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S; 1 minute; A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 ft each time you use it.
    ‎ ‎ The hand can't attack
  • duration activate magical items

or carry more than 10 pounds.;Ranger

Ranger floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft away from you or if you cast this spell again.
‎ ‎ You can use your action to control the hand. You can use the hand to manipulate an object

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder dmg; Self; S; 1 round; The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering dmg type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

Ranger cold

S

  • casting time a window
  • range or an area within range that is no larger than a 20-ft cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration 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 ft.;Ranger

Ranger M; 8 hours; (a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a WIS save or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    ‎ ‎ At Higher Levels. When you cast this spell using a 2nd+ level spell slot
  • duration you can affect one additional beast for each slot level above 1st.;Ranger

Ranger M; 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 INT is 4 or higher

S

  • casting time 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 INT is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains adv on attack rolls against any creature within 5 ft of you that you can see.;Ranger

Ranger M; ©

S; 1 hour; You attempt to charm a humanoid you can see within range. It must make a WIS save

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    ‎ ‎
    ‎ ‎At Higher Levels. When you cast this spell using a spell slot of 2nd+ level

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.;Ranger
  • duration

Ranger and does so with adv if you or your companions are fighting it. If it fails the save

S; Instantaneous; A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.;Ranger

Ranger

S; ©

  • casting time you sense the presence of magic within 30 ft of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    ‎ ‎ The spell can penetrate most barriers

but is blocked by 1 ft of stone

1 inch of common metal up to 10 minutes; For the duration

S

  • casting time up to 10 minutes; (a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 ft of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M; ©

0; Mage Hand; conjuration cantrip; 1 action; 30 ft; V 0; Mage Hand; conjuration cantrip; 1 action; 30 ft; V
1; Absorb Elements; 1st-level abjuration; 1 reaction 1; Absorb Elements; 1st-level abjuration; 1 reaction
1; Alarm (ritual); 1st-level abjuration; 1 minute; 30 ft; V 1; Alarm (ritual); 1st-level abjuration; 1 minute; 30 ft; V
1; Animal Friendship; 1st-level enchantment; 1 action; 30 ft; V 1; Animal Friendship; 1st-level enchantment; 1 action; 30 ft; V
1; Beast Bond; 1st-level divination; 1 action; Touch; V 1; Beast Bond; 1st-level divination; 1 action; Touch; V
1; Charm Person; 1st-level enchantment; 1 action; 30 ft; V 1; Charm Person; 1st-level enchantment; 1 action; 30 ft; V
1; Cure Wounds; 1st-level evocation; 1 action; Touch; V 1; Cure Wounds; 1st-level evocation; 1 action; Touch; V
1; Detect Magic (ritual); 1st-level divination; 1 action; Self; V 1; Detect Magic (ritual); 1st-level divination; 1 action; Self; V
1; Detect Poison and Disease; 1st-level divination; 1 action; Self; V 1; Detect Poison and Disease; 1st-level divination; 1 action; Self; V

S; 1 hour; You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 ft shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

up to 1 minute; The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a STR save or be restrained by the magical vines until the spell ends. A Large or larger creature has adv on this save. If the target succeeds on the save
  • range the vines shrivel away.
    ‎ ‎ While restrained by this spell

  • components the target takes 1d6 piercing dmg 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 STR check against your spell save DC. On a success
  • duration the target is freed.
    ‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.;Ranger

1 inch of common metal a writhing mass of thorny vines appears at the point of impact

S; ©

  • casting time 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 STR save or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a STR check against your spell save DC. On a success
  • range it frees itself.
    ‎ ‎ When the spell ends

  • components the conjured plants wilt away.;Ranger
  • duration

1 inch of common metal up to 1 minute; Grasping weeds and vines sprout from the ground in a 20-ft square starting from a point within range. For the duration

up to 1 minute; Each object in a 20-ft cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DEX save. For the duration
  • range objects and affected creatures shed dim light in a 10-ft radius.
    ‎ ‎ Any attack roll against an affected creature or object has adv if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible.;Ranger
  • duration

1 inch of common metal green

S; ©

  • casting time 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
  • range the radius of the fog increases by 20 ft for each slot level above 1st.;Ranger

1 inch of common metal up to 1 hour; You create a 20-ft-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time 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.;Ranger
  • range

