune to this spell. Until the spell ends, you can determine if creatures you can see are related biologically. In addition, you know if a creature’s Hit Points are at maximum, below maximum, at half, or below half.
Once on each of your turns when you hit a Bloodied creature with an attack roll using a weapon, Unarmed Strike, or spell, you can cause the target to take extra Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell.
Using a Higher-Level Spell Slot. Your concentration can last longer with a spell slot of level 3-4 (up to 1 hour) or 5+ (up to 8 hours).
You call forth a plant spirit. It manifest in an unoccupied space you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a floral feature: Blooming, Oaken, or Thorny. The creature resembles an animated plant marked by the chosen floral feature, which determines one of the traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell. The triggering creature takes Necrotic damage equal to the result. You gain Temporary Hit Points equal to the result plus the triggering damage, to a maximum of 15 Temporary Hit Points.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you can gain from casting increases by 10 for each slot level above 2.
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice, and the creature gains a number of Temporary Hit Points equal to the roll’s total.
For the duration, you know the direction and distance to the target, and you and the target can speak telepathically. Additionally, you can target that creature when you cast a spell with a range of Self or Touch, regardless of the distance between you. These benefits are suppressed while you and the creature are not on the same plane.
At any point, the targeted creature can choose to end the spell early. If it does, the creature loses all remaining Temporary Hit Points granted by this spell and takes Necrotic damage equal to the Temporary Hit Points lost.
Using a Higher-Level Spell Slot. The duration increases with a spell slot level 5 or 6 (8 hours), 7 or 8 (24 hours), and 9 (7 days).
A creature you touch transforms into a rabid monster, filled with a primal fury. The target sprouts thick fur and its mouth elongates into a fanged maw. It gains 20 Temporary Hit Points. While transformed, the creature has the following effects:
- It has an Armor Class of 17 if its AC is lower than that.
- It has a +5 bonus on damage rolls with Strength based attacks.
- It can make a Bite attack as a Bonus action. The Bite deals 1d6 + its Strength modifier Slashing damage.
- It has immunity to the Frightened condition.
- It can’t cast spells or maintain Concentration.
- At the start of each of its turns, it must succeed on a DC 10 Wisdom saving throw or lose control until the spell ends. A creature that loses control must take an Attack action on each of its turns, using a melee attacks against the nearest creature. If none are within reach, the creature must use its movement, and if necessary the Dash action, to move toward the nearest creature.
You conjure animated plants that appears as a Large mass of vines, stems, shoots, roots, and leaves in an unoccupied space you can see within range. The vegetation lasts for the duration.
While you’re within 5 feet of the plants or sharing a space with them, you are considered to be in a Lightly Obscured area. Other creatures cannot enter the same space as the plants. When you move on your turn, you can also move the plants up to 30 feet to an unoccupied space you can see.
Whenever the plants move within 5 feet of a creature you can see, and whenever a creature you can see enters a space within 5 feet of the plants or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d6 Slashing damage. Acreature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
When you cast this spell, choose one of the following effects that determine the spell’s damage type:
Air. The damage type is Thunder. Each creature that fails the saving throw is pushed 10 feet away from you.
Coldfire. The damage type is Cold. Each creature that fails the saving throw has the Frightened condition until the start of your next turn.
Earth. The damage type is Bludgeoning. Each creature that fails the saving throw has its Speed reduced to 0 until the end of its next turn.
Fire. The damage type is Fire. Each creature that fails the saving throw is engulfed in flames and takes 2d6 Fire damage at the end of its next turn. As an action, it can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Water. The damage type is Acid. Each creature that fails the saving throw has the Prone condition.
Each creature within 30-foot Cone of destructive elemental energy must make a Dexterity saving throw. On a failed save, a target takes 5d6 damage of the chosen type. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice and extract a number of pounds of iron from your blood equal to the roll’s total.
You fashion this iron into nonmagical metal objects. The combined wight of these objects must be equal or less than the number rolled on the expended Hit Point Dice.
The quality of these created objects is poor but functional.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create additional iron for each spell slot level above 3.
Choose a creature that you can see within range. The creature breaks into a cold sweat and makes a Constitution saving throw. On a failed save, the cold sweat becomes a burning fever and the creature takes 4d6 Fire damage. On a successful save, the spell ends.
For the duration, at the start of the target’s turn, it takes 2d6 Fire damage. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends. If the target fails three of the saves, it takes 8d6 Fire damage and the spell ends.
Using a Higher-Level Spell Slot. The initial damage increases by 1d6 for each spell slot level above 3.
As part of casting this spell you must expend three Hit Point Dice or the spell automatically fails. You touch a creature that has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the Hit Point Dice you expended to cast the spell, and the creature gains Temporary Hit Points equal to the roll.
At the start of each of the target creature’s turns, it loses 1 temporary Hit Point granted by this spell. While the creature has Temporary Hit Points granted by this spell, it moves with unnatural vigor, gaining a +2 bonus to D20 Tests.. Once it loses the Temporary Hit Points granted by this spell, the creature gains 1 Exhaustion level.
