5th-level transmutation
Components: V, S, M (seven drops of the host’s blood, a bit of gauze, and 100 gp in ritual items that are consumed during casting) Casting Time: 1 hour Duration: Permanent Range: Touch
You cause a small object of up to a pound in weight to sink harmlessly into the flesh of the target. Magical rings, amulets, or other items melded in this way still give their benefits to the wearer as if they were being worn. A slight warping of the flesh and a magical aura are the only clues to the item’s existence. Items carried in this way are considered attuned to the recipient and count toward the limit of how many items can be attuned. If the creature is already at the limit, the spell fails to take effect. If absorb object is dispelled or otherwise ends early, the object tears itself free of its recipient, doing 2d8 piercing damage in the process. The original spell-caster can end the spell as an action, causing the item to be expelled harmlessly.
5th-level conjuration (alkemancy)
You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
5th-level abjuration (paladin)
You create a protective tether to your allies, strengthening your durability as you endure their pain for 1 minute. Select up to 6 willing creatures within range. For each creature you select, you gain damage resistance to a damage type of your choice. You can choose acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. For the duration, any damage to one of creatures selected when casting the spell is transferred to you instead. The spell ends early if you die.
5th-level transmutation
You instantly age an item by up to 100 years. The actual effect depends on the nature of the item—iron and steel will rust and corrode, masonry will crack and weaken, wood will rot away to nothing, and so on.
5th-level necromancy
You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.
Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
5th-level necromancy
You transfer your mind into the body of a beast, who may make a Charisma saving throw. You gain full control of the beast’s body and senses. You retain your mental abilities, but cannot cast spells while in this form, and you have the physical abilities of the creature you have taken over. Your body is comatose during this time; the animal’s mind is suppressed.
If the animal dies while you are controlling it, your mind instantly returns to your own body. You suffer 3d6 psychic damage and must make a DC 15 Wisdom saving throw. On a failure, you suffer from a form of insanity for an hour where you believe you are that animal and you act accordingly.
5th-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Size | HP | AC | Attack | Ability Scores |
---|---|---|---|---|
Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | Str: 4, Dex: 18 |
Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | Str: 6, Dex: 14 |
Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | Str: 10, Dex: 12 |
Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | Str: 14, Dex: 10 |
Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | Str: 18, Dex: 6 |
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Spell Lists. Artificer, Bard, Sorcerer, Wizard
5th-level necromancy (wizard)
This spell creates an undead servant. Choose a corpse of a Medium or Small humanoid within range. Your spell pulls forth dark remnants from creature’s cold remains, raising it as a shadow (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to two creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or reassert control over an additional shadow for every slot level above 5th. Each shadow must come from a different corpse.
5th-level evocation
You create a 30-foot-radius sphere of unstable magic centered on a point you can see. For the duration of the spell, any creature casting an arcane spell within the area of the sphere takes 6d6 fire damage, or half damage with a successful Constitution saving throw, as their casting ignites the magic of your spell.
5th-level abjuration
You summon power to protect yourself against outside magic. You get advantage on saving throws against magic that specifically targets you. Arcane shield provides no protection against area-effect spells.
5th-level conjuration (cleric, druid, warlock, wizard)
You encase the armor of a willing creature that you can see within range in solid bone. While not impervious to degradation, this bone armor will grant the target a +3 bonus to AC for the duration.
Additionally, every time a creature within 5 feet lands a successful attack against the target, the attacker takes 3d6 piercing damage as bone shrapnel chips off and strikes the assailant.
5th-level enchantment (chaos)
This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
5th-level enchantment (bard, wizard)
You unleash a mournful wail, harming creatures of your choosing that are within range and can hear you. A target must succeed on a Constitution saving throw or take 10d8 psychic damage and become deafened for 1 minute. At the end of each of its turns, a deafened creature can make another Constitution saving throw. On a success, the spell ends on the creature. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level divination (ritual)
You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
5th-level transmutation
All creatures within 20 feet of you must make a Wisdom saving throw. A creature has its speed reduced by half, its initiative is at -2, and its AC is reduced by -1 on a failure; on a success, they are not affected by the spell. In addition, you gain +2 to AC, you gain advantage on Dexterity saving throws, and gain an extra action each round.
5th-level enchantment (sorcerer)
You select a target within range. The next time that creature casts a spell with a range of self or touch, you receive the benefit the spell as well.
5th-level evocation
You give another willing creature a spell with a range of Self. That creature is then able to control and benefit from that spell as if she had cast it herself.
5th-level transmutation
You gain control of the wind in a limited area, and can cause it to fill the sails of a ship, even on a calm day. The wind blows in the direction you desire, without weakening or shifting, for the duration of the spell.
The area around the ship is unaffected by this spell; only its sails feel the wind. You must remain in range of the sails throughout the duration of the spell or the effect ends.
5th-level necromancy
One willing creature you touch sprouts long, sharp spurs of bone all over its body. The creature does 2d6 piercing damage to its target when it successfully initiates a grapple. It does another 2d6 damage at the start of its turn to any creature it has grappled.
5th-level conjuration (angelic)
Casting Time: 1 action Range: 30 feet Components: V, S, M (a small golden wheel worth 250 gp) Duration: 1 hour
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.
On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space.
The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.
5th-level conjuration
You can duplicate up to 2 pounds of animal or vegetable matter. You hold the object you wish to duplicate in your hands while you cast this spell. Magical items, minerals, and living creatures cannot be affected by this spell.
At Higher Levels. When you cast this spell with a slot of 6th level or higher, you can duplicate up to 2 additional pounds per spell slot above 5th.
5th-level transmutation
You transform the edge of one slashing weapon you touch, making it unnaturally sharp. Any creature struck by the weapon begins bleeding, suffering 3d6 damage at the beginning of each of its turn until the wound is stanched, either with magical healing or by spending an action and making a successful DC 10 Wisdom (Medicine) check. The Medicine check can be performed by the bleeding creature or by an adjacent ally. Creatures without blood are not affected by the blade. When the spell ends, the blade returns to its natural sharpness, but bleeding caused by the blade doesn’t end automatically.
5th-level transmutation
You call upon the god of craftsmen and seek his blessing. All attack rolls against you with forged or crafted items have disadvantage, and you gain resistance to damage done by such items.
5th-level abjuration (paladin)
When you take damage from a melee attack from a creature that is within 5 feet of you, you can choose to take an additional 8d6 damage of that damage type. Upon doing so, you can then use your reaction to make a melee attack with advantage against the creature that just attacked you. If your attack is successful, you deal your normal weapon damage plus an additional 6d6 weapon damage.
5th-level necromancy
You choose a creature you can see and try to make it violently disgorge blood from its body. The creature must make a Constitution saving throw. If the saving throw fails, it loses 2d4 points of Constitution. A creature reduced to 0 Constitution dies immediately. Creatures without blood are immune to this effect.
5th-level necromancy
When you cast this spell, tentacles of blood erupt from the bodies of all dead or dying creatures within 30 feet of you. A dying creature must make a Constitution saving throw; a successful save negates the effect for that creature, but a failure results in the creature dying immediately as its blood erupts from inside it.
Each tentacle has AC 15, 10 hit points, reach 5 ft., and your saving throw modifiers. At the beginning of your turn, each tentacle attacks one creature within 10 feet of it using your spell attack bonus. You choose the targets if you can see the tentacles; otherwise they attack the closest creature, friend or foe. A successful hit does 1d8 + 4 bludgeoning damage and the target creature is grappled. A tentacle doesn’t attack any other target while it’s grappling a creature.
A grappled creature can’t breathe, and is suffocating. A creature can escape from a tentacle by using an action and making a successful Strength (Athletics) check against your spell save DC. Tentacles disappear when they are reduced to 0 hit points.
If no enemies are in reach, the tentacles retreat inside their hosts and remain dormant until a creature approaches. The tentacles never attack you.
5th-level necromancy
You inflict a powerful curse on a creature you can see, unless that creature makes a successful Constitution saving throw.
Creatures cursed with bone blight have dangerously brittle bones. They gain vulnerability to bludgeoning and slashing damage, and if they take 20 or more damage from any attack, they must make a successful Constitution saving throw or suffer a broken bone. A broken bone reduces movement to half speed and imposes disadvantage on Dexterity checks. The penalties for a broken bone are removed when the character receives magical healing or finishes a long rest with all of their hit points and hit dice restored.
At the end of each long rest, a character suffering bone blight must make a Constitution saving throw. The curse ends after two successful saves, which need not be consecutive. The curse can also be ended by magic that removes curses.
5th-level transmutation (alkemancy)
By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell.
To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.
As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.
Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.
5th-level necromancy
You touch a creature’s limb. The creature must make a Constitution saving throw. The creature’s bone breaks and it takes 2d10 force damage on a failed saving throw; on a success, it takes the damage but its limb doesn’t break.
Depending on the limb, it takes one to six months to heal naturally. A lesser restoration spell or any healing spell of 4th level or higher will heal it immediately.
5th level transmutation
When cast on an intelligent mushroom, funglet (or one under the effects of the mushroom mount spell) the targets grow teeth and a carnivorous appetite; they gain a bite attack (1d6 for medium, 1d10 for large and 2d6 for huge) with a bonus to hit equal to your proficiency bonus + your Wisdom or Charisma modifier (your choice). On a successful hit the mushrooms impose the grappled condition on their victims; when one of these mushrooms maintains a grapple for more than one round, they deliver a nasty toxin. The target must make a Constitution saving throw against your spell save DC. On a failure, it takes 4d10 poison damage, or half as much on a successful save.
The mushrooms have a Strength (Athletics) check equal to your proficiency bonus + your Wisdom or Charisma modifier (your choice) for purposes of contesting the grapple.
5th-level enchantment (clockwork)
Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
5th-level transmutation (fiendish)
You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time.
While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities:
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose one additional benefit to be granted by the spell for each slot level above 5th.
5th-level transmutation
Until the spell ends you can generate a current in an area up to 100 feet cube either centered around you or on any point up to the range of the spell. If cast onto a point on a ship, entity, or other moving item the point will move with it as long as it remains within the range of the spell. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Smooth Current. You call a current into being which aids travel or swimming. Affected vessels and entities gain 2 mph to their travel speed, or 40 feet to their swim speed in combat. This spell does not grant a swim speed to creatures without one, however creatures without a swim speed affected by smooth current gain 20 feet of swimming movement.
Doldrums. By setting the current in opposition to the direction of a vessel or entities travel you becalm it. It loses 2 mph from its travel speed, or half from its swim speed in combat to a minimum of 10 feet. With a successful DC 10 navigate check (for vessels) or swim check (for entities) they can negate the penalty for a round in combat, or ten minutes in travel.
Calm Current. Allows you to counteract the effects of another strong or violent current. This allows you to negate any penalties for navigating or controlling the vessel or entity due to the waves or dangerous currents. It will also counteract the Vortex effect of control water and can also counteract the Clashing Current effect of channeled currents.
Clashing Current. You set up clashing currents that make piloting a vessel, or swimming through the area difficult in the extreme. All attempts to do so are performed with disadvantage.
5th-level transmutation (sorcerer)
Select up to three creatures that you can see within range and force each of them to make a Wisdom saving throw. On a failed save, a creature experiences difficulty focusing. The next time it casts a spell within the next 10 minutes, it must immediately roll on the Wild Magic table, incurring the effect.
5th-level evocation
You create a magical blade of shimmering, weightless force that constantly changes hue. You may choose to wield the blade or give it to an ally. The blade inflicts 4d8 force damage. When the wielder rolls a 20, the blade inflicts an additional 2d8 damage.
Then the wielder rolls another d20. If you roll a 20, you lop off one of the target’s limbs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level evocation (winter)
You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.
5th-level evocation (dragon)
You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls.
If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
5th-level abjuration
A writhing, twisting, hissing mass of snakes surrounds you and protects you. For the duration of the spell, your Armor Class increases by 2 and you can use an action to attack an adjacent creature with the snakes. Make a melee spell attack against one adjacent creature. If it hits, the creature takes 6d6 poison damage and is poisoned. The poisoned creature must make a Constitution saving throw against poison at the end of each of its turns; a successful save ends the poisoning.
5th-level conjuration (clockwork)
You summon clockwork minions to fight for you. Choose one of the following options for what appears (refer to Tome of Beasts, p. 62-65, for statistics):
The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.
5th-level necromancy
Components: V, S, M (a strip of cloth) Casting Time: 1 action Duration: Instantaneous Range: Touch Area of Effect: 1 creature Saving Throw: Constitution half damage
You touch a creature and cause its blood to solidify within its body. The creature must make a Constitution saving throw. If the saving throw fails, the creature takes 8d6 necrotic damage and loses 2 points of Constitution. With a successful saving throw, the creature takes half damage and loses no Constitution.
5th-level transmutation
You create a billowy white cloud that fills a 20-foot cube anywhere within range. This cloud moves with the prevailing wind and a magical wind quickly disperses it. The cloud is heavier than air and will sink to the ground rather than float away. The cloud lasts for one minute before vanishing, but the effects are permanent.
Filth, garbage, excrement, and small, nonmagical vermin such as insects, normal rats and mice, etc., are transformed into an equal quantity of pure water.
5th-level transmutation
You create a billowy cloud colored like an old bruise that fills a 20-foot cube anywhere within range. This cloud moves with the prevailing wind and a magical wind quickly disperses it. The cloud is heavier than air and will sink to the ground rather than float away. The cloud lasts for one minute before vanishing, but the effects are permanent.
The cloud transmutes pure water into filth, excrement, and garbage, and magically generates flies, and turns small animals into rats and roaches.
5th-level abjuration
Components: V, S, M (a tuning fork) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Self Area of Effect: Sphere, 20-ft. radius Saving Throw: None
You create an aura of silence in a 20-foot-radius sphere around yourself that moves with you. Within the aura, only you can make noise; all other noises are silenced. In addition, no creature inside the affected area can take thunder damage or be affected by sound-related spells unless the spell was cast by you.
5th-level conjuration (Void)
You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:
Summoned creatures disappear when they drop to 0 hit points or when the spell ends.
The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions.
The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.
If your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.
At Higher Levels. When you cast this spell using a 7th or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear - twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.
5th-level conjuration
You summon a fey hound to fight by your side. A hound of the night appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.
The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds.
When you cast this spell using a 9th-level spell slot, you summon three hounds.
5th-level conjuration (cleric, wizard)
You summon an iron sphere, which appears in an unoccupied space that you can see within range. If you are a cleric, you can replace the standard iron sphere with a temple sphere. The sphere disappears when it drops to 0 hit points or when the spell ends.
The iron sphere is friendly to you and your companions for the duration. Roll for initiative for the iron sphere, which has its own turns. It obeys commands that you issue to it (no action required by you). If you don’t issue any commands to the sphere, it defends itself from hostile creatures but otherwise takes no actions.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon an additional iron sphere.
5th-level conjuration (fiendish)
You call forth a nightmare to serve you. The creature appears in an unoccupied space you choose within range.
The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration, and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.
5th-level transmutation
Until the spell ends, you control any ice inside an area you choose within range that can be as large as a cube 100 feet on a side. You choose one of the following three effects when you cast this spell. As an action on each of your turns thereafter, you can use the same effect or choose a different one. Any alterations made to the ice remain after the spell ends, but can be altered by other effects (temperature, seismic action, or another application of this spell, for example).
Crack. You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice - ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing 4d10 bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain.
Reshape. You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell.
Thicken/Thin. You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on.
5th-level divination
You choose a single natural object or creature, such as a tree, stream, boulder, a bird, etc., and mentally commune with that object’s spirit.
The GM secretly rolls 2d6 plus your spellcasting ability modifier to determine how many questions you may ask. When you ask that number of questions, or 24 hours have passed, the spell ends. The spirit will answer as truthfully as it can, but may be limited in knowledge.
At Higher Levels. When you cast this spell with a 7th- or 8th- level spell slot, the GM rolls 3d6 plus your spellcasting ability modifier. When you cast this spell with a 9th-level spell slot, the GM rolls 4d6 plus your spellcasting ability modifier.
5th-level transmutation
You change an area of water you can see into a poisonous, toxic substance. The spell affects a maximum of 10,000 cubic feet of water (picture ten cubes, each 10 feet on a side). Each creature that begins its turn in the water or that enters the water takes 5d6 poison damage and becomes poisoned for as long as it stays in the corrupt water; a successful Constitution saving throw negates the effect on that creature. If the affected area is part of a larger body of water, new water entering the area becomes poisonous while water leaving the area is no longer affected.
5th-level illusion
Your shadow elongates and stretches away from your body, moving under your mental command. It has a speed of 15 feet and can move up to 150 feet away from you.