1 inch of common metal M; 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

up to 1 minute; The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time the target of the attack and each creature within 5 ft of it must make a DEX save. A creature takes 1d10 piercing dmg on a failed save
  • range or half as much dmg on a successful one.
    ‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d10 for each slot level above 1st (to a maximum of 6d10).;Ranger

1 inch of common metal this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

up to 1 hour; You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time and you have adv on any WIS (Perception) or WIS (Survival) check you make to find it. If the target drops to 0 HP before this spell ends
  • range you can use a bonus action on a subsequent turn of yours to mark a new creature.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level

  • components you can maintain your © on the spell for up to 8 hours. When you use a spell slot of 5th+ level
  • duration you can maintain your © on the spell for up to 24 hours.;Ranger

1 inch of common metal you deal an extra 1d6 dmg to the target whenever you hit it with a weapon attack

S

1 inch of common metal M; 1 minute; (a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Ranger

1; Disguise Self; 1st-level illusion; 1 action; Self; V 1; Disguise Self; 1st-level illusion; 1 action; Self; V
1; Ensnaring Strike; 1st-level conjuration; 1 bonus action; Self; V; © 1; Ensnaring Strike; 1st-level conjuration; 1 bonus action; Self; V; ©
1; Entangle; 1st-level conjuration; 1 action; 90 ft; V 1; Entangle; 1st-level conjuration; 1 action; 90 ft; V
1; Faerie Fire; 1st-level evocation; 1 action; 60 ft; V; © 1; Faerie Fire; 1st-level evocation; 1 action; 60 ft; V; ©
1; Fog Cloud; 1st-level conjuration; 1 action; 120 ft; V 1; Fog Cloud; 1st-level conjuration; 1 action; 120 ft; V
1; Goodberry; 1st-level transmutation; 1 action; Touch; V 1; Goodberry; 1st-level transmutation; 1 action; Touch; V
1; Hail of Thorns; 1st-level conjuration; 1 bonus action; Self; V; © 1; Hail of Thorns; 1st-level conjuration; 1 bonus action; Self; V; ©
1; Hunter's Mark; 1st-level divination; 1 bonus action; 90 ft; V; © 1; Hunter's Mark; 1st-level divination; 1 bonus action; 90 ft; V; ©
1; Jump; 1st-level transmutation; 1 action; Touch; V 1; Jump; 1st-level transmutation; 1 action; Touch; V

S

  • casting time you can target one additional creature for each slot level above 1st.;Ranger
  • range

1 inch of common metal M; 1 hour; (a pinch of dirt)You touch a creature. The target's speed increases by 10 ft until the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level

S

  • casting time up to 10 minutes; (holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M; ©

up to 1 minute; The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a CON save. On a failed save

  • components it takes 1d6 fire dmg. On a successful save
  • duration the spell ends. If the target or a creature within 5 ft 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)

fey your weapon flares with white-hot intensity

S; 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

  • casting time beasts can give you information about nearby locations and monsters
  • range 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

  • components at the DM's discretion.;Ranger
  • duration

fey but at minimum

up to 1 minute; You move like the wind. Until the spell ends

  • casting time you can give yourself adv on one weapon attack roll on your turn. That attack deals an extra 1d8 force dmg on a hit. Whether you hit or miss
  • range your walking speed increases by 30 ft until the end of that turn.;Ranger

fey your movement doesn't provoke opportunity attacks.
‎ ‎Once before the spell ends

S

  • casting time a target's HP increase by an additional 5 for each slot level above 2nd.;Ranger
  • range

fey M; 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 HP increase by 5 for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

fey M; 24 hours; (a morsel of food)By means of this spell

S

  • casting time up to 1 hour; (a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Ranger

fey M; ©

up to 1 hour; You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Ranger
  • range

fey you can use your action to see through the beast's eyes and hear what it hears