This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
You call forth an abyssal spirit. It manifest in an unoccupied space that you can see within range. This corporeal form uses the Sea Serpent stat block. When you cast the spell, choose an abhorrent feature: Enormous Mouth, Glowing Lantern, or Scaled Wings. The creature resembles a monstrous sea creature marked by the chosen abhorrent feature, which determines one of the traits in its stat block. The creature disappear when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares you 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
When you cast this spell, grant a creature in range a portion of the power of the elementals. For the duration, the creature can speak and understand Primordial and gains additional benefits based on the element you choose when you cast the spell:
Air. The target has Resistance to Lightning and Thunder damage. In addition, it has a Fly Speed of 30 feet.
Coldfire. The target has Resistance to Cold damage. In addition, it can use a Bonus Action to expend a Hit Point Die, regaining a number of Hit points equal to the numbered rolled plus its Constitution modifier. When the target takes Fire damage, it can’t use this Bonus Action on its next turn.
Earth. The target has Advantage on saving throws against being moved or knocked Prone. In addition, it has Tremorsense with a range of 30 feet.
Fire. The target has Resistance to Fire damage. In addition, when the target takes damage from a creature that is within 5 feet of it, it can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.
Water. the target has Resistance to Acid damage. In addition, it can breathe underwater and has a Swim speed of 60 feet.
You transform yourself into a bolt of lightning, creating a 5-foot-wide Line between your current space and an unoccupied space within 60 feet of you. Each creature in the Line makes a Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. You the reappear in the chosen space.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4. in addition, the maximum length of the line increases 10 feet fo each spell slot level above 4.
Until the spell ends, your veins bulge and become visibly green beneath your skin, your eyes weep constantly with liquid poison, and you gain the following benefits:
- You have Immunity to Poison damage and the Poisoned condition.
- You can determine if creatures you can see within 30 feet of you have Resistance or Immunity to Poison damage or Immunity to the Poisoned condition.
- As a Bonus Action, choose a creature you can seewithin 30 feet of you. That creature make a Constitution saving throw against your spell save DC. On a failed save, the creature loses Resistance to Poison damage, Immunity to Poison damage, or Immunity to the Poisoned condition until the end of your next turn.
- As a Magic action, a Line of venom 15 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in the Line must make a Constitution saving throw. On a failed save, the creature takes 4d6 Poison damage and has the Poisoned condition until the end of your next turn. On a successful save, the creature takes half as much damage only.
As part of casting this spell, you must expend six Hit point Dice or the spell automatically fails.
A gout of blood forming a 100-foot-long, 10-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line must make a Dexterity saving throw. On a failed save, the creature is pushed 100 feet away from you in a direction following the Line, has the Prone condition, and takes Bludgeoning damage equal to a roll of the Hit point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage only.
Using a Higher-Level Spell Slot. You can expend on additional Hit point Die for each spell slot level above 6.
A flaming crown of holy light adorns your head until the spell ends. Any Fiend, Fey, or Undead that moves within 30 feet of you or begins its turn within 30 feet of you takes 2d8 Radiant damage.
The crown sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
You transform the earth into a wormlike maw at an unoccupied point on the ground within range. As a Bonus action, make a melee spell attack against a creature within 5 feet of the worm. On a hit, the target takes Piercing damage equal to 3d8 plus your spellcasting ability modifier. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw or be swallowed by the worm. A swallowed creature is Blinded and Restrained, it has Total Cover against attacks and other effects outside the worm, and it takes 6d6 Bludgeoning damage at the start of each of your turns.
A creature trapped within the worm can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is regugitated and has the Prone condition in an unoccupied space within 10 feet of the worm.
As a Bonus Action, you can move the worm up to 30 feet.
You target a creature and a metal object held or worn by that creature you can see within range. The creature makes a Dexterity saving throw. On a failed save, the creature takes 5d8 Fire damage and the targeted object melts and oozes to the ground, where it returns to its normal shape and temperature. If the object is magical, the creature has Advantage on the saving throw.
If the creature tries to retrieve or otherwise touch the object for the duration, the object heats and melts, and the creature takes 5d8 Fire damage. The object returns to normal once the creature is no longer touching it or the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 6.
You attempt to turn one creature that you can see within range into wood. The creature makes a Constitution saving throw. On a failed save, it has the Restrained condition as its flesh begins to harden into bark. On a successful save, its Speed is 0 until the start of your next turn.
A creature Restrained by this spell makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it is turned into a tree and has the Petrified condition. The successes and failures needn’t be consecutive, keep track of both until the target collects three of a kind.
If the creature is burned, chopped down, or otherwise destroyed while Petrified, it is killed.
A creature remains transformed unless the effect is reversed within 1 year with Greater Restoration, Wish, or similar magical. If the creature spends 1 year and 1 day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
An aura extends from you in a 15-foot Emanation for the duration. Any other creature that enters or begins its turn in the area takes 4d6 Necrotic damage. At the start of your turn, you regain 4d6 Hit Points plus 1 for each creature in the area.
You immolate yourself, consuming your body in a searing cloud of holy flames. You are reduced to 0 Hit Points and die, and burning radiance erupts from you in a 30-foot Emanation. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 30d6 Radiant damage and gain 1 Exhaustion level. On a successful save, a creature takes half as much damage only. If this damage reduces a creature to 0 Hit Points, it and everything nonmagical it is wearing and carrying are incinerated. The target can be revived only by a True Resurrection or a Wish spell.
After 10 minutes, you rise from the ashes where you originally cast the spell. You return to life as if you were targeted by a True Resurrection spell.