You can see, hear, and speak through the shadow, although it is otherwise a normal shadow and you cannot use it to manipulate objects, attack, or cast spells. Your shadow can be attacked with magical weapons and spells, although it has resistance to all forms of physical attack. It has your AC and any damage it takes is taken from your hit points.
You can also spend you action to move your shadow’s senses into the Shadowfell, although you still cannot affect other objects through it.
5th-level divination (blood)
You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying.
If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).
5th-level transmutation (ritual) (mythos)
This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig. An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.
The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.
When it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
5th-level necromancy (ring)
You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.
5th-level evocation
By dancing and moving seductively, you attempt to charm humanoids within range. Each creature that can see you must make a Wisdom saving throw, with advantage if you or your companions are fighting it. If the saving throw fails, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. Charmed creatures regard you as a friendly acquaintance. When the spell ends, affected creatures do not realize they were charmed by you.
5th-level evocation
You create a dark curtain that must stand on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made of up to ten 10-foot-square panels. Each panel must be contiguous with another panel. In all forms, the curtain is 1 inch thick and lasts for the duration of the spell.
Each creature in the area of the curtain when it appears is pushed to one side of the curtain and takes 4d6 necrotic damage, or half damage with a successful Dexterity saving throw.
The dark curtain blocks all vision through it. Any creature trying to pass through the curtain takes 4d6 necrotic damage and must make a Constitution saving throw. If the saving throw fails, the creature fails to pass through the curtain and becomes frightened of it until the end of its next turn.
5th-level illusion (shadow)
A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, or the like).
5th-level conjuration
You summon a fiend to inhabit your body and grant you its strength. For the duration of the spell, your Strength score becomes 21, you gain 40 temporary hit points, and you gain a +2 bonus to AC. You also grow wicked claws on your hands, so your unarmed attacks do 2d8 slashing damage; the claws are magical, so you get a +1 bonus to hit and to damage with them.
At the start of each of your turns, you must make a DC 10 Charisma saving throw. If the saving throw fails, the fiend takes control of your actions for the remaining duration of the spell. It has full access to your abilities. Most demons will wreak as much havoc as possible during this time, attacking your allies if possible.
5th-level enchantment (fiendish)
You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a d4 once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction.
An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become frightened of you.
If a creature moves out of the spell’s radius, it remains frightened until the start of its next turn, and then the spell ends for that creature. While frightened in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer frightened, and it cannot be affected again by your casting of this spell for 24 hours.
5th-level conjuration
A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscure the area. You are unaffected by the aforementioned effects of the webs and gain a climbing speed of 30 feet when moving on the webs.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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 the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free.
Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained.
The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to radiant damage dissipates to nothing in 1 round.
5th-level evocation (sorcerer, warlock, wizard)
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
5th-level conjuration Druid
You exhale a 30-foot cone of infectious spores. Each creature in the cone must make a Constitution saving throw against disease. If the saving throw fails, the creature takes 6d6 poison damage and becomes poisoned and infected, or it takes half damage and suffers no other effect with a successful save.
Purple-black fungus oozes from the eyes and nose of infected creatures. Any creature touching the infected creature must make a Constitution saving throw or be affected the same as by the initial effect; a successful save means the creature is unaffected.
Only magic that cures diseases can end the effect. If the caster must touch the patient to cast the spell, then the caster is also exposed to the fungus and must make a Constitution saving throw against it.
5th-level transmutation
You gain a gaze attack that only affects undead. Every undead creature that starts its turn within 30 feet of you must either avert its gaze or make a Constitution saving throw; if the saving throw fails, the creature takes 5d8 radiant damage. To be affected, the undead creature must be able to see your eyes, and you must be able to see it. A creature that averts its gaze suffers the usual penalties for attacking an unseen target, if it attacks you. Once a creature averts its gaze, it remains averted until the start of its next turn. A creature can’t avert its gaze while it’s surprised.
At Higher Levels: For each spell slot used higher than 5th level, the damage from deathly gaze increases by 1d8.
5th-level necromancy (ritual)
You create an evil fluid and seal it in a specially-prepared jar. The liquid will remain potent for 1 week, but will go bad within a hour of being directly exposed to sunlight or a spell that does radiant damage.
You may throw the vial at a target within 30 feet, using your spell attack modifier. On a hit, the vial shatters and the target must make a Constitution saving throw. The target takes 6d6 necrotic damage and be paralyzed for 10 minutes on a failed saving throw, or half as much damage and be paralyzed for 1 minute on a successful one.
5th-level necromancy (druid, sorcerer, warlock, wizard)
A wave of noxious energy flows out from your hands over the land, infecting everything in its path. Each creature you choose within a 30-foot cone must make a Constitution saving throw. A target takes 4d10 poison damage and becomes poisoned for 1 minute on a failed save, or half as much damage and is not poisoned on a successful one. Undead and Constructs automatically succeed on the save.
5th-level necromancy (apocalypse)
You cause up to five Small or Medium corpses that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse takes 4d10 piercing damage, or half as much damage with a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
5th-level abjuration (sorcerer, wizard)
After casting this spell, you can take a reaction when you are the target of or in the area of a spell or magical effect that allows a saving throw. When you take the reaction, you have advantage on your saving throw.
If you succeed on your saving throw, the spell or magical effect has no effect on you, and you regain a number of hit points equal to the spell’s level.
5th-level conjuration
A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw. Creatures slain by devouring darkness rise 1d4 rounds later as shadows.
5th-level evocation
You create powerful strains of music that emanate from a point you can see to fill a 60-foot sphere. The music is so loud inside that area that only shouting can be heard over it. No spells with a verbal component can be cast in the area. All creatures have disadvantage on Wisdom saving throws and Wisdom ability checks while in the affected area.
5th-level conjuration
You can cast this spell only if you can see a divine beacon (q.v.). When you cast divine beacon’s answer, you are transported, along with all items you are carrying, to the location of the paladin in distress. No other living creatures can be transported by this spell.
5th-level transmutation
This spell places a spiritual burden on creatures that can cast divine spells. Every such creature within 30 feet of you must make a Constitution saving throw. If the saving throw fails, the creature moves at half speed, has disadvantage on attack rolls, and has disadvantage on Strength and Dexterity ability and skill checks. It also gains one level of exhaustion if it uses the Dash action.
5th-level enchantment
Your god imbues you with divine presence; all creatures of 4 Hit Dice or fewer view you as being their legitimate ruler and treat you with the reverence due a king. Alignment matters; Lawful creatures are more likely to obey your commands than are Chaotic creatures. Paladins have been known to use this spell to nullify the commands of rulers they believe are wielding power illegitimately.
5th-level necromancy
By touching two creatures simultaneously, you can transfer any number of hit points between them. Neither creature can have its hit points raised above its maximum (no temporary hit points) or lowered below 1. An unwilling creature can make a Constitution saving throw; a successful save negates the spell.
5th-level evocation
You cast this spell and your body shudders and glows with holy (or unholy) radiance as you become a vessel for your god’s power.
While this spell is in effect, you may increase your Strength, Dexterity, or Charisma by 1d4 + your spellcasting ability modifier.
This may increase your attribute above 20.
You also gain 15 temporary hit points and +1 to your AC.
When the spell ends and your god’s presence leaves, you gain 3 levels of exhaustion.
5th-level transmutation
You select a point within 300 feet that you have either traveled across or can see. You then instantly sink into the ground beneath you and a few moments later, rise up from the target point. Both the starting and ending points must be natural ground, not a constructed floor or water, but what lies between them doesn’t matter.
5th-level transmutation
You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot?radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn.
Natural obstacles do not impede the spell’s movement; trees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other similar structures; smaller or malleable objects such as unsecured ropes or cloth are simply buried by the swell’s passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object.
Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out. You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.
5th-level conjuration
You select one creature you can see within range. The creature must make a Dexterity saving throw. If the saving throw fails, the creature disappears as it is sucked into a small, spherical, extraplanar trap just large enough to hold the creature while allowing it to turn around.
The trap is surrounded by earthen walls that are not impervious to attacks; they have AC 14, 100 hit points, and are immune to all but bludgeoning, piercing, slashing, force, and thunder damage. When the spell ends or the creature destroys the walls, the trapped creature takes 4d6 force damage and returns to the space it originally occupied or the nearest unoccupied space, where it falls prone.
5th-level transmutation (ritual)
When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.
5th-level evocation
You create a bow or crossbow (your choice) made of shimmering, solid electricity, and 20 matching missiles. You are considered to have proficiency in using this weapon, if you did not already. If any creature other than you touches the bow, that creature takes 1d4 lightning damage.
You can only fire the missiles created by the spell with this bow. These missiles, regardless of whether it is an arrow or a quarrel, have a range of 120/500 and do 2d10 + your spell attack modifier in lightning damage.
The bow lasts for as long as you concentrate on it or until you run out of missiles.
5th-level divination (ritual) (cleric, druid, paladin, ranger)
You focus on the suffering of creatures around you. For the duration, you sense the health of any injured creatures within 1 mile of your current location that have less than half of their total hit points. You learn how critically a target is injured and the nature of any ailments affecting them, but not their identity.
Additionally, all restorative spells you cast for the duration gain 2d6 additional hit points of healing and you gain advantage on any Wisdom (Medicine) checks you make.
5th-level abjuration
A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.
If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.
5th-level transmutation
You restore the soil of up to one acre of land so that it can support plant life native to the area. This spell is typically used when magic or a natural disaster has spoiled the land and made it unable to support life.
5th-level transmutation
You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction.
Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.
Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells.
The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.
5th-level necromancy
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: Cone, 30 ft. long Saving Throw: Constitution half damage
You create a disruption in the ether that erupts in a 30-foot cone from your outstretched hand. Each creature in the cone takes 6d6 radiant damage and 3d6 cold damage, or half damage with a successful Constitution saving throw.
At Higher Levels: For each spell slot used higher than 5th level, the spell does an additional 1d6 damage. You choose whether the extra dice do radiant damage, cold damage, or a mix of both.
5th-level necromancy
Wisps of dark flame surround you. You gain resistance to necrotic damage and your maximum hit points can’t be reduced for the spell’s duration. If a creature within 5 feet of you strikes you with a melee attack while you’re protected by ethereal shield, the attacker takes 3d10 radiant damage.
5th-level enchantment
A creature that you touch must make a successful Wisdom saving throw or be overwhelmed by feelings of bliss and euphoria. The creature has disadvantage on attack rolls, ability checks, and skill checks, and it must make a Wisdom saving throw at the beginning of each of its turns. If the saving throw fails, the creature loses 1 point of Wisdom and is incapacitated until the start of its next turn. The spell ends when the creature makes two successful saves, which don’t need to be consecutive.
5th-level necromancy (blood)
You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.
At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success - except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.
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.
5th-level necromancy (blood)
When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.
This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs.
Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.
5th-level illusion
Cast upon becoming aware that you or something else within 30 feet of you are being magically spied upon, you create an illusory image or thoughts that will be detected instead. At the same time, you and everything else of your choice that is within that radius become invisible to the scrying method.
This spell cannot be cast preemptively; it only functions after a divination spell has been cast on you.
5th-level abjuration
This spell is granted by gods of the sea and of travel. You cast this on an amulet, which must be given to a willing creature. If that creature is ever cast overboard and lost at sea while wearing the amulet, it will be guaranteed to be washed ashore somewhere habitable with plenty of available fresh water and food (although not necessarily safe or close to civilization).
5th-level abjuration
By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.
5th-level necromancy (fiendish)
You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a remove curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you.
While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it.
If you try to locate the creature with a scrying spell, it takes the -10 penalty to its saving throw as if you possessed a lock of its hair or other body part.
5th-level abjuration
You create an immovable area around that is completely immune to fire of either mundane or magical origin. Flames will move around the sphere but cannot penetrate.
You can move about and exit and enter the sphere as often as you wish, but the sphere remains in place.
5th-level conjuration
You conjure a supernaturally thick fog beneath your feet that lifts you into the air. You can create a carpet that ranges from 5 feet square up to 20 feet square. You choose the size at the time of casting. Whatever its size, the carpet can carry up to 1,000 lbs.
The foggy flying carpet flies at a speed of 40 feet and is steered by the mental direction of the caster. The fog, though magical, can be dissipated by gale-force wind (greater than 50 mph). If dissipated or dispelled, any characters or items on board plummet to earth unless they have some means of preventing a fall.
5th-level transmutation
You point to one creature within range that you can see. If that creature is shapechanged, either through natural ability or by spell, that creature must make a Constitution saving throw or be forced back to its true shape and take 3d10 force damage from the forced change. If the creature succeeds on its saving throw, it takes half-damage. This spell has no effect on illusory disguises.
5th-level transmutation
Components: V, S Casting Time: 1 action Duration: 24 hours Range: Touch Area of Effect: Up to 6 creatures Saving Throw: None
Your touch instills a reservoir of energy in up to six willing creatures. For the duration of the spell, the creatures automatically succeed at Constitution checks required during forced march movement, as described in the Movement rules.
5th-level evocation
A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range.
Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition.
A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds.
A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself.
For the duration of the spell, the area is difficult terrain.
The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot square section of spears takes 15 damage, that’s enough to free a restrained creature or clear the section of spears.
5th-level evocation (sorcerer, wizard)
You invoke the arctic cold to freeze your foes. All creatures other than yourself within 20 feet of you must succeed on a Dexterity saving throw or take 8d8 cold damage and suffer disadvantage on Dexterity saving throws until the start of your next turn. On a successful save, a target takes half damage and does not suffer disadvantage on Dexterity saves.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of this spell increases by 1d8 for each slot level above 5th.
5th-level evocation (winter)
Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.
An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.
Creatures that are immune to cold damage are unaffected by frostbite.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.
5th-level enchantment
Components: V, S, M (a vial of wine) Casting Time: 1 action Duration: Concentration, up to 8 hours Range: Touch Area of Effect: 1 creature Saving Throw: Wisdom negates
Your touch causes a creature to forget its identity and history. The creature can make a Wisdom saving throw; a successful save negates the spell.
An affected creature retains all of abilities and spells, but it can’t remember any details about its life, its mission, or its companions. If fugue is used in combat, the target creature can’t remember why it is fighting and has disadvantage on attack rolls until the combat ends.
5th-level divination (ritual)
You inscribe a special rune on a flat, horizontal surface. All magical runes, marks, glyphs, symbols, and other forms of written magic glow, allowing them to be read or identified without being accidentally triggered.
5th-level necromancy
This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.
For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.
If the target has no available spell slots of an appropriate level-or example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots-then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use.
Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of remove curse, greater restoration, or comparable magic.
5th-level enchantment (wizard)
You are able to use your vast intellect to overcome obstacles that would otherwise seem impossible. For the duration, you use your Intelligence modifier in place of Dexterity or Wisdom (your choice) for any saving throws or skill checks.
5th-level abjuration (illumination)
You wrap yourself in a powerful corona that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance to necrotic damage and radiant damage. You can end the spell early by using an action to dismiss it, which creates a blast of light in a 30-foot radius. The blast deals 4d8 radiant damage to each creature in the area while simultaneously healing yourself of an equal amount of damage.
5th-level necromancy
You can’t die from damage or from failed death saving throws while this spell is in effect, but the effort wracks you with pain. If you have 0 hit points while you’re under the effect of grim resilience, you continue acting and fighting normally. You must make a death saving roll at the start of each of your turns, and for each failure, you suffer a cumulative -1 penalty to attack rolls, saving throws (including death saving throws), and ability checks. Successful death saves have no effect, but a natural 20 restores 1 hit point as usual, which means you don’t need to keep making death saving throws.
If you have 0 hit points when this spell ends, you die instantly.
5th-level transmutation
One creature you can see must make a Constitution saving throw. If the saving throw fails, sprouts and roots grow inside the creature’s stomach, doing 8d10 piercing damage.
If the creature dies while under the effect of gutsprout, the roots force their way out of the creature’s mouth and skin within a few rounds.
5th-level transmutation (ritual)
You touch the surface of a body of water and up to 40 square feet of it are transformed into a slightly damp, transparent, rock-hard substance, to a maximum depth of 5 feet.
Creatures embedded in the water at the time (such as fish) are held in stasis until the spell ends, at which point they are released, unharmed.
5th-level transmutation
All divine spellcasters belonging to a single faith you select, who are within 30 feet of you, regain one expended spell slot of 4th level or lower when you cast this spell.
5th-level enchantment
When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success.
An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.
5th-level enchantment
One creature you touch must make a Wisdom saving throw or fall into a deep sleep. The creature cannot be awoken from this sleep except by using the spells dispel magic, lesser restoration, or remove curse. Creatures that can’t be charmed are immune to this effect. If the creature is already asleep, it makes the saving throw at disadvantage.