1; Longstrider; 1st-level transmutation; 1 action; Touch; V 1; Longstrider; 1st-level transmutation; 1 action; Touch; V
1; Protection from Evil and Good; 1st-level abjuration; 1 action; Touch; V 1; Protection from Evil and Good; 1st-level abjuration; 1 action; Touch; V
1; Searing Smite; 1st-level evocation; 1 bonus action; Self; V; © 1; Searing Smite; 1st-level evocation; 1 bonus action; Self; V; ©
1; Speak with Animals (ritual); 1st-level divination; 1 action; Self; V 1; Speak with Animals (ritual); 1st-level divination; 1 action; Self; V
1; Zephyr Strike; 1st-level transmutation; 1 bonus action; Self; V; © 1; Zephyr Strike; 1st-level transmutation; 1 bonus action; Self; V; ©
2; Aid; 2nd-level abjuration; 1 action; 30 ft; V 2; Aid; 2nd-level abjuration; 1 action; 30 ft; V
2; Animal Messenger (ritual); 2nd-level enchantment; 1 action; 30 ft; V 2; Animal Messenger (ritual); 2nd-level enchantment; 1 action; 30 ft; V
2; Barkskin; 2nd-level transmutation; 1 action; Touch; V 2; Barkskin; 2nd-level transmutation; 1 action; Touch; V
2; Beast Sense (ritual); 2nd-level divination; 1 action; Touch; S; © 2; Beast Sense (ritual); 2nd-level divination; 1 action; Touch; S; ©

S

  • casting time whenever a creature other than you comes within 30 ft of the ammunition for the first time on a turn or ends its turn there
  • range one piece of ammunition flies up to strike it. The creature must succeed on a DEX save or take 1d6 piercing dmg. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
    ‎ ‎ When you cast this spell

  • components you can designate any creatures you choose
  • duration and the spell ignores them.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level

the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger

fey M; 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

S

  • casting time that creature has darkvision out to a range of 60 ft.;Ranger
  • range

fey M; 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

S

  • casting time 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 adv on CON checks. It also gains 2d6 temporary HP
  • range which are lost when the spell ends.
    ‎ ‎ Bull's STR. The target has adv on STR checks

  • components and his or her carrying capacity doubles.
    ‎ ‎ Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
    ‎ ‎ Eagle's Splendor. The target has adv on CHA checks.
    ‎ ‎ Fox's Cunning. The target has adv on INT checks.
    ‎ ‎ Owl's WIS. The target has adv on WIS checks.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level
  • duration you can target one additional creature for each slot level above 2nd.;Ranger

fey M; ©

S; Instantaneous; You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

fey for the purpose of this spell

S

  • casting time up to 1 minute; (a legume seed)A line of strong wind 60 ft long and 10 ft 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 STR save or be pushed 15 ft away from you in a direction following the line.
    ‎ ‎ Any creature in the line must spend 2 ft of movement for every 1 ft it moves when moving closer to you.
    ‎ ‎ The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

fey M; ©

S; Instantaneous; You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Ranger

fey deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Ranger

fey M; 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

S

  • casting time 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
  • range as long as that object is within 1

  • components000 ft of you. If the object is in motion
  • duration 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 ft - at least once. Alternatively

fey M; ©

S; ©

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and dmg rolls.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level
  • range the bonus increases to +2. When you use a spell slot of 6th+ level

  • components the bonus increases to +3.;Ranger
  • duration

fey up to 1 hour; You touch a nonmagical weapon. Until the spell ends

2; Cordon of Arrows; 2nd-level transmutation; 1 action; 5 ft; V 2; Cordon of Arrows; 2nd-level transmutation; 1 action; 5 ft; V
2; Darkvision; 2nd-level transmutation; 1 action; Touch; V 2; Darkvision; 2nd-level transmutation; 1 action; Touch; V
2; Enhance Ability; 2nd-level transmutation; 1 action; Touch; V 2; Enhance Ability; 2nd-level transmutation; 1 action; Touch; V
2; Find Traps; 2nd-level divination; 1 action; 120 ft; V 2; Find Traps; 2nd-level divination; 1 action; 120 ft; V
2; Gust of Wind; 2nd-level evocation; 1 action; Self (60-ft line); V 2; Gust of Wind; 2nd-level evocation; 1 action; Self (60-ft line); V
2; Lesser Restoration; 2nd-level abjuration; 1 action; Touch; V 2; Lesser Restoration; 2nd-level abjuration; 1 action; Touch; V
2; Locate Animals or Plants (ritual); 2nd-level divination; 1 action; Self; V 2; Locate Animals or Plants (ritual); 2nd-level divination; 1 action; Self; V
2; Locate Object; 2nd-level divination; 1 action; Self; V 2; Locate Object; 2nd-level divination; 1 action; Self; V
2; Magic Weapon; 2nd-level transmutation; 1 bonus action; Touch; V 2; Magic Weapon; 2nd-level transmutation; 1 bonus action; Touch; V

