As a Ranger, you can learn the following spells.
No cantrips available
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Minute
Components: V, S, M (a bell and silver wire)
Range: 30 ft.
Area: 20 ft. Cube
Duration: Time
Conditions/Effects: Detection
Attack/Save: None
Ritual: No
Scaling: None
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action
Components: V, S, M (a morsel of food)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control, Social
Attack/Save: WIS Save
Ritual: No
Scaling: Spell Slot Level
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Healing
Attack/Save:
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.
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
Attack/Save:
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.
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
Attack/Save:
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.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Bonus Action (which you take immediately after hitting a creature with a weapon)
Components: V
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Piercing, Control, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S
Range: 90 ft.
Area: 20 ft. Square
Duration: Concentration (1 Minute)
Conditions/Effects: Restrained, Control
Attack/Save:
Ritual: No
Scaling: None
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S
Range: 120 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Environment
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (a sprig of mistletoe)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Healing
Attack/Save:
Ritual: No
Scaling: None
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Bonus Action (which you take immediately after hitting a creature with a Ranged weapon)
Components: V
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Piercing, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Bonus Action
Components: V
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Force, Damage, Debuff
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Bonus Action
Components: V, S, M (a grasshopper’s hind leg)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Movement
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (a pinch of dirt)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action
Components: V, S
Range: Self
Area: None
Duration: Time
Conditions/Effects: Communication, Social
Attack/Save:
Ritual: Yes
Scaling: None
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
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
Attack/Save: 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.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action
Components: V, S, M (a morsel of food)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Communication, Social
Attack/Save: CHA Save
Ritual: Yes
Scaling: Spell Slot Level
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Bonus Action
Components: V, S, M (a handful of oak bark)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Warding
Attack/Save:
Ritual: No
Scaling: None
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action
Components: S
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Detection
Attack/Save:
Ritual: Yes
Scaling: None
You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (four or more arrows or bolts)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Piercing
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (fur or a feather)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action
Components: V, S
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Detection
Attack/Save:
Ritual: No
Scaling: None
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action
Components: V, S, M (a legume seed)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Attack/Save:
Ritual: No
Scaling: None
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Bonus Action
Components: V, S
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Blinded, Deafened, Paralyzed, Poisoned, Healing
Attack/Save:
Ritual: No
Scaling: None
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action
Components: V, S, M (fur from a bloodhound)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Detection
Attack/Save:
Ritual: Yes
Scaling: None
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action
Components: V, S, M (a forked twig)
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Attack/Save:
Ritual: No
Scaling: None
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Bonus Action
Components: V, S
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S, M (ashes from burned mistletoe)
Range: Self
Area: 30 ft. Emanation
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Exploration
Attack/Save:
Ritual: No
Scaling: None
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Warding
Attack/Save:
Ritual: No
Scaling: None
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Spell Level: 2
Spell School: Illusion
Casting Time: 1 Action
Components: V, S
Range: 120 ft.
Area: 20 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Control
Attack/Save:
Ritual: Yes
Scaling: None
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (seven thorns)
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Control, Damage
Attack/Save:
Ritual: No
Scaling: None
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Summoning
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | –3 | –3 |
| WIS | 14 | +2 | +2 |
| CHA | 5 | −3 | −3 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Slashing, Buff, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Range: Self
Area: 60 ft. Cone
Duration: Instantaneous
Conditions/Effects: Force, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
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
Attack/Save:
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.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control
Attack/Save:
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.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Acid, Cold, Fire, Lightning, Thunder, Buff, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
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: 3
Spell School: Transmutation
Casting Time: 1 Bonus Action (which you take immediately after hitting or missing a target with a ranged attack using a weapon)
Components: V, S
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Lightning, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Movement
Attack/Save:
Ritual: Yes
Scaling: None
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Deception
Attack/Save:
Ritual: No
Scaling: None
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
Spell Level: 3
Spell School: Transmutation
Casting Time: 8 Hour
Components: V, S
Range: 150 ft.
Area: 2640 ft. Emanation
Duration: Instantaneous
Conditions/Effects: Control
Attack/Save:
Ritual: No
Scaling: None
This spell channels vitality into plants.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S
Range: 150 ft.
Area: 100 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Control
Attack/Save:
Ritual: No
Scaling: None
This spell channels vitality into plants.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Warding
Attack/Save:
Ritual: No
Scaling: None
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Spell Level: 3
Spell School: Necromancy
Casting Time: 1 Action
Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Healing
Attack/Save:
Ritual: No
Scaling: None
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S
Range: Self
Area: None
Duration: Time
Conditions/Effects: Communication, Social
Attack/Save:
Ritual: No
Scaling: None
You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (a gilded flower worth 300+ GP)
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Summoning
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +0 |
| CHA | 16 | +3 | +3 |
Immunities Charmed
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (a short reed)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Buff
Attack/Save:
Ritual: Yes
Scaling: None
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (a piece of cork)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Movement
Attack/Save:
Ritual: Yes
Scaling: None
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action
Components: V, S, M (a fan and a feather)
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Bludgeoning, Control, Damage
Attack/Save:
Ritual: No
Scaling: None
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S
Range: Self
Area: 10 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Force, Summoning
Attack/Save:
Ritual: Yes
Scaling: Spell Slot Level
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action
Components: V, S
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S, M (a leather strap)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Movement
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Bonus Action
Components: V, S
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Bludgeoning, Control, Damage
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
Spell Level: 4
Spell School: Divination
Casting Time: 1 Action
Components: V, S, M (fur from a bloodhound)
Range: Self
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Detection
Attack/Save:
Ritual: No
Scaling: None
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
Spell Level: 4
Spell School: Transmutation
Casting Time: 1 Action
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Warding
Attack/Save:
Ritual: No
Scaling: None
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Summoning
Attack/Save:
Ritual: No
Scaling: Spell Slot Level
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Medium Elemental, Neutral
AC 11 + the spell’s level
HP 50 + 10 for each spell level above 4
Speed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | –3 | –3 |
| WIS | 10 | +0 | +0 |
| CHA | 16 | +3 | +3 |
Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)
Immunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Spell Level: 5
Spell School: Divination
Casting Time: 1 Minute
Components: V, S
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Environment, Exploration, Foreknowledge, Utility
Attack/Save:
Ritual: Yes
Scaling: None
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area 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 castles and settlements.
Choose three of the following facts; you learn those facts as they pertain to the spell’s area:
For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Range: 150 ft.
Area: 40 ft. Cylinder
Duration: Instantaneous
Conditions/Effects: Force, Damage
Attack/Save:
Ritual: No
Scaling: None
You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Charmed, Exhaustion, Petrified, Healing
Attack/Save:
Ritual: No
Scaling: None
You touch a creature and magically remove one of the following effects from it:
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action
Components: S, M (a Melee weapon worth 1+ SP)
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Force, Combat, Damage, Teleportation
Attack/Save:
Ritual: No
Scaling: None
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 then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Spell Level: 5
Spell School: Transmutation
Casting Time: 1 Bonus Action
Components: V, S, M (a Quiver worth 1+ GP)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Attack/Save:
Ritual: No
Scaling: None
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action
Components: V, S
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Movement, Teleportation
Attack/Save:
Ritual: No
Scaling: None
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 only once on each of your turns. You must end each turn outside a tree.