While the target is asleep, you may project images and emotions into the its mind.
The subject will then have dreams or nightmares based on those images. The exact results are up to the GM, depending on the content of the sent images.
You may also place a suggestion into the target’s mind. The creature may make a Wisdom saving throw to resist. It will then follow the suggestion when it awakens.
5th-level necromancy
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: Constitution half damage
Your touch causes a creature’s skeleton to become dangerously hot. For the duration of the spell, the creature must make a Constitution saving throw at the start of each of its turns. If the saving throw fails, the creature takes 4d10 fire damage, its speed is reduced to half, and it has disadvantage on attack rolls until the start of its next turn. On a successful save, it takes half damage and suffers no additional effects.
The spell ends when the creature makes its second successful saving throw against the effect. The saves don’t need to be consecutive.
5th-level evocation (sorcerer, warlock, wizard)
A fiery coal ignites in the palm of your hand. A creature that you can see within range must make a Dexterity saving throw, as the coal flies towards the target. On a failed save, the target takes 6d8 fire damage initially and then 2d8 fire damage at the start of each of their turns for the duration.
The target takes half as much initial damage and no subsequent damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, all damage instances increase by 1d8 for each slot level above 5th.
5th-level abjuration
A shield that you touch gains a shimmering aura in the shape of a bear that inspires whoever wields it. A creature wielding the shield gains a +2 bonus to AC and has advantage on attack rolls, ability checks, and skill checks that use Strength. The creature also does 1d6 additional damage with melee weapon attacks.
5th-level abjuration Paladin
Your god’s symbol appears on your shield, tabard, or other clothing. For the duration of the spell, you have resistance to acid, cold, fire, lightning, and thunder damage, and you do an additional 2d6 damage with melee weapon attacks.
5th-level evocation
You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.
5th-level conjuration (winter)
A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage.
Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.
Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).
The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.
5th-level enchantment
You choose one creature in range that you can see and that has an Intelligence of 5 or greater. That creature must make a Wisdom saving throw. If it fails, it is charmed by you for the duration. Creatures immune to being charmed are not affected by this spell.
The creature can take no action without first gaining your permission.
At Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the duration increases by one hour for every slot level above 5th.
5th-level transmutation
One willing creature you touch gains darkvision (120 feet) and has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
5th-level evocation
Electrical sparks wreathe your body for the duration of the spell. Whenever a creature that’s within 5 feet of you hits you with a melee attack, the creature takes 4d8 lightning damage. If the creature is wearing metal armor, it also is knocked prone unless it make a successful Constitution saving throw. You can end the spell early with an action.
5th-level conjuration (technomagic)
With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.
At least one of the creatures affected must be touching a computer with Internet connection. The targets must be sent to a specific computer that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.
You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be casted until the security is disabled (for more information about disabling security, read the “Using Electronic Devices” section).
5th-level abjuration (sorcerer, wizard)
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +7 bonus to AC and attacks made against you have disadvantage, including against the triggering attack, and you take no damage from magic missile.
5th-level transmutation (ritual)
Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10 foot cube (including floor and roof).
Each wall has two arrow slits. One wall also includes a metal door with an arcane lock effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.
5th-level enchantment
You compel one creature you touch to answer up to three questions truthfully. The creature must make a Charisma saving throw after each question is asked. If the saving throw fails, it must answer the question truthfully and must offer as much information as it can. If the save is successful, the creature can refuse to answer the question, but it can’t lie. The creature must be able to understand your questions.
5th-level divination
You gain insight into how one creature you can see acts and thinks. For the duration, you have advantage on attack rolls against that creature and it has disadvantage on attack rolls against you.
You don’t need to have a language in common with the target of the spell, but you gain no benefit if intimate knowledge is cast on a creature that doesn’t think.
5th-level evocation
You channel power into up to four willing creatures you can see. Each of those creatures can immediately make one weapon attack with a ready weapon; each can also move up to 10 feet before or after the attack.
5th-level transmutation
You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends.
While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.
When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects.
Killing fields creates the following effects within the area.
5th-level conjuration
You conjure a nereid — a creature of living water that resembles a beautiful man or woman. The nereid attempts to kiss one creature you can see within range. The creature being kissed must make a Constitution saving throw. If the saving throw fails, the water of the nereid flows into its lungs and the creature begins suffocating. At the end of each of its turns, it can repeat the saving throw; a successful save allows it to cough up enough water to breathe normally again, and the spell ends.
5th-level necromancy
You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw.
A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
5th-level transmutation (sorcerer, wizard)
You are able to magically transfer your knowledge into another willing creature, allowing them to gain some of your arcane insight. When an ally would cast a spell of 3rd level or lower on their turn, you may use your reaction to grant them access to your list of prepared spells to select from, provided they can be cast at the given level.
Your ally’s casting of the spell uses their spell slot of the appropriate level, and it behaves as though they cast it for the purposes of concentration, spell attack rolls, and saving throw DC.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the spell level that you can cast through an ally increases by one level for each spell level above 5th.
5th-level illusion (labyrinth)
You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
5th-level evocation
A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.
An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.
5th-level evocation
You create a wall of crackling lightning.
You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save.
Any creature that ends its turn within 10 feet of the wall and wearing metal armor will attract a spark and must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level enchantment (Void)
Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 minute
You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.
A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
5th-level transmutation
You may shed up to two limbs (arms, legs, tail, wings) at will without suffering any damage or pain. Lost limbs begin to grow again an hour after they were lost and regrow completely within 24 hours; if the lost limb is recovered within 1 minute, it can be reattached by holding it against the stump.
5th-level enchantment
You attempt to charm a humanoid you can see within range so that it falls madly in love with either you or a target of your choice. The creature must a Wisdom saving throw, and does so with advantage if you or the creature with whom it was in love are fighting it. If it fails the saving throw, it is charmed. The creature does not realize it was charmed when the spell ends.
5th-level transmutation
One creature you can see must make a Constitution saving throw. If the saving throw fails, the creature has disadvantage on saving throws against magic for the duration of this spell.
5th-level evocation
You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal.
Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there.
Any creature located between such an object and the magnet might be struck; roll a ranged spell attack against the target’s AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth).
Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects.
On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet.
A creature can voluntarily release a metal object in its possession and forgo a save.
Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.
5th-level necromancy
Your hands become black claws bathed in necrotic energy.
Make a melee spell attack against a creature you can reach.
On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:
The effect is permanent until removed by remove curse, greater restoration, or similar magic.
5th-level transmutation (ritual) (bard, wizard)
A non-magical object of Large size or smaller comes to life at your command, in the form manifested mimic. The mimic is charmed by you until you or your companions do anything harmful to it. The charmed mimic regards you as a trusted friend to be heeded and protected. Although the mimic isn’t under your control, it takes your requests or actions in the most favorable way it can.
The manifested mimic can understand the languages of its creator. It prefers to remain in its false appearance until instructed otherwise. The size of the object used in the spell dictates its combat statistics. A medium object becomes has the same statistics as a mimic (your GM has the stats). Other sizes of manifested mimics have different combat statistics (all statistics are as they appear in the mimic‘s stat block unless different below).
Size | HP | AC | Attack | Str | Dex |
---|---|---|---|---|---|
Tiny | 41 | 18 | +3 to hit, 1d4 + 1 damage | 13 | 18 |
Small | 50 | 16 | +4 to hit, 1d6 + 2 damage | 15 | 16 |
Medium | 58 | 12 | +5 to hit, 1d8 + 3 damage | 17 | 12 |
Large | 68 | 8 | +6 to hit, 1d10 + 4 damage | 19 | 8 |
You can only create one manifested mimic with this spell at a time. If you cast the spell again, the other manifested mimic is no longer charmed by you, it knows it was charmed, and it becomes hostile. If the manifested mimic is killed, the object used to create it is destroyed.
5th-level enchantment
An aura that inflicts an overwhelming sense of despair radiates from you in a 30-foot-radius; the aura moves with you.
Each creature that’s inside the aura when the spell is cast or that enters the aura must make a Wisdom saving throw. If the saving throw fails, the creature must subtract 1d6 from its attack rolls, saving throws, and ability checks that it makes inside the aura. In addition, a creature other than you inside the aura must also make a Charisma saving throw before attacking or casting a spell; If the saving throw fails, the creature hesitates instead and takes no action.
5th-level transmutation
One undead creature you can see becomes imbued with the essence of fire. A flaming sigil appears above the creature’s head, and the creature’s eye sockets smoke and burn with orange flame. The creature gains resistance to fire damage and vulnerability to cold damage, and its melee attacks do an additional 2d6 fire damage when they hit.
5th-level transmutation
One undead creature you can see is imbued with the essence of ice. An icy sigil appears above the creature’s head, and the creature’s eye sockets glow with frigid blue energy. The creature gains resistance to cold damage and vulnerability to fire damage, and its melee attacks do an additional 2d6 cold damage when they hit.
5th-level transmutation
One undead creature you can see is imbued with the essence of acid. A green sigil appears above the creature’s head, and acid trickles from its eye sockets. The creature gains resistance to acid damage and vulnerability to lightning damage, and its melee attacks do an additional 2d6 acid damage when they hit.
5th-level abjuration (ritual; chaos)
Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.
5th-level transmutation
Your touch binds an unattended item weighing no more than 10 lbs. to you. The object can’t be lost, and it can’t be separated from you by more than 10 feet. It floats and moves after you as if it were attached by an invisible string. The spell ends if you cast it on another item.
5th-level transmutation
You touch a piece of metal of Medium size of smaller and form it into any shape that suits your purpose. You can attempt to create an object with moving parts or a sharp edge, but there is 25% chance that it will not come out correctly.
5th-level conjuration
You create a glowing crystalline bow or crossbow with a thin beam of silver light as the bowstring. When you draw the bowstring back, a silvery arrow coalesces, ready for you to fire.
When you fire an arrow, it does 2d10 + your spellcasting ability modifier in piercing damage plus 1d10 radiant damage on a hit.
Against undead, it does an additional 3d10 radiant damage and outlines the undead with pale, flickering moonlight that acts identically to faerie fire.
When fired, it streams a trail of glowing motes of moonlight behind the arrow. The motes cast dim light to a radius of 5 feet and continue to do so for the duration of the spell.
At Higher Levels. If you cast this spell with a slot of 6th level or higher, it inflicts an additional 1d10 radiant damage for each slot level above 5th.
5th-level illusion (ritual) (bard, ranger, wizard)
You are able to magically reduce the noise an object makes so that it becomes silent for the duration or until you cast this spell again. If the target object would normally impose disadvantage on Dexterity based skill checks, it no longer does for the duration. You can dismiss this effect as a bonus action.
5th-level abjuration
You create a dark, pulsing, 1-foot-diameter sphere of antimagic that hangs in the air at a point you can see within 50 feet of you. It automatically negates every spell (including your own) of 4th level or lower that’s cast within 30 feet of the sphere. Spells of level 5 and higher are not affected. The sphere disappears after it counters three spells or when the spell’s duration runs out.
At the beginning of your turn, you can move the sphere up to 60 feet as a bonus action.
At Higher Levels: For each spell slot used higher than 5th level, the maximum spell level the sphere can negate increases by one.
5th-level enchantment
You cause one natural place to exert a special fascination to all creatures other than yourself and those native to the area. Any creature who enters the area must make an Intelligence saving throw to leave; otherwise, it will make up excuses as to why it wishes to stay. A creature will fight fiercely if someone attempts to make it leave the area, but will otherwise remain there peacefully.
5th-level necromancy
You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach.
The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.
5th-level necromancy
Components: V, S, M (flesh from a corpse) Casting Time: 1 action Duration: Instantaneous Range: Touch Area of Effect: 1 creature Saving Throw: Constitution half damage
One creature you touch must make a Constitution saving throw. If the saving throw fails, the creature takes 6d10 necrotic damage and loses 1d4 points of Strength as its muscles wither. On a successful save, it takes half damage with no other effects.
At Higher Levels: For each spell slot used higher than 5th level, the spell does an additional 1d10 necrotic damage.
5th-level abjuration
The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell.
A character can be under the effect of only a single not this day! spell at one time; a second casting on the same target cancels the preexisting protection.
5th-level enchantment (ritual)
You or one willing creature you touch vows to behave in a certain way for the length of the oath and, if it breaks its vow, to perform a certain act of contrition, which must be feasibly possible and not be suicidal in nature. Because this spell only affects willing creatures, it is effective on creatures that are immune to being charmed.
If the creature breaks its vow, even unknowingly, it takes 1d10 psychic damage. If the creature then fails to perform the chosen act of contrition within 1 week, it takes 5d10 psychic damage, and its hit point total is reduced by that amount, until it performs the act of contrition.
Breaking the vow and performing the act of contrition does not end the spell. You may choose to end the spell early by using an action to dismiss it, and a remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is ended by one of the spells mentioned above.
5th-level transmutation
You point at a spot within range and a 10-foot-wide pillar of earth, stone, or clay erupts from the ground. You can raise or lower it at will to a maximum height of 100 feet, at a rate of 30 feet. You can choose to have it be 20 feet wide with a maximum height of 50 feet.
If crushed against a roof, it causes 2d8 bludgeoning damage and may eventually break through the roof. The pillar is vertical and cannot be grown horizontally or diagonally.
At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you may create another pillar for each spell slot above 5th.
5th-level necromancy (ritual)
You release your soul from your body and possess another humanoid or beast. That creature must make a Charisma saving throw to resist. If it fails, you take over its body.
The target becomes incapacitated and unconscious. While in control of this body, you have resistance to all forms of damage except for psychic — injuries your body takes will appear, in reduced form, on your actual body. You may use the target body’s Strength, Dexterity and Constitution but you retain your own Intelligence, Wisdom, and Charisma. You do not have access to the target’s knowledge, memories, class features, or proficiencies.
If the body you are in drops to 0 hit points, the possession ends and you must make a Charisma saving throw. You take 6d6 psychic damage on a failed saving throw, or half as much on a successful one. You may choose to end the possession at any time.
A target is immune to your attempts to possess it for 24 hours after succeeding on the saving throw or the possession ends.
5th-level enchantment (druid, ranger)
Up to 10 creatures of your choosing within range have their movement speed doubled for the duration. A target’s speed returns to normal if it takes a hostile action towards any creature (makes an attack or casts a spell that would negatively impact it).
5th-level transmutation
You channel the fury of nature, drawing on its power.
Until the spell ends, you gain the following benefits:
5th-level evocation
A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.
d8 | Color | Effect | Saving Throw |
---|---|---|---|
1 | Red | 8d10 fire damage | Dexterity |
2 | Orange | 8d10 acid damage Dexterity | |
3 | Yellow | 8d10 lightning damage | Dexterity |
4 | Green | Target poisoned | Constitution |
5 | Blue | Target deafened | Constitution |
6 | Indigo | Target frightened | Wisdom |
7 | Violet | Target stunned | Constitution |
8 | Shifting ray | Target blinded | Constitution |
A target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated.
If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.
5th-level conjuration
You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw.
An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.
5th-level necromancy
A storm of sticky, life-leeching, brilliant red blood appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 necrotic damage on a failed save, or half of much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.
5th-level evocation (ritual)
You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.
5th-level divination (ritual)
You read the residual psychic impressions in a room or area. Typically, you can only read the most recent events, but a highly-emotional event, especially one that is also very unusual or violent, leaves psychic energies that can be picked up for months or years afterwards. The event is played back perfectly—you see, hear, smell, and feel the events perfectly.
The event that is replayed for you is done so in real-time, so the replay takes as long to complete as the original event, to a maximum of one hour.
5th-level abjuration
For the duration, you or one creature you touch gains advantage on saving throws to resist magical spells.
5th-level necromancy
You hold up your hand and a thin beam of sickly green-brown light shoots out and strikes one living, corporeal creature within range you can see. That creature must make a Constitution saving throw each round. The creature takes 1d8 poison damage and 1d8 necrotic damage on a failed saving throw, or half as much damage on a successful one.
These effects continue until the target has successfully save three times, although they do not have to be consecutive.
At Higher Levels. If you cast this spell with a 7th-level or higher spell slot, it inflicts 2d8 poison damage and 2d8 necrotic damage each round.
5th-level evocation (druid, sorcerer, warlock, wizard)
You create a maelstrom of fire and brimstone in a 20-foot radius sphere at a point you can see within range. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 fire damage or half as much on a success. Constructs and structures automatically fail the save and the spell deals maximum damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level evocation
Sand or loose soil or gravel opens up under an non-living, inanimate object that is Large-sized or smaller and swallows it up instantly, burying it to a depth of 60 feet. The ground above it looks completely undisturbed.
You may also cast this spell on an undead or construct. The creature may make a Dexterity saving throw to avoid being buried. If it fails its roll, it is buried, but can dig its way out eventually.