you teleport up to 30 ft to an unoccupied space that you can see.;Ranger

fey

you teleport up to 30 ft to an unoccupied space that you can see.;Ranger

fey

S

  • casting time 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
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 ft of you (including you) has a +10 bonus to DEX (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.;Ranger
  • duration

fey M; ©

S; 1 hour; You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    ‎ ‎ For the duration

  • components the target has adv on saves against being poisoned
  • duration and it has resistance to poison dmg.;Ranger

fey you neutralize the poison. If more than one poison afflicts the target

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    ‎ ‎ The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    ‎ ‎ Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-ft-by-5-ft window centered on the rope.
    ‎ ‎ Anything inside the extradimensional space drops out when the spell ends.;Ranger
  • duration

fey M; 1 hour; (powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 ft long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S; ©

  • casting time no sound can be created within or pass through a 20-ft-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder dmg
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Ranger

fey up to 10 minutes; For the duration

S

  • casting time up to 10 minutes; (seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-ft radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing dmg for every 5 ft it travels.
    ‎ ‎ The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a WIS (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.;Ranger
  • duration

fey M; ©

S

  • casting time up to 1 hour; (a feather
  • range tuft of fur

  • components 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
  • duration choose an environment: Air

Land

fey M; ©

S

  • casting time up to 1 hour; (a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-ft 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

fey M; ©

2; Misty Step; 2nd-level conjuration; 1 bonus action; Self; V; Instantaneous; Briefly surrounded by silvery mist 2; Misty Step; 2nd-level conjuration; 1 bonus action; Self; V; Instantaneous; Briefly surrounded by silvery mist
2; Misty Step; 2nd-level conjuration; 1 bonus action; Self; V; Instantaneous; Briefly surrounded by silvery mist 2; Misty Step; 2nd-level conjuration; 1 bonus action; Self; V; Instantaneous; Briefly surrounded by silvery mist
2; Pass Without Trace; 2nd-level abjuration; 1 action; Self; V 2; Pass Without Trace; 2nd-level abjuration; 1 action; Self; V
2; Protection from Poison; 2nd-level abjuration; 1 action; Touch; V 2; Protection from Poison; 2nd-level abjuration; 1 action; Touch; V
2; Rope Trick; 2nd-level transmutation; 1 action; Touch; V 2; Rope Trick; 2nd-level transmutation; 1 action; Touch; V
2; Silence (ritual); 2nd-level illusion; 1 action; 120 ft; V 2; Silence (ritual); 2nd-level illusion; 1 action; 120 ft; V
2; Spike Growth; 2nd-level transmutation; 1 action; 150 ft; V 2; Spike Growth; 2nd-level transmutation; 1 action; 150 ft; V
2; Summon Beast; 2nd-level conjuration; 1 action; 90 ft; V 2; Summon Beast; 2nd-level conjuration; 1 action; 90 ft; V
2; Web; 2nd-level conjuration; 1 action; 60 ft; V 2; Web; 2nd-level conjuration; 1 action; 60 ft; V

S; 10 minutes; You create a magical zone that guards against deception in a 15-ft-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its save.
    ‎ ‎ 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.;Ranger
  • range

fey a creature that enters the spell's area for the first time on a turn or starts its turn there must make a CHA save. On a failed save

S; ©

  • casting time granting you explosive speed. For the duration
  • range your speed increases by 20 ft and moving doesn't provoke opportunity attacks.
    ‎ ‎When you move within 5 ft of a creature or an object that isn't being worn or carried

  • components it takes 1d6 fire dmg from your trail of heat. A creature or object can take this dmg only once during a turn.
    ‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level
  • duration increase your speed by 5 ft for each spell slot level above 3rd. The spell deals an additional 1d6 fire dmg for each slot level above 3rd.;Ranger

fey up to 1 minute; The billowing flames of a dragon blast from your ft

S; ©

  • casting time and it disappears when it drops to 0 HP or when the spell ends.
    ‎ ‎ The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range 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

