You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Command
PHB
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Prone, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Compelled Duel
PHB
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Bonus Action ()
Components: V ()
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control, Debuff, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
Cure Wounds
PHB
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Detect Evil and Good
PHB
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: No
Scaling: None
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Magic
PHB
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Poison and Disease
PHB
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (a yew leaf)
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Divine Favor
PHB
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Radiant, Damage
Saving Throw: None
Ritual: No
Scaling: None
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Divine Smite
PHB
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Bonus Action (which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
Components: V ()
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Radiant, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Heroism
PHB
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level 2
Aid
PHB
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a strip of white cloth)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Find Steed
PHB, WC5E
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Summoning
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC: 10 + 1 per spell level
HP: 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed: 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
14
+2
+2
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses: Passive Perception 11
Languages: Telepathy 1 mile (works only with you)
CR: None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Actions
Otherworldly Slam.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest).Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
Gentle Repose
PHB
Spell Level: 2
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Warding
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Spell Level 3
Aura of Vitality
PHB
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
Beacon of Hope
PHB
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
Blinding Smite
PHB
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Bonus Action (which you take immediately after htting a creature with a Melee weapon or an Unarmed Strike)
Components: V ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Radiant, Control, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
Create Food and Water
PHB
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: None
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Crusader's Mantle
PHB
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Radiant, Buff, Damage
Saving Throw: None
Ritual: No
Scaling: None
You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.
Daylight
PHB
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: 60 ft. Sphere
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Dispel Magic
PHB
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
Spell Level 4
Aura of Life
PHB
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Healing, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Aura of Purity
PHB
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Banishment
PHB
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a pentacle)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Banishment, Control
Saving Throw: Charisma
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Compulsion
PHB
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Death Ward
PHB
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Spell Level 5
Banishing Smite
PHB
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Bonus Action (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike)
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Circle of Power
PHB
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Cube
Duration: Concentration (10 Minute)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Destructive Wave
PHB
Spell Level: 5
Spell School: Evocation
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Thunder, Control, Damage
Saving Throw: None
Ritual: No
Scaling: None
Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
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.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Geas
PHB
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Minute ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Psychic, Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
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.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Greater Restoration
PHB
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)