5th-level conjuration (blood)
When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way.
From the drop of blood, you conjure a blood elemental. The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.
Roll initiative for the elemental, which has its own turns.
It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions.
If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.
5th-level evocation
A coffin-shaped rectangle of force forms around one target you can see within range.
That target must make a Dexterity saving throw to avoid being trapped inside.
The sarcophagus is completely airtight and cannot be broken from the inside. On the outside, it is a physical object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends.
5th-level enchantment
You touch the target, who must make a Charisma saving throw. On a failure, all other creatures within 20 feet of the target that have an Intelligence of at least 5 believe that the target is responsible for whatever troubles are plaguing them. They are allowed to make an Intelligence saving throw to come to their senses. This saving throw is at disadvantage if they already have reason to dislike or distrust the target.
5th-level divination
Casting Time: 1 action Range: Touch Components: V, S, M (a transparent crystal) Duration: Concentration, up to 1 hour
This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.
Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target.
For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a geas spell, however, because geas needs only a visible target.
5th-level conjuration
You gain the ability to enter a shadow and move from inside it to inside another shadow within 60 feet. Both shadows must be at least the same size as you. You must use 5 feet of movement to enter a shadow. You can use this transportation ability once per round for the duration.
5th-level conjuration (ritual) (shadow)
By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute during the casting time, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely at the destination. The portal remains open for 1 minute or until you stop concentrating on the spell, and it can be used to travel between the Plane of Shadow and the chalk circle, in both directions, as many times as desired during the spell’s duration.
5th-level divination (ritual)
You place a lit candle in the middle of a room that is no larger than 30 feet by 30 feet, and cast this spell. The shadows projected by the candle transform into the shadows of the room’s previous occupants, which them silently act out the events of those creatures.
This spell does not replay the actions of undead, constructs, celestials, or fiends.
At Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the shadows will speak in whispering tones, repeating the words that the room’s previous occupants said.
5th-level illusion
You create a cat made of semi-solid shadow. You have full telepathic control over it and can use your action to see, hear, and speak through it. While seeing through the cat’s eyes, you have darkvision to 60 feet.
The cat is an object that has AC 15, a speed of 40, hit points equal to your hit point maximum, and has immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. If it drops to 0 hit points, the spell ends. It can move through a space as narrow as 1 inch wide without squeezing, has the Stealth skill using your proficiency bonus and has advantage on Dexterity (Stealth) ability checks, can take the Hide action as a bonus action when in dim light or darkness. Finally, the cat can move through other creatures and objects as if they were difficult terrain, and takes 1d10 force damage if it ends its turn inside an object.
The cat cannot attack but otherwise has the attributes of a normal cat (Monster Manual, pg. 320).
5th-level necromancy
You imbue one humanoid skull with explosive force. When the skull is thrown against a solid object, it explodes in a 20-foot-radius blast. Each creature in the blast area must make a Constitution saving throw. If the saving throw fails, the creature takes 6d8 necrotic damage and can’t regain hit points until it completes a short or long rest. With a successful save, the creature takes half damage and suffers no additional effect.
The skull explodes when the spell’s duration expires, if it has not exploded before then.
5th-level conjuration
You conjure a glob of heat-absorbing slime at a point you can see in the air. It then spreads and extends hairlike filaments downward throughout a 10-foot radius, 40-foot high cylinder. Each creature in the area takes 8d6 cold damage, or half damage with a successful Dexterity saving throw.
The slime can’t freeze water; it just sinks slowly if it falls into water.
At Higher Levels: For each spell slot used higher than 5th level, the initial damage increases by 1d6.
5th-level abjuration
You create a magical song that resonates with your physical state in a way that hurts your enemies when they hurt you. Whenever you take damage, each creature within 30 feet of you takes 2d8 thunder damage, or no damage with a successful Constitution saving throw, as the song picks up your pain and throws it back in concentrated, musical form at those around you.
When you cast song of vengeance, you can nominate up to six creatures to be unaffected by its magic; those creatures are not damaged by the spell.
5th-level necromancy
You send waves of negative energy coursing through the body of one creature you touch as you cast this spell. The target must make a Constitution saving throw. If the saving throw fails, it loses 1d6 points of Charisma and is incapacitated for 1 round for every point of Charisma it lost; it recovers at the beginning of your turn after the appropriate number of rounds. (For example, if the creature lost 1 point of Charisma, it is stunned until the beginning of your next turn.)
5th-level evocation (apocalypse)
You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit.
If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls.
As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.
5th-level transmutation
You gain control of one non-instantaneous, area effect spell within range whose area is not centered on an object or a creature, such as stinking cloud or flaming sphere. When you cast spell legs, and at the beginning of each of your turns, you can move the targeted area of effect up to 20 feet in any direction.
If the original spell has a duration of “concentration,” you must make an opposed ability check at the beginning of each of your turns, pitting your spellcasting ability against the original caster’s. You can move the spell if you win the contest; otherwise, the spell behaves normally.
5th-level abjuration (ritual)
You create an invisible barrier that wards one point of entry (a hallway, doorway, window or the like). The entryway can be no more than 20 feet across. You must be able to see the area affected and it must be in range. For the duration of the spell, no creature with spellcasting ability can pass through the portal, but non-spellcasting creatures are not affected. You and up to three creatures you nominate when you cast the spell can pass through the portal as if spellcaster’s refusal was not in effect.
At Higher Levels: For each spell slot used higher than 5th level, you can create one additional barrier.
5th-level transmutation
You turn an ordinary doll into a spirit doll, which is attuned to another creature whose lock of hair was woven into the doll during the casting. This creature is referred to as the “mark” or as the linked creature.
For the duration of the spell, the mark must subtract 1d4 from its saving throws against spells cast by you while you possess the doll. The mark is also subject to other spells that make use of the spirit doll.
When the spell ends, the doll disintegrates.
The link between the doll and the mark is inactive if both are on different planes of existence, but that doesn’t sever the link; it becomes active again when both are on the same plane of existence.
5th-level evocation (illumination)
You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.
5th-level transmutation
You imbue a Medium- or Large-sized rock with limited sentience and the ability to communicate with you. You can question the water as to the events in the spell’s area within the past day, gaining information about creatures and objects that have come close to the rock.
5th-level abjuration
You provide magical strength to a stone structure by providing it with temporary hit points equal to its regular hit points.
Optionally, this completely heals any stone-based creature, such as a gargoyle or a stone golem, or can be used to repair any damaged stone object (that has lost no more than 3/4 of its hit points), such as a wall or statue.
5th-level conjuration (ritual) (mythos)
You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:
When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.
Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.
Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage.
If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.
A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.
At Higher Levels. When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a hound of Tindalos. When you cast it with a 9th-level spell slot, you can summon five ghasts of Leng or a nightgaunt.
5th-level transmutation
The sun’s life-giving energy heals and sustains your body or that of a creature you touch. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight; 30 minutes or more of exposure also provides a day’s normal nourishment.
In dim light, the spell’s healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell’s effect entirely. While in sunlight, the target can ignore one level of exhaustion. (The level is only temporarily removed.) Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.
5th-level enchantment (paladin)
The next time you hit with a melee weapon attack during the spell’s duration, your attack deals an extra 6d8 radiant damage. The target must make a Strength save or suffer a -5 AC penalty until the end of its next turn.
5th-level abjuration
You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead.
This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.
Blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.
Charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.
Frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.
Paralyzed: The target can use one extra bonus action or reaction per round.
Petrified: The target gains a +2 bonus to AC.
Poisoned: The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.
Stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.
5th-level conjuration
When you or another creature you can see within range is the target of a weapon attack or a spell attack, you can magically switch your position with that of the other creature in an instant. If the creature is unwilling, it can make a Wisdom saving throw to avoid the effect.
Otherwise, you and the creature change positions, each appearing in an eyeblink at the location the other previously occupied. Any attack that was about to occur against you or the other creature is resolved against whichever one of you now occupies the targeted space.
5th-level abjuration
The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of Synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
5th-level enchantment
You aid a beast in some way, such as by freeing it from a snare or defending it from a predator, and then cast this spell. The creature may make a Wisdom saving throw. If it fails, it will permanently become charmed by you. It will see you as a trusted ally.
Depending on the nature of the creature, it may or may not decide to follow you. If it doesn’t, it will remember you the next time it sees you and still consider you a friend.
Any action that removes the charmed effect from the creature will instantly end this spell. How it reacts depends on how well you treated it.
5th-level transmutation
With a touch, you convert one nonmagical object into a tattoo that appears on the body of a willing creature within 10 feet. The object must weigh no more than 50 lbs. The tattoo shows the object at one-twelfth of its normal dimensions; the spell fails if such a tattoo can’t physically be placed on the creature.
Either you or the recipient can end the spell by using a bonus action. The object then reappears, either in the hand of the spell’s recipient or adjacent to them, if desired.
At Higher Levels: When you cast tattoo object with an 8th-level or higher spell slot, you can affect magical objects. Their magical abilities are suppressed while in tattoo form.
5th-level evocation
You can broadcast your thoughts, emotions, or instructions to all creatures you choose within range who can understand your language. This is one-way communication; the recipients cannot speak back.
5th-level transmutation
You touch a creature and cause long, painful thorns to grow out of its flesh, piercing the skin from the inside. A thorn takes 1 round to grow and inflicts 1d4 + your spellcasting ability modifier in piercing damage each round. After each minute, the creature must make a Constitution saving throw or fall unconscious from the pain.
5th-level necromancy
You choose one target you can see within range. That creature’s bones begin to throb and pulsate. Plants, oozes, and other creatures that do not have bones (or other creatures that only have cartilage or an exoskeleton) are immune to this spell.
The pain the creature suffers due to this spell causes it to be at disadvantage for all attack rolls and ability checks, and its speed is reduced by 10 feet. In addition, the target must make a Constitution saving throw each round. The creature takes 1d10 bludgeoning damage on a failed saving throw, or half as much on a successful one.
5th-level transmutation (dragon)
Casting Time: 1 action Range: Touch Components: V, S, M (a piece of lightning-fused glass) Duration: Concentration, up to 1 hour
You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.
5th-level enchantment
You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC.
On a failed check, the creature’s action is used but the spell slot isn’t expended.
5th-level necromancy (sorcerer, warlock, wizard)
You touch a creature, causing it to make a Constitution saving throw. For the duration, the target becomes incapacitated on a failed save. The target can make a Constitution save at the end of its turns, removing the incapacitated effect on a success. While incapacitated in this manner, the target begins to give off a toxic odor. Any creature that is within 5 feet of the target at the start of its turn must succeed on a Constitution saving throw or be poisoned until the end of its next turn. A remove curse spell ends this spell on an incapacitated creature.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, an additional creature may become incapacitated by this spell. When the primary target succeeds on their Constitution saving throw and ends the incapacitated effect on itself, another creature within 5 feet of it must succeed on a Constitution save or become incapacitated for the remaining duration. Only 1 creature can be incapacitated by this spell at a time.
If you use a spell slot of 6th level or higher, this effect can spread to 1 additional creature. If you use a spell slot of 7th level or higher, this effect can spread to 2 additional creatures. If you use a spell slot of 8th level or higher, this effect can spread to 3 additional creatures. If you use a spell slot of 9th level or higher, this effect can spread to 4 additional creatures.
5th-level divination
You place an invisible rune on a single inanimate object. Thereafter, you can concentrate for a minute and learn direction and distance to that object, even if it’s on another plane; you can also tell if the object is handled by another creature. If the rune is dispelled or the item is destroyed, you will be instantly alerted.
The rune will be revealed if a detect magic or true seeing spell is cast on the item. If this happens, you will be instantly alerted. Finally, an object with this spell on it acts as an “associated object” for purposes of teleportation.
5th-level divination
Select one creature you can see within 200 feet. For the duration of the spell, you can see the creature clearly, regardless of distance, cover, lighting, or even magic, as long as the creature is within the range of your normal vision. Obstacles still block your vision, but unless the creature has total cover, you can still perceive it clearly. Tracker’s gaze doesn’t allow you to see the true form of polymorphed creatures, but it does allow you to see the exact location of creatures affected by mirror image and similar displacement effects.
5th-level illusion
You switch your appearance and the sound of your voice with one creature of similar size and shape within range that you can see: you look like that creature and it looks like you. The creature makes an Intelligence saving throw to resist, but at disadvantage if it is unaware of you.
5th-level conjuration (ritual)
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The crafter springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit points, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the crafter to move up to 15 feet and interact with an object. The crafter can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Additionally, it can perform skilled crafting checks. It always uses the taking 10 rule for crafting checks, completing one check every four hours. Its crafting modifier is +5. When you summon it, you can summon it with one artisan tool of your choice, which only it can use. It can use any other artisan tools otherwise available. If you cast this spell again while the crafter still exists, the previous one vanishes.
Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its crafting modifier increases by 1.
5th-level enchantment (ritual) (bard, paladin, warlock)
You can attempt to force a creature to truthfully answer your questions. Upon casting this spell, you immediately gain 1d4+1 levels of exhaustion.
If your current level of exhaustion does not result in your death, roll 1d4. This is the number of questions you can ask the target. After each question is asked, the target can make a Wisdom saving throw before it answers. You do not know if the target succeeds on their save. If the target fails its save, it must answer your question briefly in a truthful manner, while not providing any misleading information or it will take 4d6 psychic damage. If the target does not know the answer, it must say so or take 4d6 psychic damage as if it were lying. If the target succeeds the save, it can answer the question in any manner it wishes and does not take damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of questions increases by 1d4 for each slot level above 5th.
5th-level evocation (druid, ranger, sorcerer, wizard)
You channel the rage of a god of storms, to strike down a foe where it stands. Make a melee attack with a weapon. On hit, the target suffers the attack’s normal effects plus 6d8 lightning damage and becomes stunned until the start of its next turn. Additionally, every creature of Large size or smaller other than yourself within 20 feet of the target must make a Dexterity saving throw or be knocked prone, regardless of whether the initial attack was successful.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level transmutation (druid, ranger)
Your limbs grow like woody vines. For the duration, your melee attack range increases up to a maximum of 15 feet. Additionally, other creatures provoke an opportunity attack from you when they enter your reach.
5th-level evocation (druid, sorcerer, wizard)
You create a wall of lightning on a solid surface within range. You make a wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage and is restrained for the duration. On a successful save, the target takes half as much damage but isn’t restrained.
A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
One side of the wall, selected by you when you cast this spell, deals 4d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage and is subject to the wall’s restraining effect when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.
5th-level abjuration (temporal)
You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect.
Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.
5th-level evocation
You create a web of force that wraps around the wings and body of any one flying creature within range. The creature is grappled (escape DC equal to your spell save DC) and restrained as long as the grapple remains.
5th-level abjuration
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Spell Lists. Druid
5th-level transmutation
Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous
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.
Spell Lists. Bard, Druid
5th-level abjuration
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, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Spell Lists. Paladin
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (an eggshell and a snakeskin glove) Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Spell Lists. Artificer, Sorcerer (Optional), Wizard
5th-level abjuration
Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Spell Lists. Paladin
5th-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Spell Lists. Sorcerer, Wizard
5th-level divination (ritual)
Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Spell Lists. Cleric
5th-level divination (ritual) (technomagic)
Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous
You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
Spell Lists. Sorcerer, Warlock, Wizard
5th-level divination (ritual)
Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Spell Lists. Druid, Ranger
5th-level evocation
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Spell Lists. Druid (Optional), Sorcerer, Wizard
5th-level conjuration
Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration: Concentration, up to 1 hour
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Spell Lists. Druid, Wizard
5th-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (one piece of ammunition or one thrown weapon) Duration: Instantaneous
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.
Spell Lists. Ranger
5th-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (a gem worth at least 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour
You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.
The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.
If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.
Spell Lists. Sorcerer, Wizard
5th-level divination (ritual)
Casting Time: 1 minute Range: Self Components: V Duration: 1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Spell Lists. Warlock, Wizard
5th-level necromancy
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, the target is poisoned.
At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.
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.
Spell Lists. Cleric, Druid
5th-level transmutation
Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Spell Lists. Druid, Sorcerer, Wizard
5th-Level Transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a crystal rod worth at least 5000 gp, which the spell consumes) Duration: Instantaneous
Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.