  • components they defend themselves from hostile creatures
  • duration 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

fey 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

S

  • casting time or half as much dmg on a successful one. The dmg type is the same as that of the weapon or ammunition used as a component.;Ranger
  • range

fey M; 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-ft cone must succeed on a DEX save. A creature takes 3d8 dmg on a failed save

S; 1 hour; A 60-ft-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 ft.
‎ ‎ If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    ‎ ‎ If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled.;Ranger
  • duration

fey the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S; Instantaneous; Choose any creature

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

  • components the spell ends.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.;Ranger

fey object

S; ©

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 dmg of the chosen type when it hits.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level

fey up to 1 hour; A nonmagical weapon you touch becomes a magic weapon. Choose one of the following dmg types - acid

S

  • casting time 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-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
    ‎ ‎ While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components 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
  • duration the creature can make a WIS save. On a successful save

the spell ends for that creature.;Ranger

fey M; ©

S; ©

  • casting time the target takes an extra 1d6 fire dmg. The spell's magic ends on the piece of ammunition when it hits or misses
  • range 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

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Ranger
  • duration

fey 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

2; Zone of Truth; 2nd-level enchantment; 1 action; 60 ft; V 2; Zone of Truth; 2nd-level enchantment; 1 action; 60 ft; V
3; Ashardalon's Stride; 3rd-level transmutation; 1 bonus action; Self; V 3; Ashardalon's Stride; 3rd-level transmutation; 1 bonus action; Self; V
3; Conjure Animals; 3rd-level conjuration; 1 action; 60 ft; V 3; Conjure Animals; 3rd-level conjuration; 1 action; 60 ft; V
3; Conjure Barrage; 3rd-level conjuration; 1 action; Self (60-ft cone); V 3; Conjure Barrage; 3rd-level conjuration; 1 action; Self (60-ft cone); V
3; Daylight; 3rd-level evocation; 1 action; 60 ft; V 3; Daylight; 3rd-level evocation; 1 action; 60 ft; V
3; Dispel Magic; 3rd-level abjuration; 1 action; 120 ft; V 3; Dispel Magic; 3rd-level abjuration; 1 action; 120 ft; V
3; Elemental Weapon; 3rd-level transmutation; 1 action; Touch; V 3; Elemental Weapon; 3rd-level transmutation; 1 action; Touch; V
3; Fear; 3rd-level illusion; 1 action; Self (30-ft cone); V 3; Fear; 3rd-level illusion; 1 action; Self (30-ft cone); V
3; Flame Arrows; 3rd-level transmutation; 1 action; Touch; V 3; Flame Arrows; 3rd-level transmutation; 1 action; Touch; V

S

  • casting time up to 1 hour; (a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 HP. An incorporeal creature isn't affected.
    ‎ ‎ While in this form
  • duration the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical dmg

and it has adv on STR

DEX M; ©

S

  • casting time up to 1 minute; (a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has adv on DEX saves

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M; ©

S; ©

  • casting time the weapon's ammunition
  • range or the weapon itself if it's a thrown weapon

  • components transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning dmg on a hit
  • duration or half as much dmg on a miss

instead of the weapon's normal dmg.
‎ ‎ Whether you hit or miss

Dash up to 1 minute; The next time you make a ranged weapon attack during the spell's duration

S

  • casting time which the spell consumes)You create a 10-ft-radius
  • range 20-ft-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    ‎ ‎ Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

Dash M; 1 hour; (holy water or powdered silver and iron worth at least 100 gp

S; 8 hours; You step into a stone object or surface large enough to fully contain your body

  • casting time 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
  • range you can't see what occurs outside it

  • components and any WIS (Perception) checks you make to hear sounds outside it are made with disadv. 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
  • duration which ends the spell. You otherwise can't move.
    ‎ ‎ Minor physical dmg 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 dmg to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning dmg to you. If expelled

Dash melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time which the spell consumes)For the duration
  • range 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 ft in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.;Ranger

Dash M; 8 hours; (a pinch of diamond dust worth 25 gp sprinkled over the target

S; Instantaneous; This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-ft radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 ft of movement for every 1 ft it moves.
    ‎ ‎ You can exclude one or more areas of any size within the spell's area from being affected.
    ‎ ‎ If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.;Ranger

