Booming Blade
Divination
0 Guidance
Divination
0 Feather Fall
Transmutation
1
Self (5 ft radius) 1 action N/A Touch 1 action N/A 60 ft 1 reaction, falling creature N/A
● ●
1 round a melee weapon worth at least 1 sp ●
●
1 min N/A ● 1 min a small feather or piece of down
●
●
● ● ●
You brandish the weapon used in the spell’s casting and make a melee attack
with it against one creature within 5 feet of you. On a hit, the target suffers You touch one willing creature. Once before Choose up to five falling creatures within
the weapon attack’s normal effects and then becomes sheathed in booming
the spell ends, the target can roll a d4 and range. A falling creature’s rate of descent
energy until the start of your next turn. If the target willingly moves 5 feet or
more before then, the target takes 1d8 thunder damage, and the spell ends. add the number rolled to one ability check of slows to 60 feet per round until the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder its choice. It can roll the die before or after If the creature lands before the spell ends, it
damage to the target on a hit, and the damage the target takes for moving
making the ability check. The spell then ends. takes no falling damage and can land on its
increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and
3d8) and again at 17th level (3d8 and 4d8). feet, and the spell ends for that creature.
Absorb Elements
Abjuration
1 Sanctuary
Abjuration
1 Cure Wounds
Evocation
1
Self 1 reaction N/A 30 ft 1 bonus action WIS Touch 1 action N/A
● ●
1 round N/A ● 1 min a small silver mirror ● Instantaneous N/A ●
●
● ● ●
The spell captures some of the incoming energy (acid, cold, fire, You ward a creature within range against attack. Until the spell ends, A creature you touch regains a number of hit points
lightning, thunder), lessening its effect on you and storing it for your next any creature who targets the warded creature with an attack or a
melee attack. You have resistance to the triggering damage type until the harmful spell must first make a Wisdom saving throw. On a failed equal to 1d8 + your spellcasting ability modifier. This
start of your next turn. Also, the first time you hit with a melee attack on save, the creature must choose a new target or lose the attack or spell has no effect on undead or constructs.
your next turn, the target takes an extra 1d6 damage of the triggering spell. This spell doesn’t protect the warded creature from area
type, and the spell ends. effects, such as the explosion of a fireball.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
If the warded creature makes an attack, casts a spell that affects an spell slot of 2nd level or higher, the healing increases
higher, the extra damage increases by 1d6 for each slot level above 1st.
enemy, or deals damage to another creature, this spell ends. by 1d8 for each slot level above 1st.
Aid
Abjuration
2 Enhance Ability
Transmutation
2 Invisibility 2
30 ft 1 action N/A Touch 1 action N/A Touch 1 action N/A
● ● ●
8 hrs a tiny strip of white cloth ●
●
1 hr fur or a feather from a beast ● 1 hr ●
an eyelash encased in gum arabic ●
●
● ●
● ●
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects;
Your spell bolsters your allies with toughness and resolve. the target gains the effect until the spell ends. A creature you touch becomes invisible until the spell ends.
Choose up to three creatures within range. Each target’s hit Anything the target is wearing or carrying is invisible as long
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit
point maximum and current hit points increase by 5 for the points, which are lost when the spell ends. as it is on the target’s person. The spell ends for a target that
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
duration. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 attacks or casts a spell.
feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
At Higher Levels. When you cast this spell using a spell slot of Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of
Owl’s Wisdom. The target has advantage on Wisdom checks.
3rd level or higher, a target’s hit points increase by an At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one 3rd level or higher, you can target one additional creature for
additional 5 for each slot level above 2nd. additional creature for each slot level above 2nd. each slot level above 2nd.
Web
Conjuration
2
60 ft 1 action DEX/STR
●
1 hr ●
a bit of spider web ●
●
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a
20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their
area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next
turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity
saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it
breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save
DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4
fire damage to any creature that starts its turn in the fire.