Spell Lists. Artificer, Wizard
5th-level illusion
Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create) Duration: Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material | Duration |
---|---|
Vegetable matter | 1 day |
Stone, crystal | 12 hours |
Precious metals | 1 hour |
Gems | 10 minutes |
Adamantine, Mithral | 1 minute |
Using any material created by this spell as another spell’s material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Spell Lists. Artificer, Sorcerer, Wizard
5th-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Spell Lists. Warlock, Wizard
5th-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration: Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Spell Lists. Cleric, Wizard
5th-level evocation
Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Instantaneous
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Spell Lists. Paladin
5th-level abjuration
Casting Time: 1 action Range: Self Components: V, S, M (holy water or powdered silver and iron) Duration: Concentration, up to 1 minute
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Spell Lists. Cleric, Paladin
5th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid 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 target 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 throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Spell Lists. Bard, Sorcerer, Wizard
5th-level illusion
Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Spell Lists. Bard, Warlock, Wizard
5th-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Spell Lists. Sorcerer, Warlock, Wizard
5th-level conjuration
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.
Spell Lists. Sorcerer, Warlock, Wizard
5th-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Spell Lists. Cleric
5th-level abjuration
Casting Time: 1 action Range: Self Components: V, S, M (a scrap of sailcloth) Duration: Concentration, up to 10 minutes
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
Spell Lists. Druid, Ranger, Sorcerer
5th-level enchantment
Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Spell Lists. Bard, Cleric, Druid, Paladin, Wizard
5th-level abjuration
Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: Instantaneous
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 Spell Lists. Artificer, Bard, Cleric, Druid, Ranger (Optional)
5th-level evocation
Casting Time: 24 hours Range: Touch Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) Duration: Until dispelled
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Spell Lists. Cleric
5th-level enchantment
Casting Time: 1 action Range: 90 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute
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.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
5th-level evocation
Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Spell Lists. Cleric, Paladin
5th-level evocation
Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
Spell Lists. Sorcerer, Wizard
5th-level conjuration
Casting Time: 1 minute Range: 90 feet Components: V, S, M (a ruby worth at least 999 gp) Duration: Concentration, up to 1 hour
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead,“ or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Spell Lists. Warlock, Wizard
5th-level conjuration
Casting Time: 1 action Range: 300 feet Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Spell Lists. Cleric, Druid, Sorcerer
5th-level divination
Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
Spell Lists. Bard, Cleric, Wizard
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (paper or leaf in the shape of a funnel) Duration: Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Spell Lists. Druid
5th-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Spell Lists. Bard, Cleric, Druid
5th-level illusion
Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Spell Lists. Bard, Warlock (Optional), Wizard
5th-level enchantment
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Spell Lists. Bard, Wizard
5th-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, M (a broken bone and a square of black silk) Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Spell Lists. Warlock, Wizard
5th-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour
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.
Spell Lists. Wizard
5th-level abjuration
Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) Duration: 24 hours
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Spell Lists. Bard, Cleric, Druid, Warlock (Optional), Wizard
5th-level necromancy
Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Spell Lists. Bard, Cleric, Paladin
5th-level divination (ritual)
Casting Time: 1 action Range: 30 feet Components: V, S, M (pieces of eggshell from two different kinds of creatures) Duration: 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Spell Lists. Bard (Optional), Wizard
5th-level transmutation
Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
Reincarnation Table d100 Race 01-04 Dragonborn 05-13 Dwarf, hill 14-21 Dwarf, mountain 22-25 Elf, dark 26-34 Elf, high 35-42 Elf, wood 43-46 Gnome, forest 47-52 Gnome, rock 53-56 Half-elf 57-60 Half-orc 61-68 Halfling, lightfoot 69-76 Halfling, stout 77-96 Human 97-00 Tiefling The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Spell Lists. Druid
5th-level divination
Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Spell Lists. Bard, Cleric, Druid, Warlock, Wizard
5th-level illusion
Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Spell Lists. Bard, Sorcerer, Wizard
5th-level transmutation (technomagic)
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
Spell Lists. Sorcerer, Warlock, Wizard
5th-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Spell Lists. Bard, Sorcerer, Wizard, Artificer
5th-level conjuration
Casting Time: 1 action Range: 30 feet Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous
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.
Spell Lists. Ranger, Wizard
5th-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (a golden reliquary worth at least 500 gp) Duration: Concentration, up to 1 hour
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.
Spell Lists. Cleric (Optional), Paladin (Optional)
Large celestial Armor Class: 11 + the level of the spell (natural armor) + 2 (Defender only) Hit Points: 40 + 10 for each spell level above 5th Speed: 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) Damage Resistances: radiant Condition Immunities: charmed, frightened Senses: darkvision 60 ft., passive Perception 10 Languages: Celestial, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus
Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down). Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage. Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points. Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.
5th-level Conjuration
Casting Time: 1 Action Range: 60ft Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp) Duration: Concentration, up to 1 hour
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Large Dragon, Neutral Armor Class 14 + the level of the spell (natural armor) Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2) Damage Resistances(Chromatic and Metallic Only) acid, cold, fire, lightning, poison Damage Resistances(Gem Only) force, necrotic, psychic, radiant, thunder Condition Immunities charmed, frightened, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Draconic, understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon. Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage. Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one. Spell Lists. Druid, Sorcerer, Wizard
5th-level transmutation
Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute
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.
Spell Lists. Ranger
5th-level enchantment
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
5th-level transmutation
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Spell Lists. Sorcerer, Wizard
5th-level conjuration
Casting Time: 1 minute Range: 10 feet Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Spell Lists. Bard, Sorcerer, Warlock (Optional), Wizard
5th-level transmutation (dunamancy:chronurgy)
Casting Time: 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell Range: 120 feet Components: V, S Duration: 1 round
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
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. All targets must be within 30 feet of each other.
Spell Lists. Wizard
5th-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Instantaneous
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Spell Lists. Druid, Wizard, Artificer
5th-level conjuration
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Spell Lists. Druid, Ranger
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration: Concentration, up to 10 minutes
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Spell Lists. Wizard
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a hand mirror) Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Spell Lists. Sorcerer, Warlock, Wizard
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Spell Lists. Artificer, Druid, Sorcerer, Wizard
5th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. 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. 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.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Spell Lists. Druid, Ranger
5th-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
This spell transmutes one kind of metal into another. The metal you affect (both in its original and transmuted forms) must be solid at room temperature (so that neither mercury nor molten iron can be altered, for example). You can select multiple targets for this spell, up to a total weight of 20 pounds. You can’t partially affect an object. If you transmute a metal into a more expensive metal, you must provide material equal to the difference in cost as part of the spellcasting, or the transmutation only lasts a day. A metal object affected by this spell has its damage threshold reduced by 10 (minimum of 0). Weapons and armor become less effective if transmuted into softer metal (steel to copper, for example), with weapons taking a –1 penalty on attack and damage rolls and armor losing 1 point of AC. Weapons softened by this spell bend and suffer disadvantage on attack rolls after any attack roll of 1. Armor changed by this spell loses an additional point of armor bonus every time it is struck by a natural attack roll of 20. Unattended, nonmagical items receive no saving throw against this spell, while nonmagical items in a creature’s possession cause the wielder to make a Wisdom saving throw to negate the effect. Magic items use their own Wisdom saving throw or their wielder’s, whichever is higher. Metal creatures and intelligent metal magic items have advantage on this saving throw. A successful Intelligence (arcana) check (DC equal to spell save DC) reveals this spell’s effect on an item. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the total weight of metal transmuted by 10 pounds for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Until the target is destroyed or 1 hour
You target up to two skeletons in range. Each target skeleton becomes a shrapnel-blasting weapon. (If any targeted skeleton happens to be unwilling, it may attempt a Wisdom saving throw to negate being affected by the spell.) When any target skeleton is destroyed (or at the end of the duration of army of shards), it detonates causing 5d10 magic piercing damage to everything within 25 feet. Against this detonation, all targets may attempt a Dexterity saving throw for half damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage dealt by 1d10 damage each spell slot above 5th.
5th-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous
You launch a fusillade of arrows, dealing 8d6 piercing damage to each creature within 30 feet of a point in range and inflicting the restrained condition. Creatures can make a Dexterity saving throw to take half damage and negate the restrained condition. At the start of their next turn, restrained targets can use their action to make a Strength (athletics) or Dexterity (acrobatics) check with the DC equal to your spell save DC to escape. Creatures with cover automatically negate the restrained condition, take no damage on a successful save, and half damage if they fail their save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage dealt by 1d6 damage for each slot level above 5th.
5th-level necromancy (ritual)
Casting Time: 10 minutes Range: Touch Components: V, S Duration: Permanent
This spell permanently fouls a small cistern or any single source of fresh water no larger than a small stream or spring. It has no effect on salt water, on larger sources of water, or on other liquid of any sort. A spring or stream polluted by the spell will eventually cleanse itself in 1d4 weeks. Any creature that drinks from the fouled water source must immediately make a successful Constitution saving throw (DC equal to the spell save DC) or contract sight rot. The Constitution saving throw of the disease changes to your spell save DC.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good or remove curse.
5th-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
You transform up to 5 gallons of wine into the poison of your choice. The wine becomes assassin’s blood, midnight tears, pale tincture, torpor or another ingested poison. The wine still tastes and smells untainted if the target fails a Wisdom (perception) or Intelligence (investigation) check (DC equal to spell save DC). The DC of poison is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of wine transmuted by 2 gallons for each slot level above 5th.
5th-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
This spell can target one creature you can see within range. If the creature has blood and isn’t a construct or undead, you cause its blood to thicken and slow in its veins. An affected creature must make a Constitution saving throw. On a failed save it suffers excruciating pain, taking 5d6 poison damage and is poisoned for the duration.
A creature poisoned by this spell is reduced to half speed and it has disadvantage on all Dexterity saving throws. At the same time, the creature’s skin hardens and becomes more resilient, improving its AC by +2.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of damage dealt by the spell by 1d6 and increase the bonus to AC by +1 for each slot level above 5th.
5th-level necromancy
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 5 minutes
This spell creates a cloud of cold necromantic energy in a 40-foot sphere centered on a point you can see. The cloud freezes the bones and blood of all creatures except constructs and undead touched by it. Affected creatures within the dark cloud take 5d6 cold damage each round they start inside or enter the cloud. Those within the cloud are also incapacitated. A successful Constitution saving throw negates the incapacitated condition and halves the damage. As a bonus action, you can move cloud up to 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of damage dealt by the spell by 1d6 for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (a handful of sulfur) Duration: Concentration, up to 1 minute
Smoldering magic stones pound down for 1 round, dealing 3d6 bludgeoning damage and 3d6 fire damage to creatures and objects in a 40- foot high cylinder with a 20-foot radius, centered on a point in range. Any target starting its turn in the area must make a Dexterity saving throw. On a success the target takes half the damage. While the stones fall, and for 10 rounds thereafter, acrid smoke fills the area, heavily obscuring the area. As a bonus action you can move the cylinder 30 feet. The area inside the cylinder is difficult terrain. A strong wind (21+ miles per hour) disperses the smoke in 1 round.
A breathing creature that starts its turn in the area, or enters for the first time on a turn, make a Constitution saving throw or be incapacitated for as long as it remains inside and for 1 round thereafter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of damage dealt by the spell by 1d6 fire and 1d6 bludgeoning for each slot level above 5th.
5th-level enchantment
Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: 1 hour
You sing a gentle and soothing lullaby that affects all creatures within 30 feet of you who can hear you. Each creature must make a Wisdom saving throw; a creature can choose to fail if it wishes. On a failed saving throw, the creature falls asleep. If it sleeps for the full duration of the spell, the creature gains the benefits of completing a long rest, even if it has already completed one within the last 24 hours. To gain the beneficial effects of this spell, the recipients must focus their undivided attention on you while you cast the spell. If they are otherwise distracted, they do not gain any benefits from the spell, but they do not fall asleep either. Sleeping creatures awaken if they take damage, or if a creature uses its action to shake them awake. A creature that doesn’t need to sleep is immune to this spell.
A creature can only receive the benefits of this spell once every five days.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S, M (a handful of sawdust) Duration: Concentration, up to 1 minute
This spell covers an area of the floor or ground with a carpet of fire. You have control over the area at the time of casting and can create nearly any pattern that fits within a 50-foot square; the only conditions are that the covered area has to be in a series of five foot by five foot squares and that the whole area must be contiguous.
When the fire appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. A creature takes 5d8 fire damage from the fire when it enters the area for the first time on a turn, or starts its turn there. The fire ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of damage dealt by the spell by 1d8 fire for each slot level above 5th.
5th-level necromancy
Casting Time: 1 action Range: 25 feet Components: V, S Duration: Concentration, up to 1 minute
Select up to three creatures in range. You afflict your targets with excruciating pain. A target must make a Wisdom saving throw. On a failed save it suffers disadvantage to attack rolls, skill checks, and saves and takes 4d6 psychic damage. On a successful save, it takes 4d6 psychic damage and the spell ends for that creature. At the start of its turn, an affected creature takes 4d6 psychic damage. A creature reduced to 0 hit points by this spell is stable, but unconscious. At the end of each of a target’s turns, it can repeat the saving throw, ending the spell on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets affected by 1 for each slot level above 5th.
5th-level abjuration
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (belladonna) Duration: Concentration, up to 1 hour
You create a spherical barrier marked by a visible circular halo of white light that surrounds you in a 10-foot radius and moves with you, remaining centered on you. The barrier affects shapechangers and undead in the following ways.
While the creatures cannot enter the sphere, they can dispel the sphere through other means. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
5th-level conjuration
Casting Time: 1 action Range: See text Components: V, S Duration: Concentration, up to 1 minute
Depending on the version of the spell you cast, you can conceal yourself in a dim aura or create a dusky barrier. Either effect saps your foes’ will to fight.
Personal Cloak: Your body and everything within 5 feet of you becomes blanketed in magical darkness which does not hinder your sight, but is otherwise heavily obscured. In addition, an enemy who enters the area or starts its turn there must succeed on a Wisdom saving throw or become frightened for as long as they remain within the pitch black area and for 1 round thereafter. A foe that makes a successful Wisdom saving throw cannot be frightened again by this particular casting of the spell.
Barrier: You create a wall of magical darkness that blocks sight. The barrier is up to 100 feet long (minimum 10), 10 feet tall, and is 10 feet thick. Enemies which enter the area of the barrier (or are inside when you create it) must succeed on a Wisdom saving throw or become frightened for as long as they remain inside and for 1 round thereafter. A creature that makes a successful save cannot be affected again by this particular casting of the spell.
5th-level evocation
Casting Time: 1 action Range: Touch Components: V, S, M (drop of sacred oil) Duration: 1 hour
You bestow a small blessing on a target creature that isn’t a construct. Whenever the creature takes 16 or more points of damage the spell discharges, and the creature regains 4d8 hit points. If used against an undead creature, make a melee spell attack. On a hit, the spell discharges immediately and deals 4d8 radiant damage to the target. A creature can only be under the effect of one contingent healing spell (of any sort) at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of healing or damage by 1d8 for each slot level above 5th.
5th-level divination
Casting Time: 1 action Range: Self Components: V, S, M (1 gem worth 1,000 gp) Duration: Concentration, up to 10 minutes
You can detect the presence of minds within 50 feet through this spell, and also discern information on thoughts that the target has on specific subjects. If the creature you choose has Intelligence 3 or lower or doesn’t speak any language, the creature is unaffected. The amount of information gathered on the thoughts of a target depends on how long you study a target.
When you cast this spell, and as your action on each turn until the spell ends, you can focus your mind on a creature within range that you can see.
1st Round: Information on the surface thoughts of the target. The creature makes a Charisma saving throw. On a success you gain no information, you can’t target that creature again with this casting of crystal probe, and the creature knows you were trying to read its mind. On a failed save, you can continue searching through the target’s thoughts on subsequent rounds.
2nd Round: The caster can find thoughts on any one subject the target has had within the last month.
3rd Round: The caster can find thoughts on any one subject the target has had within the last year. This does not have to be the same subject as in the 2nd round.
4th and every round after: The caster can find thoughts on any one subject matter the target has had in its lifetime. This does not have to be the same subject as in previous rounds.
All thoughts that are found show themselves inside the gem, which the caster can see. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. You can detect the presence and surface thoughts of creatures within range, even if you can’t see it.
5th-level evocation
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (piece of diamond worth 2 gp) Duration: Concentration, up to 1 hour
A cone of light of all colors of the rainbow shines out from you in a 30-foot cone. Choose one creature within the area to succeed on a Wisdom saving throw or be sent to a random plane. When the spell ends, the target is transported to the spot from which it left the original plane.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets for the spell by 1 for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous
By means of this remarkable spell, you deliver healing magic to any creature within range. The creature regains 6d8 plus your spellcasting ability modifier hit points. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
5th-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Permanent
The target is consumed with self-love if it fails a Wisdom saving throw. The ramifications of his new outlook vary depending upon the circumstances. In combat situations, the affected creature does everything possible to avoid injury. The target avoids foes as much as possible attempting to stay more than 30 feet from any enemy, although it can make ranged attacks or cast spells if it can do so from a position of relative safety. If cornered, the cursed creature can fight back.