Dash granting either immediate or long-term benefits.
‎ ‎ If you cast this spell using 1 action

S; ©

  • casting time the willing creature you touch has resistance to one dmg type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Ranger

Dash up to 1 hour; For the duration

S

  • casting time 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
  • range nor can it restore any missing body parts.;Ranger

Dash M; Instantaneous; (diamonds worth 300 gp

3; Gaseous Form; 3rd-level transmutation; 1 action; Touch; V 3; Gaseous Form; 3rd-level transmutation; 1 action; Touch; V
3; Haste; 3rd-level transmutation; 1 action; 30 ft; V 3; Haste; 3rd-level transmutation; 1 action; 30 ft; V
3; Lightning Arrow; 3rd-level transmutation; 1 bonus action; Self; V 3; Lightning Arrow; 3rd-level transmutation; 1 bonus action; Self; V
3; Magic Circle; 3rd-level abjuration; 1 minute; 10 ft; V 3; Magic Circle; 3rd-level abjuration; 1 minute; 10 ft; V
3; Meld into Stone (ritual); 3rd-level transmutation; 1 action; Touch; V 3; Meld into Stone (ritual); 3rd-level transmutation; 1 action; Touch; V
3; Nondetection; 3rd-level abjuration; 1 action; Touch; V 3; Nondetection; 3rd-level abjuration; 1 action; Touch; V
3; Plant Growth; 3rd-level transmutation; 1 action or 8 hours; 150 ft; V 3; Plant Growth; 3rd-level transmutation; 1 action or 8 hours; 150 ft; V
3; Protection from Energy; 3rd-level abjuration; 1 action; Touch; V 3; Protection from Energy; 3rd-level abjuration; 1 action; Touch; V
3; Revivify; 3rd-level necromancy; 1 action; Touch; V 3; Revivify; 3rd-level necromancy; 1 action; Touch; V

S; 10 minutes; You imbue plants within 30 ft of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    ‎ ‎ You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
‎ ‎ Plants might be able to perform other tasks on your behalf

Dash giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S

  • casting time up to 1 hour; (a gilded flower worth at least 300 gp)You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood. Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood

which determines one of the traits in its stat block. The creature disappears when it drops to 0 HP or when the spell ends.
‎ ‎The creature is an ally to you and your companions. In combat

Dash M; ©

S

Dash M; 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.;Ranger

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava - as if it were harmless solid ground (creatures crossing molten lava can still take dmg 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

Dash M; 1 hour; (a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time 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 ft long
  • range 15 ft high

  • components and 1 ft 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
  • duration each creature within its area must make a STR save. A creature takes 3d8 bludgeoning dmg on a failed save

or half as much dmg on a successful one.
‎ ‎ The strong wind keeps fog

smoke M; ©

M; Instantaneous; (a delerium chip worth 10 gp) Gain 1 Contamination Level.
‎ ‎A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ When you cast this spell

  • casting time it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
    ‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
  • range the healing increases by 2d6 for each slot level above first

  • components or 4d6 if the target chooses to gain a Contamination Level.;Ranger
  • duration

smoke the target can choose to gain a Contamination Level as well. If it does

3; Speak with Plants; 3rd-level transmutation; 1 action; Self (30-ft radius); V 3; Speak with Plants; 3rd-level transmutation; 1 action; Self (30-ft radius); V
3; Summon Fey; 3rd-level conjuration; 1 action; 90 ft; V 3; Summon Fey; 3rd-level conjuration; 1 action; 90 ft; V
3; Water Breathing (ritual); 3rd-level transmutation; 1 action; 30 ft; V 3; Water Breathing (ritual); 3rd-level transmutation; 1 action; 30 ft; V
3; Water Walk (ritual); 3rd-level transmutation; 1 action; 30 ft; V 3; Water Walk (ritual); 3rd-level transmutation; 1 action; 30 ft; V
3; Wind Wall; 3rd-level evocation; 1 action; 120 ft; V 3; Wind Wall; 3rd-level evocation; 1 action; 120 ft; V
1; Corrupted Cure; 1st-level contaminated evocation; 1 bonus action; 90 feet; V 1; Corrupted Cure; 1st-level contaminated evocation; 1 bonus action; 90 feet; V