Under non-stressful situations, the creature incessantly brags about its attributes including physical appearance, intelligence, valorous deeds, romantic conquests and any other subject that casts it in the most favorable light. The creature’s endless boasting and self-aggrandizement cause it to suffer disadvantage to Charisma ability checks. If the narcissistic creature sees its reflection in a mirror or another suitable surface, it spends the next 1d6 rounds admiring its beauty to the exclusion of all external events except for those that could cause potential harm, such as combat.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good, remove curse, or wish spell.
5th-level necromancy
Casting Time: 1 action Range: Touch Components: V, S Duration: Permanent
You curse the creature touched with terrible fortune. If the target of this spell fails a Wisdom saving throw, the creature can no longer take the Dodge action, gains no benefit from cover less than total, and all attack rolls against the creature are made with advantage.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good, remove curse, or wish spell.
5th-level illusion
Casting Time: 1 action Range: 150 feet Components: V, S, M (moonstone worth 50 gp) Duration: 1 month
The character makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. The area also has the effect of a nondetection spell upon the location and all inside it. Anyone attempting to divine the location of anything within the area will only find trees or other natural features of the area if they fail an Intelligence saving throw. The illusion can be disbelieved by succeeding at an Intelligence (investigation) check against your spell save DC if the area is studied in detail. It otherwise functions as hallucinatory terrain.
5th-level enchantment
Casting Time: bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes
A flaring aura of pale white energy surrounds you. A creature that attempts to touch you or targets you with a melee attack must make a Wisdom saving throw or be stunned until the start its next turn. Once a creature makes its saving throw against this spell, it is no longer affected by this casting.
5th-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 10 weeks or until discharged
You compel a creature to deliver a message to a third person. If the creature can understand you, it must succeed on a Charisma saving throw or be charmed. While charmed in this way, the creature is compelled to say exactly what you tell it to say the next time it encounters the described recipient. Until the message is delivered, the target is compelled to find the person as if under the effect of a geas spell. Although the subject knows he must fulfill his geas, he cannot actually recall the message until he has delivered it. Creatures often use this spell to deliver secret messages to their followers. All of the effects listed in geas involving the prevention of the target’s fulfillment of the geas apply to deliver message.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute
You create powerful strains of music from thin air that interfere with conversation of all creatures and objects within a 60-foot radius of a point in range. Nothing less than a shout can be heard over the power of the music. It is impossible to cast any spells that require verbal spell components within the area; the power of the music interferes with the magical harmonies embedded in the incantation.
Each creature that enters the area for the first time on a turn, or starts its turn there, must succeed on a Wisdom saving throw or suffer disadvantage on all Wisdom checks, spell attacks, and saving throws as long as they remain in the area. If a creature succeeds at its saving throw, it is no longer affected by this spell and can cast spells within the area.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous
You release a powerful channel of concentrated divine energy from either your eyes or open palm. Make a ranged spell attack. On a hit, the target takes 5d10 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of damage by 1d10 for each slot level above 5th.
5th-level enchantment
You attempt to establish control over any magic item or construct you can see within range. The target must make a Wisdom saving throw (a magic item’s saving throw bonus starts at +0, and increases by +2 for each rarity category above common). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
For the duration, you have a telepathic link with the affected target 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 target 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 (or target the creature with an effect, in the case of a magic item),” “Run over there,” or “Fetch that object.” If the target 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. In the case of an item, you can activate and direct it as if you were wielding it as normal. During this time you can also cause the target 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 throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
5th-level abjuration
A whirling barrier of earth and rocks spins rapidly around you. The earth barrier gives you three-quarters cover. The barrier also deals damage to any creatures that make melee attacks against you, even with a reach weapon. Such attacks deal damage normally after the reduction from earth barrier, but the attacker takes 2d6 bludgeoning damage from the whirling stones at the same time. Creatures that move into your space, or that are grappling you, instead take 4d6 bludgeoning damage each round. Creatures take this damage only once per round, regardless of how many melee attacks they make against you. Creatures that start their turn in your space take this damage at the start of their turn for as long as the spell functions.
5th-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S, M (tiny silver leaf) Duration: 10 days
You harness the power of the woodlands, attuning a 400-foot radius sphere centered on a point in range to the presence of elves and natural creatures. While in the spell’s area, all elves, gnomes, fey, and beasts gain a climb speed of 20 feet, and their base land speed increases by 10 feet. Creatures that already have a climb speed use the new speed or their original climb speed plus 10 feet, whichever is greater.
5th-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S, M (pinch of salt peter) Duration: 10 minutes
You cause a fire source to generate an aura that causes creatures within 15 feet to become fascinated. Each creature in the area must succeed on a Wisdom saving throw or become charmed for as long as enchanting flames lasts. A creature charmed in this way is incapacitated and has its speed reduced to zero (see below), and attacks made against the creature have advantage. A creature is no longer charmed if it takes damage, or if another creature uses an action to shake it back to its senses. As an action, you can make a suggestion (as the spell) to one fascinated creature, which gets a new saving throw against the suggestion (but not the fascination). A creature must be able to see the fire source to be affected by this spell, and anything that blocks a fascinated creature’s line of sight breaks the effect. If the fire source you chose as the center of the emanation is mobile, fascinated creatures can move only to try to follow the fire source to the best of their ability (but note that the fascinate effect is lost if such movement breaks line of sight). When the source moves, a fascinated creature moves at one-half speed toward it. The creature takes the most direct route available, but if that route leads into a dangerous area (through fire, off a cliff, or the like), that creature gets a second saving throw. If the creature ends its turn outside the area of effect, it is no longer charmed. A creature that makes a successful save or has had line of sight to the fire source broken cannot be affected again by this particular casting of the spell.
5th-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Permanent
You create a cocoon-like prison out of surrounding environment, hidden among the natural setting, to hold a willing creature motionless. While so imprisoned, the target grows no older and its bodily functions virtually cease. It is incapacitated and restrained. For up to one hour per day, you can mentally communicate with it, although it is in no way compelled to answer any questions or even respond.
Only locate creature or similar divinations can find an imprisoned target. A dispel magic or dispel evil and good effect can free it. The prison itself has AC10 and 10 hp. If reduced to zero hit points, the spell ends.
5th-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Permanent, see text
You charm a target in range, convincing him that you are a good friend and trusted ally if the target fails a Wisdom saving throw. If the target is currently fighting you or your allies, it has advantage on the saving throw. The charmed creature regards you as a friendly acquaintance. Any act by you or your apparent allies that threaten the charmed creature breaks the spell. When the spell ends, the creature knows it was charmed by you.
5th-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 day
You summon a single tree at a point in range with a height no greater than 100 feet to appear uprooted and falling in a designated direction. The tree affects a line equal to its height with a width equal to one-quarter its height. Any ceiling with an AC of 17 or more or with 30 hit points or more stops the growth of the tree but does not end the spell. The tree will grow to its full height through any object of less than AC 17 or with less than 30 hit points. Each creature in the path of the falling tree must make a Dexterity saving throw.
On a failed save a creature takes 1d6 bludgeoning damage per ten feet of the tree’s height and is knocked prone and restrained, or takes no damage and is pushed outside the area on a successful one. A restrained creature is pinned beneath the tree. A creature can be freed as an action with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. While pinned, a creature takes 1d6 bludgeoning damage per minute. The summoned tree disappears after 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum height of the tree increases by 10 feet for each slot level above 5th.
5th-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S, M (piece of parchment) Duration: Concentration, up to 10 minutes
Flatten causes up to three targets and their equipment to flatten, such that they are effectively two-dimensional, having only height and width if the target fails a Strength saving throw. A target can choose to fail this saving throw. This enables them to fit under doors or through any opening as long as it gives them sufficient width. Despite the change, the targets still have the same weight and ability to manipulate objects that they normally would. The lack of depth makes the targets harder to see at certain angles. Attacks from such angles have disadvantage, and the targets gain advantage on Dexterity (Stealth) checks. For the duration, all of the subject’s weapon attacks, including natural weapons, deal slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by 1 for each slot level above 5th.
5th-level necromancy (ritual)
Casting Time: 10 minutes Range: 50 feet Components: V, S, M (a prism and rare poison worth 250 gp) Duration: 10 hours or permanent
You imbue a vial of ink with poisonous energy. If used during the duration, the ink produces writing permeated with the energy. This effect becomes permanent once the ink of the writing has dried. At the time of casting, you can designate up to 10 individual creatures as immune to the script’s effects. Anything written with the ink after the duration expires is normal script. Once the ink dries, anyone reading the text other than you or a designated must make a Constitution saving throw. On a failed save, the reader takes 10d6 poison damage, or half as much on a success. Merely looking at the text does not trigger the effect; a creature must actually read the writing. The effect of this spell triggers for each page the subject reads that is written using ink from this spell. Some shady spellcasters have been known to write their spellbooks entirely in forbidden script.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of designated creatures to read the script by 1 for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
This spell fires a battering ram of force that unerringly strikes any creature or object within range, dealing 12d4 force damage. The force ram always hits, even if the targeted object is being used in melee. A shield spell can negate the battering ram.
5th-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
You imbue three recipients with improved combat abilities, allowing each creature to make one extra attack each time they take the attack action. All recipients also gain a +2 bonus to AC and a +2 bonus on attack rolls, weapon damage rolls, and Dexterity saving throws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by 1 for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S, M (phase spider silk) Duration: Instantaneous
Ghost blast sets off an explosion on the Ethereal Plane in a 30-foot sphere of a point you can see within range. Creatures on the Ethereal Plane, or those with the incorporeal movement trait within the area must make a Dexterity saving throw. An affected creature takes 12d8 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage of the spell by 2d8 for each slot level above 5th.
5th-level necromancy
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 10 minutes
You force a creature you can see within range to witnesses brief but cloudy visions of its own death. The target must succeed on a Wisdom saving throw or become frightened. While frightened by the spell, the target suffers 4d6 psychic damage at the start of its turn.
A creature can repeat the saving throw if it ends its turn at least 60 feet away from any enemies, and it can’t see any enemies. The spell ends on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by 1 for each slot level above 5th.
5th-level conjuration (ritual)
Casting Time: 10 minutes Range: 25 feet Components: V, S Duration:10 hours
This spell summons a spectral hound that guards an area measuring 100 ft. by 100 ft. Within this area, the dog protects you and any creature you name during casting. The dog summoned is a monstrous shepherd that viciously attacks any intruder; any creature not specified as “friend” during casting is an intruder. For the guard dog, use the statistics for the dire wolf with the following changes:
5th-level abjuration
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 1 hour
An invisible harmonic vibration emanates from you when in a 30-foot radius that moves with you. The emanation protects you from a spell school of your choice, impeding all spells of the selected school. When a spell of the chosen school targets anything within the affected area, the caster must make an Intelligence saving throw. On a failure, the spell has no effect. As a bonus action, you can attempt to dispel an existing spell of the chosen school that is within the area of impede magic. Make an ability check with your spellcasting ability score against a DC of 10 plus the spell’s level. On a success, the spell ends. You can choose to succeed automatically against a spell you cast.
5th-level evocation
Casting Time: 1 action Range: 200 feet Components: V, S Duration: Instantaneous
You cause one object to explode, potentially destroying the object and spraying debris into those nearby. The explosion deals 10d6 bludgeoning damage to the target object. If the object is destroyed, the explosion caused by the object fills a 10-foot radius. Each creature in the area must make a Dexterity saving throw, taking 5d6 non-magical piercing damage on a failed save, or half as much damage on a successful one. Because the magic of the spell is affecting the object and not those caught in the blast, features that provide advantage against spells, or resistance to spell damage do not apply to those nearby.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the primary damage of the spell by 2d6 and the secondary damage by 1d6 for each slot level above 5th.
5th-level transmutation (ritual)
Casting Time: 1 hour Range: Touch Components: V, S, M (a drop of your blood) Duration: Permanent
You bind a particular, non-consumable item to you. If the target item is more than 10 feet away from you when you finish a long rest, it reappears within 10 feet of you. The item can be damaged, but can’t be destroyed. If it would be ruined or destroyed it simply appears 24 hours later with half its hit points. If you cast this spell a second time, the first spell ends immediately.
5th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous
This spell creates 10 force bolts, similar to the magic missile spell. Each force bolt hits a creature you can see within range. A target hit by any number of force bolts must make a Strength saving throw. On a failed save, a creature takes 1d6 force damage for each bolt, and is pushed 10 feet away from you for each bolt, to a maximum of 30 feet, and knocked prone. On a successful save the target takes half as much damage, and isn’t pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of bolts by 1 for each slot level above 5th.
5th-level conjuration Casting Time: 1 action Range: 100 feet Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 minute
You conjure water in the form of a Nereid that seems to kiss a creature you can see. The target must succeed on a Strength saving throw, or the nereid forces itself into the target’s lungs. On a successful save the spell ends.
The affected creature can’t breathe or speak for the duration, and must succeed on a Constitution saving throw at the end of each of its turns. If it successfully saves against the spell three times, the spell ends. If it fails its save three times, it immediately drops to 0 hit points and is dying, and can’t become stable or regain hit points until it can breathe.
5th-level abjuration (ritual)
Casting Time: 10 minutes Range: Touch Components: V, S Duration: 10 days
A particularly useful foil for thieves, knave purge allows you to designate 10 objects. You must touch the objects at the time of casting, and again once per day to maintain the spell. If anyone intentionally touches any of these objects without your spoken permission, this spell causes it to spray corrosive energy at the creature, which must make a Dexterity saving throw. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. After this discharge, the object becomes safe for anyone to handle. Items protected by knave purge can be detected and disarmed as with any magical trap.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number objects under the effect of the spell by 1 for each slot level above 5th.
5th-level divination
Casting Time: 1 action Range: 1 mile Components: V, S Duration: 10 days
This spell functions as locate creature, except you can attempt to locate an individual not known to you. You can locate any individual within range, provided you have seen the subject at least once and studied him for at least 1 minute, or have a detailed description supplied by someone who knows the subject or has studied him. Your visualization is limited to the subject’s appearance at the time you made the study (or as it’s described to you), so if the subject you seek has changed his appearance, the spell locates the closest individual that fits the description from which you are working. If you cast this spell a second time, the first spell ends immediately.
5th-level conjuration
Casting Time: 1 action Range: See text Components: V, S Duration: 10 minutes or until discharged
You create a sphere of iron, about the size of a walnut in your hand, which you can use to make a melee spell attack or throw as a ranged spell attack with a range of 120 feet. If the sphere is wielded by any other creature, treat it as an improvised weapon. On a hit, it breaks and discharges a flash of iron splinters and magical force. The target takes 10d6 piercing damage, and each creature within 10 feet of the target must make a Strength saving throw.
On a failed save, a creature takes 3d6 piercing damage and metal creatures and all metal objects worn or carried become magnetized for 1 minute. A creature wearing metal armor or any creature made of metal is grappled while the effect lasts, while a creature using metal weapons has disadvantage on attack rolls and deals half damage so long as there is at least 10 pounds of metal on its person or within 5 feet of it.
As an action a magnetized creature can repeat the save, ending the effect on itself on a success.
5th-level divination
Casting Time: 1 action Range: Self Components: V, S, M (a circlet or collar adorned with eyelike beads or patterns) Duration: 1 hour
This spell enables you to see in all directions at once, granting you 60-foot darkvision and the ability to see invisibility (as the spell) within 60 feet. You gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight, and targets do not gain advantage against you if an ability would normally grant them that for having an ally engaged with you nor are you vulnerable to sneak attack. However, you cannot avert your gaze or close your eyes when confronted by a creature with a gaze attack.
5th-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
You cause three creatures you can see within range to believe their skills are equal to any task. A target must make an Intelligence saving throw. On a failed save, the creature has disadvantage on attack rolls, saving throws, and ability checks, can not take the dodge or disengage action, and will not move away from a conscious opponent that has not yielded in combat. It also believes that it suffers only half damage from all sources, despite taking damage normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of this spell by 1 for each slot level above 5th.
5th-level divination Casting Time: 1 action Range: Touch Components: V, S Duration: 2 hours or until discharged
This spell creates a mark of a gold-colored eye on the forehead (or other prominent feature) of up to six creatures. For the duration, the marked creatures gain advantage on a single saving throw type chosen at the time of casting. When a creature fails a save with the chosen ability, it can choose to reroll the saving throw and accept the second result, and the spell ends for that creature. A creature can only bear one mark of insight at a time. If it’s affected by a second casting while it still bears the first, the first spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of this spell by 1 for each slot level above 5th.
5th-level divination
Casting Time: 1 action Range: Touch Components: V, S Duration: Until discharged, up to two hours
This spell creates a mark of a blue-colored eye on the forehead (or other prominent feature) of up to six creatures. Those bearing this mark gain advantage on a single ability check type chosen at the time of casting. When a creature fails a check with the chosen ability, it can choose to reroll the check and accept the second result, and the spell ends for that creature. A creature can only bear one mark of secretes at a time. If it’s affected by a second casting while it still bears the first, the first spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of this spell by 1 for each slot level above 5th.
5th-level evocation
Casting Time: 1 action Range: 200 feet Components: V, S Duration: Instantaneous
Lesser meteorite evokes a piece of celestial matter and rains it down upon a foe. When you cast it, the lesser meteorite appears as high above the target as the immediate environment allows (raining down from the sky if no ceiling). The meteorite streaks down with an orange glow, leaving a visible tail and audible thunder in its wake. Make a ranged spell attack to strike the target with the meteorite. On a hit the target takes 12d6 points of bludgeoning damage from the impact. If a targeted meteorite misses its target, it simply explodes next to the target. Once a meteorite strikes, it explodes in a 20-foot-radius sphere that spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 points of fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the number of meteorites fired by 1 for every two spell slots above 5th.
5th-level evocation
Casting Time: 1 action Range: 200 feet Components: V, S Duration: Instantaneous
This spell causes a globe of light about as bright as a full moon to explode silently from a point you select. Each creature within 20 feet of the globe must succeed on a Constitution saving throw. On a failed save, a creature takes 4d4 radiant damage and is blinded for 1 minute, or half as much damage and isn’t blinded on a successful one.
An undead creature caught within the globe takes 10d4 radiant damage and is blinded on a failed save, or half as much damage and isn’t blinded on a successful one. Moonbright dispels any darkness spells of 6th level or lower within its area.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures, and shapechangers caught within the globe are incapacitated rather than blinded.
A creature can repeat the saving throw at the end of its turn to end the blindness or incapacitation.
5th-level necromancy
A 5-foot diameter black globe of necrotic energy appears in an unoccupied space of your choice within range and lasts for the duration. A creature that enters the sphere’s space must make a Dexterity saving throw. On a failed save the creature takes 4d6 necrotic damage and its maximum hit points are reduced by the amount of necrotic damage taken, or half as much damage and it’s maximum hit points aren’t reduced on a successful one. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its maximum hit points to 0. When a creature fails its saving throw, you gain 10 temporary hit points. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. As part of this movement, it can ascend or jump up to 30 feet to strike a target. A necromantic sphere rolls over barriers less than 5 feet tall.
5th-level abjuration
You cloak one creature you can see in a faint, silvery shimmer of light that suppresses its attempts to cast spells. The creature can make a Wisdom saving throw. If the saving throw fails, then whenever the creature tries to cast a spell during the duration of nullifying cloak, it must make an ability check using its spellcasting ability against your spell save DC. If the check fails, the spell is countered with no effect (the spell slot is expended) and the creature takes 2d6 radiant damage.
5th-level illusion
Casting Time: 1 action Range: 50 feet Components: V Duration: Concentration, up to 10 minutes
Choose up to five creatures. The outline of the target of this spell becomes blurred as though seen through a thick and opaque glass. This distortion imposes disadvantage on attack rolls against a target, and a target has advantage on Dexterity saving throws. A true seeing spell counters the effects of opaque haze, although see invisibility does not.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of this spell by 1 for each slot level above 5th.
5th-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S, M (forked copper rod) Duration: Concentration, up to 1 minute
You create a one-way conduit between yourself and a target creature that isn’t an undead or construct. The target must make a Wisdom saving throw. On a failure, half of the damage you suffer from a spell or attack is instead redirected from you to the target. The subject is entitled to a saving throw if the effect allows one, and can apply resistances as normal.
You can intentionally damage yourself to transfer some damage to the target. Whenever you are subjected to an effect that allows a saving throw, you must attempt your saving throw before the effect is passed on to the spell’s subject.
If the target dies, the spell ends. If a spellcaster casts pain circuit on another spellcaster who has pain circuit already active, both spells end immediately and both casters take 6d6 psychic damage from magical feedback.
5th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minute
This spell allows you to travel through stone. You gain a burrow speed equal to your base walking speed, and can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. You can breathe while burrowing in this way, but you are blinded and deafened without some other ability to sense your surroundings. The following spells affect you if cast upon the stone that you are occupying: Stone shape deals you 3d6 points of damage but does not expel you. Passwall expels you without damage.
5th-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minute
You instantaneously fossilize any organic matter that you touch. Wood, flesh, bone and any other dead material is turned into roughhewn stone, gaining the AC and hit points of this material; therefore, a wooden door or a bone scroll case can be petrified changing all physical properties (weight, density, and any other qualities the object has) to that of stone. If the target object is worn or carried by another creature, or an undead or construct built from any of the aforementioned materials, the creature can make a Constitution saving throw to avoid the spell’s effect. If an undead or construct fails its saving throw, it is affected as if by a flesh to stone spell.
5th-level illusion
Casting Time: 1 action Range: 100 feet Components: V, S Duration: See text
You create a phantasmal image of a lich into the subject’s mind. Only the spell’s subject can see the phantasmal lich. You see only a vague shape. The target must succeed on a Wisdom saving throw to recognize the image as unreal. If that save fails, the phantasm lich touches the subject, and the subject must succeed on a Constitution saving throw or become paralyzed for as long as you concentrate on the spell with not additional saving throws for the subject of the spell. Remove curse, greater restoration, heal, or wish can remove this curse once bestowed on a target. Otherwise, the effect cannot be dispelled. Anyone paralyzed by phantasmal lich seems dead, though a DC 20 Wisdom (medicine) check reveals that the victim is still alive. Even if the Constitution saving throw is successful, the subject takes 4d6 psychic damage. If the subject of a phantasmal lich attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the lich can be turned upon you. You must then disbelieve it or become subject to its effect.
5th-level illusion
Casting Time: 1 action Range: 100 feet Components: V, S Duration: See text
You create a phantasmal image of a nude nymph into the subject’s mind. Only the spell’s subject can see the phantasmal nymph. You see only a vague shape. The target must succeed on a Wisdom saving throw to recognize the image as unreal. If that save fails, the phantasmal nymph touches the subject, and the subject must succeed on a Constitution saving throw or become permanently blinded and stunned for 1 minute.
Remove curse, greater restoration, heal, or wish can remove this curse once bestowed on a target. Otherwise, the effect cannot be dispelled. Even if the Constitution saving throw is successful, the subject takes 4d6 psychic damage. If the subject of a phantasmal nymph attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the nymph can be turned upon you. You must then disbelieve it or become subject to its effect.
5th-level illusion
Casting Time: 1 action Range: 100 feet Components: V, S Duration: See text
You create a phantasmal image of a swarm of creatures into the subject’s mind. Only the spell’s subject can see the phantasmal swarm. You see only a vague shape. The target must succeed on a Wisdom saving throw to recognize the image as unreal. If that save fails, the phantasmal swarm touches the subject, and the subject must succeed on a Constitution saving throw or become incapacitated for as long as you concentrate on the spell with no additional saving throws for the subject of the spell.
Remove curse, greater restoration, heal, or wish can remove this curse once bestowed on a target. Otherwise, the effect cannot be dispelled. Even if the Constitution saving throw is successful, the subject takes 4d6 psychic damage. If the subject of a phantasmal swarm attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the swarm can be turned upon you. You must then disbelieve it or become subject to its effect.
5th-level evocation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
You shoot a ray of energy at a creature other than a construct or undead within range. This ray passes through walls, doors, or any other solid object in the path to the target, ignoring even total cover. Only object that exist on the ethereal plane can block this spell. Make a ranged spell attack. On a hit, the target takes 10d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage of the attack by 1d6 for each slot level above 5th.
5th-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
Choose a creature within range that you can see. The target must make a Wisdom saving throw. On a failed save, the target develops an irrational fear of something of the caster’s choosing. When the creature in the presence of its phobia, the affected creature becomes frightened. On a successful save, the affected creature still gains disadvantage on attacks rolls and ability checks until the start of your next turn. The subject remains in this state until a dispel evil and good, remove curse, or wish spell is used to cancel the effect of the phobia.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of this spell by 1 for each slot level above 5th.
5th-level transmutation
Components: V, S Casting Time: 1 action Duration: 24 hours Range: Touch
You make a creature smell delicious to carnivores. If the creature fails a Constitution saving throw, all lycanthropes and beasts have advantage on ability checks they make to detect the target for the duration of prey’s scent. A lycanthrope or beast that is aware of the target must attack it, but it can choose to make a Wisdom saving throw at the start of each of its turns; if the saving throw succeeds, the urge to attack is suppressed until the start of the lycanthrope’s or beast’s next turn. This saving throw is voluntary.
5th-level evocation
Casting Time: 1 action Range: 200 feet Components: V, S, M (charcoal and bat guano) Duration: Instantaneous
You hurl a mote of magma at a point within range. The mote explodes into a 20-foot sphere of molten rock. Each creature in the area must succeed on a Dexterity saving throw. A creature takes 4d8 bludgeoning damage plus 4d8 fire damage on a failed save, or half as much damage on a successful one. The sphere spreads around corners, and ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage of the spell by 1d8 fire damage for each slot level above 5th.
5th-level evocation
Components: V, S Casting Time: 1 action Duration: 1 minute Range: Self
A staff of shifting, rainbow colors appears in your hand. When you cast rainbow staff, and as an action on your following turns, you can make a melee spell attack with the staff against one creature you can reach. If the attack hits, roll 1d8 to determine the effect of the blow.
d8 Color Effect 1-2 Red 3d6 fire damage 3 Orange 3d6 acid damage 4 Yellow 2d6 frost damage and speed reduced by 10 feet (Constitution save negates speed reduction) 5 Green 2d6 poison damage and poisoned (Constitution save negates poisoning) 6 Blue 3d6 lightning damage 7 Indigo 1d6 thunder damage and stunned (Constitution save negates stun) 8 Violet 3d6 thunder damage Effects beyond damage are negated by a successful Constitution saving throw. If the saving throw fails, the creature can repeat the saving throw at the end of each of its turns; a successful save ends the effect.
At Higher Levels: If you spend 1 sorcery point when you hit with this staff, you can choose the effect of the strike instead of rolling.
5th-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S, M (a sponge) Duration: Instantaneous
You fire up to two desiccating rays that drain the water from a creature. The rays must be fired at different targets and are fired simultaneously. Make a ranged spell attack with each ray. On a hit, the target takes 5d10 necrotic damage, and the target must attempt a Constitution saving throw. On a failure, the target’s maximum hit points are reduced by the amount of damage taken. This reduction lasts until the target finishes a long rest. The target dies if this reduces its maximum hit points to 0.
Oozes and aquatic creatures are particularly susceptible, granting you advantage on the attack roll and disadvantage on the saving throw. Constructs and creatures made of fire are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the number of rays by 1 for every two spell slots above 5th.
5th-level transmutation (ritual)
Casting Time: 1 hour Range: 50 feet Components: V, S Duration: Permanent
You transform a single weapon, shield, or suit of armor into any other type of weapon, shield, or armor. The new form’s size must be within one size category of the original item, it must fall into the same general category (weapons can be turned into other weapons, but not armor), and it must be possible to make the new form from the same material as the original armor (mithral full plate cannot be turned into leather armor). The item adopts all the base qualities of its new form, such as damage, weight, or armor class; however, it is made from the same material as the original item, gains any bonuses granted from special craftsmanship, and retains all of its magical properties.
If the item changes into a form that is incompatible with one of its magical abilities, such as if a vicious weapon were transformed into a bludgeoning weapon, that enchantment is suppressed as long as the item is in its new form. Any part removed from the whole vanishes as soon as it is removed instantly reappearing on the object it was taken from until the spell ends. The object can be damaged to the point of disrepair however if enough damage is dealt to it.
5th-level abjuration
Casting Time: 1 action Range: 50 feet Components: V, S, M (a sponge) Duration: Instantaneous
This soothing melody frees a creature from enchantments, transmutations, curses, and petrification (as well as other magical transformations). You can reverse even an instantaneous effect, such as flesh to stone. For each such effect, you make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. For cursed magic items, you have disadvantage on the check.
If the effect comes from some permanent magic item, such as a cursed sword, this spell does not remove the curse from the item but merely frees the victim from the item’s effects and ends any attunement to the item, leaving the item still cursed. For example, a cursed sword always returns to the wielder’s hand if discarded. Remove condition allows the victim to be rid of the sword, but the sword’s curse remains intact and affects the next person to pick it up (even if it’s the remove condition recipient again).
5th-level transmutation
Components: V, S Casting Time: 1 action Duration: Permanent Range: Touch
One undead creature you touch gets combat advantage on saving throws against Turn Undead.
5th-level enchantment
Choose a creature you can see within range. That creature makes a Charisma saving throw. If it fails, it is overcome by such reverence for you that it can take no action that would hurt or adversely affect you, although it is not constrained against attacking your friends. The spell ends if you attack or otherwise attempt to harm that creature.
5th-level transmutation
For the duration of the spell, one creature you touch has advantage when it makes an attack roll against a fiend, and fiends suffer disadvantage when they make attack rolls against the sacred champion.
5th-level necromancy
This ritual requires the death of a willing or incapacitated sentient being. The dead person’s life energies are conferred upon the target, who gains temporary hit points equal to half the victim’s maximum hit points, has advantage on attack rolls, and attack rolls are made against the target with disadvantage. A creature can draw benefits from only one mortal sacrifice spell at a time. This is an extremely evil act that may change the target’s alignment.
5th-level necromancy
You open a portion of your spirit to possession by the soul of a dead rogue. You gain proficiency with all simple weapons, short swords, and rapiers, and gain the sneak attack ability of a rogue of your level. This spell taxes the mind as you share your soul with the dead rogue. When the spell ends, make a Wisdom saving throw. On a failure, you gain three levels of exhaustion.
5th-level evocation
You channel a blast of divine energy that explodes with a thunderclap and leaves foes reeling. Each creature in the spell’s area must make a Constitution saving throw. A creature take 3d8 thunder damage and 3d8 radiant damage and is stunned for 1 round on a failed save, or half as much damage and isn’t stunned on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the thunder damage or the radiant damage (your choice) increase by 1d8 for each slot level above 5th.
5th-level divination
If you become aware that you are being scried and cast this spell, you immediately begin scrying the scrier as if the caster failed a saving throw against a scrying spell of your own. This spell functions even if you know nothing about the scrier, and you can continue to scry him even if he ends his own scry. This reversal does not end the original scry.
5th-level Necromancy
When you cast this spell, choose up to three creatures you can see within range. Each creature must make a Wisdom saving throw or be linked by shared fate. If any creature affected by this spell suffers damage, every other creature affected by this spell suffers damage as well, although the amount of damage dealt to these creatures is reduced by half. Any resistance and immunities the creatures may have to any damage types still apply, but only the the damage the individual creature is dealt and are not shared through this spell. Only injuries are shared in this manner, thus magical and non-magical effects that do not deal damage, such as paralysis, blindness and death are not shared. Self-inflicted damage is also not shared.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of the spell by 1 for each slot level above 5th.
5th-level evocation
You let out a powerful, magically-enhanced shout that affects a 50-foot cone emanating from your space. Each creature in the cone takes 8d8 sonic damage, or half damage with a successful Constitution saving throw. A creature made of glass or crystal has disadvantage on its saving throw.
The shout shatters mundane, unattended objects made of crystal or glass. Attended items of that sort only shatter if their possessor fails his or her saving throw.
5th-level abjuration
You wrap yourself in a shimmering shield at the cost of being able to cast other spells. While in effect, shield of the demiurge provides a + 7 bonus to AC as well as advantage on all saving throws vs spells and magical effects. However, during this time you cannot cast spells, use magical abilities, or activate magic items. The shield’s power simply absorbs and negates any such attempts (spells cast or magic item charges used while the shield remains active are lost as if used). Any beneficial spells affecting you such as bless also end for you when you cast this spell. You can’t maintain concentration while you are affected by this spell. Any beneficial spell, such as cure wounds or bless, cast upon you or you and other targets instantly fails for all targets. As a bonus action, you can end this spell.
5th-level evocation
A fist-sized chunk of superheated rock shoots from your hand toward a creature, object, or point in space you can see within range, trailing fire and emitting an ear-splitting scream as it goes. Creatures along the star’s path must make a Dexterity saving throw, taking 3d6 fire damage plus 3d6 thunder damage on a failed save, or half as much damage on a successful one. When it reaches its target, it explodes in a 15-foot radius sphere. The original target of the spell must must make a Dexterity saving throw. A creature takes 3d6 fire damage plus 3d6 thunder damage on a failed save, or half as much damage on a successful one. If the original target was a creature or object, on a failed save it take an additional 2d6 bludgeoning damage plus 2d6 piercing damage.
5th-level conjuration
For the duration, two hovering spheres made entirely of spinning blades come into being in a space you occupy. Each sphere can be directed to attack a target within the spell’s range as a bonus action or action. If you direct both spheres at the same target, you can control them both with a single action or bonus action. The spheres have a fly speed of 30 feet and can hover. You make a melee spell attack against each target, dealing 4d6 slashing damage on a successful hit. The spheres’ attacks are treated as magical for the purpose of overcoming damage resistances and immunities. Whenever a sphere moves outside of the spell’s range, it flies back toward you at 30 feet per round until it is once more within range, where it can be controlled normally. Each sphere has AC 18 and 50 hit points.
5th-level enchantment
When you cast this spell, energy lances from your hands and traces a circle with a 30- foot radius on the ground centered on a point in range. Anyone within the circle and who can hear the song at the time of casting is trapped within it if they fail a Wisdom saving throw. A trapped creature suffers 1d6 thunder damage when it starts its turn within the circle. At the end of each of a trapped creatures turns, it may attempt another Wisdom saving throw to end the effect. A creature reduced to 0 hit points by this spell is unconscious and stable. Trapped individuals can’t leave the circle (even spells such as teleport and plane shift). If you enter the circle, the spell ends.
5th-level abjuration
This spell wards allies from direct attack. When the spell is cast, choose up to three creatures to ward. Any opponent attempting to strike or otherwise directly attack the warded creatures, even with a targeted spell, must attempt a Wisdom saving throw. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack. That part of his action is lost, and the opponent can’t directly attack the warded creatures for the duration of the spell. This save must be repeated for every attack. Those not attempting to attack the subjects remain unaffected. This spell does not prevent the warded creature from being affected by area of effect spells or abilities. The subjects cannot attack without breaking the spell but may use nonattack spells or otherwise act.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of the spell by 1 for each slot level above 5th.
5th-level enchantment
You can target up to three creatures in range to make a Charisma saving throw. If a target fails this save, the affected target cannot cast spells, make spell attacks, and can’t activate magic items other than potions. At the end of an affected creature’s turns, it may attempt a Charisma saving throw to end this effect.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets of the spell by 1 for each slot level above 5th.
5th-level abjuration
You sing a song that expresses the pain you feel in a very potent fashion. For the duration of this spell, whenever an enemy deals damage to you, all enemies within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes thunder damage to the damage equal to the damage you were dealt. Make your concentration saving throw after the enemies are dealt their damage.
5th-level evocation
You shape a melody into an appropriately sized melee weapon of sonic energy that you can wield one-handed. You attack with this weapon using a melee spell attack which inflicts 5d6 thunder damage, plus any normal damage modifier (such as from class abilities); any foe it strikes at least once per round must make a Constitution saving throw. On a failed save, the creature is stunned until the start of your next turn. On a successful save, the target is immune to the stunning effect of this casting of the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage of the weapon by 1d6 for each slot level above 5th.
5th-level evocation
You create a plane of solid thundering energy. The wall cannot move. It can take 1000 points of damage before being destroyed. Silence immediately destroys it. Creatures, breath weapons, and spells cannot pass through the wall in either direction, although teleportation spells and effects can bypass the barrier. It blocks incorporeal creatures, (though incorporeal creatures can usually get around the wall by floating under or over it through material floors and ceilings).
A sonic wall cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The wall is 1 inch thick. It covers up to 100-foot-square area. The plane can be oriented in any fashion as long as it is “anchored.” A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the size of the wall by 10-square feet for each slot level above 5th.
5th-level abjuration
This spell creates an invisible aura around you that attracts rays and chain-type spells, such as scorching ray and chain lightning. Any time you are within range of a spell that does not have the range of touch, you can use your reaction to negate the spell ending all its effects and damage.
5th-level enchantment
You usurp control of a spell with an ongoing effect such as a fog cloud, stinking cloud or darkness if you succeed at an ability check using your spellcasting ability. The DC equals 10 + the target spell’s level. If you are successful, you can move the spell at a rate of 20 feet per round as a bonus action and take control of the spell from the original caster. You are now considered the caster of the spell, and you must maintain concentration on it, if required.
The usurped spell functions as normal but is now under your control. At the end of the original spell’s duration, the spell ends as normal.
5th-level abjuration
Spellsnare imbues a gem with the power to absorb a spell, and then to later release its energy. The gem becomes invisible and hovers in the air, tied to a specific creature, object, or 10-foot cube of space designated by you. If associated with a creature or object, the gem moves when the creature or object moves, remaining always within 1 foot. The gem stays dormant until someone casts a particular spell (which can be of any level), which you specified earlier, on the creature, object, or area. At this time the gem activates, absorbing the spell and becoming visible. An active gem no longer moves, even if it had been tied to a moving creature or object. The triggered gem floats right where it is, defying gravity. If anything or anyone touches the gem after it has become active, it explodes, ruining the gem and inflicting 2d6 force damage for each level of the spell it absorbed to all within a 20-foot radius sphere. A successful Dexterity saving throw halves the damage. Only one spellsnare can be tied to a specific creature, object, or 10-foot cube or space (neither gem will function if a tied creature also carries a tied object, or enters a tied area).
5th-level illusion
When you cast this spell, you spend an hour painting an object as part of casting the spell. Once the painting is complete, the object springs into being from the canvas. For its duration, it functions as though it really were what it represents (except for a curious tendency to leave paint stains on anything it touches), but then it molders into formless shadows and color and is no more once the spell ends. This spell cannot create magic items or creatures. Items created by this spell cannot be used as spell components or spell foci. For specific objects such as a special key, you must have seen the object in person at least once.
5th-level illusion
You create a 10 pages of text that appears normal and harmless at first glance, but poses a serious danger to anyone reading it. In this case, “reading” the script means any attempt to study it, identify it, or fathom its meaning. On a successful Wisdom saving throw, the reader of the tangled script is able to look away with only a slight sense of discomfort, but a failed save causes the reader to suffer a phantasmal assault that wreaks havoc on the mind, causing the subject to suffer disadvantage on Intelligence-based attack rolls, saving throws, and ability checks for 24 hours. Additionally, the creature becomes charmed for 1 minute. While charmed in this way, it can only continue to read. For every additional round the subject continues to read, it can repeat the Wisdom saving throw. For each failure, increase the duration of disadvantage by an additional 24 hours. If the creature takes damage, or if another creature uses an action to shake it awake, the fascinate effect ends, and the reader suffers confusion (as the spell) for 1d4 rounds. Tangled script vanishes if even one creature reads it; but several different creatures can begin reading in the same round and all be affected.
5th-level transmutation
This spell transforms up to 20 gallons of nonmagical water that you can see into an equal volume of highly corrosive acid. Any creature touching this acid suffers 1d6 acid damage per round of exposure except in the case of total immersion (such as in a vat of acid), which deals 10d6 acid damage per round.
Glass bottles containing the liquid are unaffected, but other containers, like leather wineskins, may be dissolved by the acid, taking damage as if they were touches the acid. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Creatures who start their turn within 5 feet of a large body of acid must make a Constitution saving throw against your spell save DC or take 3d6 poison damage. If the acid is consumed, the victim must make a Constitution saving throw against your spell save DC. It takes 10d6 acid damage on a failed save, or half as much on a successful one.
This spell cannot be used to change water that a creature has already consumed or ingested. If targeted against a water-based creature, it make a Constitution saving throw against your spell save DC. It takes 10d6 acid damage on a failed save, or half as much on a successful one.
Only true polymorph, wish, or similar magic can restore waters transmuted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the amount of liquid changed to acid by 2 gallons for each slot level above 5th.
5th-level necromancy
When you cast this spell, choose three creatures within range. A target must succeed on a Wisdom saving throw, or suffer the troglodyte’s curse. When the victims of troglodyte’s curse are angry or frightened, including any combat situation, they secrete an oily, musk-like chemical that nearly every form of life finds offensive. Any creature other than a troglodyte that starts its turn within 30 feet of the target must succeed on a Constitution saving throw, become poisoned until the start of the creature’s next turn. In addition, the affected creature has disadvantage on all Charisma checks except for Charisma(intimidate) checks. Creatures that successfully save cannot be affected by the same victim’s stench for 1 hour. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive advantage on the Constitution saving throw.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good, remove curse, or wish spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by one for each slot level above 5th.
5th-level transmutation
The target creature regains 5 hit points at the start of its turn for the duration. If the target takes acid or fire damage, they don’t regain hit points on their next turn. If the target loses a limb or body part, it can reattach the severed member instantly by holding it to the stump. This spell does not allow targets to regrow limbs or body parts lost before the spell was cast. If the target creature would otherwise have resistance or immunity to fire or acid, then those resistances or immunities remain.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by one for each slot level above 5th.
5th-level conjuration
When this spell is cast, a sound of rushing air surrounds a 1-foot-diameter sphere of nothingness that appears above your outstretched hands. Once created, you determine range and height for the vacuum ball’s implosion, up to 50 feet away and up to a 20-foot radius, hurling it along a line between you and the target point. Within 15 feet of the line between you and the point of implosion, all creatures and unattended objects are pulled inward 5 feet if the target fails a Strength saving throw. If any creature so moved is pulled into a space adjacent to the path of the vacuum ball, the ball implodes there. Unattended objects pulled adjacent to the path of the ball do not cause it to implode, but are sucked into the vacuum and lost on a random plane.
When the ball implodes, all creatures within 20 feet are pulled 5 feet toward the center of the implosion. Each creature in the area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase damage by 1d8 for each slot level above 5th.
5th-level necromancy
You hurl a swirling bolt of green and black energy at a creature within range. Make a ranged spell attack. On a hit, the target takes 10d8 necrotic damage, and you gain temporary hit points equal to half the damage the spell deals. You can’t gain more than the target’s current hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase damage by 1d8 for each slot level above 5th.
5th-level enchantment
You weave magic into your voice or music to hypnotize a creature within range that can hear you. The target must succeed on a Wisdom saving throw, or become charmed by you for the duration. While charmed in this way, the creature is incapacitated. During this time, you can instill false memories or to cause the target to forget painful experiences. New memories are somewhat fragmented, yet the target’s own mind fills them in actually making the spell more effective over time. New memories that go far against anything the target has ever experienced allow a second Wisdom saving throw to reject the “memory” as nothing but a dream. This spell can be used to set up a “patsy” to take the blame for a crime, or it can be used to help erase and erase painful memories to help an individual begin to move back into normal life after a horrible trauma. You receive no information about memories already contained in the target’s mind; you need to be familiar with the character’s background before attempting to erase memories or add new memories. A special trauma or careful examination of one’s past can offer another save to reject new memories or overcome a block to recalling erased memories. Normal healing spells cannot overcome the memories created by this spell but a break enchantment, remove curse, wish or similar magic can instantly return the target to normal. Hypnosis or other spells of the mind also stand a chance of identifying the changed memories (at the GM’s option).
5th-level abjuration
You create five immobile and invisible shields that float above the floor, each occupying a 5-foot space. You can place these shields anywhere within range, and they need not be in adjacent spaces. Any creature who occupies a space also containing a shield gains a +5 bonus to AC. These creatures are protected against magic missile spells as per the shield spell. Creatures cannot use these shields for cover. As a bonus action, you can move one of these shields up to 30 feet.
5th-level evocation
Washout creates a massive wave (even on dry land) that sweeps through a line 100 feet long, and 40 feet wide, washing away everything in its path. All creatures in the area must make a Strength saving throw. On a failure, the wave deals 8d6 points bludgeoning damage to all creatures within the area. Large and Huge creatures are knocked prone by the wave, while Medium or smaller creatures are carried to the end of the wave’s path (usually the maximum range of the spell from you) and are knocked prone. A successful save reduces the damage by half and negates the knock down effect. The water from the spell can also extinguish fires. Mundane fires within the area of the spell are automatically extinguished. Magic fires can also be extinguished, but require you to make an ability check using your spellcasting ability. The DC of the check is equal to 10 + the spell’s level to extinguish the fire.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase damage by 1d6 for each slot level above 5th.
5th-level transmutation
Target up to 5 creatures you can see within range. You alter a target’s body so that it exudes a thick pink gel, forming a layer over its skin and clothing. For the duration, the target can breathe both water and air. In addition, gains a swimming speed of 30 feet, and has advantage on Strength (athletics) checks made to swim. When you cast this spell, you can affect several creatures, dividing the spell’s duration evenly among all the creatures you touch. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the total duration of the spell by 2 hours for each slot level above 5th.
5th-level necromancy
This curse causes the targets to become old and decrepit, and must succeed on a Constitution saving throw or age half its maximum age and incur penalties from this aging. The target’s AC is reduced by 4, and it suffers disadvantage to attack rolls, ability checks, and saving throws that rely on Strength, Dexterity, and Constitution.
This curse only affects the physical bodies of the creatures, not their minds. It also does not affect creatures that gain benefits from aging such as true dragons.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good, remove curse, or wish spell.
5th-level evocation
Wildblast is an unpredictable spell. When cast, you simply choose a point you can see within range. Then the spell explodes in a sphere with a radius of 5d10 feet, rolled randomly each time. The type of energy dealt by the spell is one or two of the five energies as determined by rolling 1d6 and consulting the table below.
D6 | Energy Type |
---|---|
1 | Acid |
2 | Cold |
3 | Lightning |
4 | Fire |
5 | Thunder |
6 | Roll again twice. |
(Damage is split between elements, not doubled; ignore further rolls of a six.)
Determining the number of damage dice is done by rolling 1d20 and adding your level to the roll, then consulting the following table.
D20 | Die Dmg | D20 | Die Dmg |
---|---|---|---|
10 | 1d6 | 23 | 13d6 |
11 | 2d6 | 24 | 14d6 |
12 | 3d6 | 25 | 15d6 |
13 | 4d6 | 26 | 16d6 |
14 | 5d6 | 27 | 16d6 |
15 | 6d6 | 28 | 17d6 |
16 | 6d6 | 29 | 17d6 |
17 | 7d6 | 30 | 18d6 |
18 | 8d6 | 31 | 18d6 |
19 | 9d6 | 32 | 19d6 |
20 | 10d6 | 33 | 19d6 |
21 | 11d6 | 34 | 20d6 |
22 | 12d6 | 35+ | 21d6 |
5th-level transmutation
The target can make a Constitution saving throw instead, applying all the usual modifiers. Abilities that depend on the result of a particular kind of saving throw (such as evasion requiring a Dexterity saving throw) can’t be used if the subject opts to make a Constitution saving throw instead. The target must choose whether to substitute the saving throw before rolling the save.
5th-level conjuration
This spell duplicates the effects of a wish except the effects are divided by a half. As an example you can create an item that costs up to 12,500 gp or you could grant five creatures immunity to one spell for four hours. Alternatively, you can only cast spells up to 4th level.
All the negative effects of the wish are still applied to wishful thinking and not divided by half. In addition, after you cast wishful thinking for any purpose other than to duplicate a spell and you fail the 33 percent chance after suffering the stress of wishful thinking, you are also unable to ever cast wish unless someone else casts wish on you.
5th-level abjuration
Woodland sanctuary infuses a region of wilderness terrain that is a mile in radius with the raw power of nature. Elves, fey, gnomes, and animals within the woodland sanctuary gain advantage on all saving throws, Wisdom (Perception), Dexterity (Stealth), and Wisdom (Survival) checks. As well, elves, fey, gnomes, and animals gain an increase of 10 feet to base speed for all their natural movement modes (but not those granted by spell or effect, such as fly). In addition, you can choose to fix a single spell effect to the woodland sanctuary, much as you can fix a single extra effect to a hallow site. The spell effect lasts for one year and functions throughout the region, regardless of the spell’s normal duration and area. You can designate whether the effect applies to all creatures or only to elves, fey, gnomes, and animals.
At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting woodland sanctuary again. Spell effects that may be tied to a woodland sanctuary include aid, bless, protection from poison, detect evil and good, detect magic, detect poison and disease, zone of truth, dispel magic, entangle, faerie fire, fog cloud, freedom of movement, see invisibility, protection from energy, purify food and drink, silence, speak with animals, speak with plants, and tongues.
5th-level evocation
You call upon the power of the demiurge to blast your foes with divine energy in a 50-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage dealt by 1d6 force for each slot level above 5th.
5th-level divination (ritual)
The target can see into and through solid matter for the duration. At a range of 20 feet, the subject can see as if it were looking at something in normal light—even if there is none. For example, if the subject looks into a locked chest, it can see inside even if there’s no light within. X-ray vision can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.