Frighten an enemy. They'll have Disadvantage on Ability Checks and Attack Rolls, and they cannot move. | Action | — | Action | — | Wisdom save |
Teleport directly to the temple of Bhaal. | Action | — | Action | — | — |
Full page →Convince a beast not to attack you. | Level 1 | Enchantment | Action | — | Wisdom save |
Full page →Create an undead servant from a corpse. | Level 3 | Necromancy | Action | — | — |
Create an invisible, magical eye that can scout the path ahead for you. | Level 4 | Conjuration | Action | — | — |
Full page →Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. | Level 2 | Abjuration | Action | — | — |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws. | Level 1 | Enchantment | Action | — | Charisma save |
Full page →Temporarily Banish your target to another plane of existence. | Level 4 | Abjuration | Action | — | Charisma save |
Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw. | Action | — | Bonus action | — | — |
Protect a creature from attacks: increase its Armour Class up to 16. | Level 2 | Transmutation | Action | — | — |
Full page →Give a target a 1d4 bonus or penalty to Ability Checks. You can also apply this bonus or penalty to a target'… | Action | — | — | — | — |
Teleport to a nearby, unoccupied space, or swap places with an ally. | Action | — | Action | — | — |
Full page →Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attack… | Level 3 | Necromancy | Action | — | Wisdom save |
Full page →Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. | Level 1 | Enchantment | Action | — | — |
Grant another creature Advantage on Stealth Checks. | Action | — | Action | — | — |
Full page →Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it. | Level 4 | Necromancy | Action | 8d8 Necrotic | Constitution save |
Full page →Blind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. | Level 2 | Necromancy | Action | — | Constitution save |
You or an ally receive a +1d4 bonus to Attack Rolls and Ability Checks. | Action | — | Action | — | — |
You or an ally recover a Level 1 spell slot. | Action | — | Action | — | — |
You or an ally recover a Level 2 spell slot. | Action | — | Action | — | — |
You or an ally recover a Level 3 spell slot. | Action | — | Action | — | — |
Full page →Prevent the target from healing until your next turn. The target cannot help Downed characters. An undead tar… | Cantrip | Necromancy | Action | 1d8 Necrotic | Ranged spell attack |
| B Full page →Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8 Thunder damage when the… | Action | Evocation | Action | weapon damage | Melee weapon attack |
| BTry to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisibl… | Action | — | Bonus action | UnarmedDamage Bludgeoning | — |
Full page →Sacrifice 6 m movement speed. For the rest of your turn, roll melee damage twice and use the highest result. | Action | — | — | — | — |
Full page →Spend 6 m of your movement speed. For the rest of your turn, roll ranged damage twice and use the highest res… | Action | — | — | — | — |
| B Full page →Explode a corpse, causing it to impale those around it. | Cantrip | Necromancy | Action | 1d10 Piercing | Dexterity save |
Full page →Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expe… | Level 3 | Conjuration | Action | 3d10 Lightning | Dexterity save |
Humanoids can't be Charmed, Frightened, or become enraged. | Level 2 | Enchantment | Action | — | — |
Full page →Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | Level 1 | Enchantment | Action | — | Wisdom save |
Full page →Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatu… | Level 6 | Necromancy | Action | 8d6 Necrotic | Constitution save |
Full page →Conjure a cloud of spinning daggers that attack anyone inside. | Level 2 | Conjuration | Action | 4d4 Slashing | — |
Full page →Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. | Level 5 | Conjuration | Action | 5d8 Poison | Constitution save |
Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, Saving Throw, weapon damage, or… | Action | — | Bonus action | — | — |
Full page →Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. | Level 1 | Enchantment | Action | — | Wisdom save |
Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack. | Action | — | Action | — | — |
Force an enemy to attack only you, giving it Disadvantage against other targets. | Level 1 | Enchantment | Bonus action | — | Wisdom save |
Full page →Possibly Daze your target. They can't take reactions and lose the Dexterity bonus to their Armour Class. | Action | — | Action | weapon damage | Melee weapon attack |
Full page →Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally ski… | Level 4 | Enchantment | Action | — | Wisdom save |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. | Level 5 | Conjuration | Action | — | — |
Conjure a minor elemental to fight alongside you. | Level 4 | Conjuration | Action | — | — |
Conjure a dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a wood woad. | Level 4 | Conjuration | Action | — | — |
Full page →Poison a target and possibly afflict them with a disease of your choice. | Level 5 | Necromancy | Action | — | Melee spell attack |
Use the power of your Oath to gain control over an undead creature. The undead will follow you around and att… | Action | — | Action | — | Wisdom save |
Give your allies a +1d6 bonus to Ability Checks. | Action | — | — | — | — |
You and any allies within 9 m have Advantage on Saving Throws against being Charmed or Frightened. | Action | — | Action | — | — |
Full page →Try to stop a spell being cast. | Level 3 | Abjuration | Reaction | — | — |
Full page →Call forth rain or destroy a water-based surface. | Level 1 | Transmutation | Action | — | — |
Full page →Raise a corpse as a heinous mummy that fights by your side. | Level 6 | Necromancy | Action | — | — |
Call forth rain. It extinguishes exposed flames and forms a water surface. | Level 1 | Transmutation | Action | — | — |
Full page →Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if… | Level 2 | Enchantment | Action | — | Wisdom save |
Full page →Heal a creature you can touch. | Level 1 | Evocation | Action | — | — |
Attack defensively, increasing your Armour Class by 4 if you hit. | Action | — | Action | MainMeleeWeapon + 1d6 MainMeleeWeaponDamageType | Melee weapon attack |
Create a cloud of darkness while you attack. | Action | — | Action | weapon damage | Melee weapon attack |
Full page →Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures… | Level 4 | Conjuration | Action | 3d6 Bludgeoning | Strength save |
Expend spell slots to regain hit points while in Wild Shape. | Action | — | Bonus action | — | — |
Full page →Possibly Maims your target. They can't move. | Action | — | Action | 1d4 + max(DexterityModifier,StrengthModifier) MainMeleeWeaponDamageType | Melee weapon attack |
Full page →Unleash a soothing hum of energy that heals you and nearby allies. | Level 5 | Evocation | Action | — | — |
Call forth rain. It extinguishes exposed flames and forms a water surface. | Action | — | Action | — | — |
Thrust your weapon with enough force to push your target back 6 m. Afterwards, you can Teleport to the target. | Action | — | Action | MainMeleeWeapon + 1d6 MainMeleeWeaponDamageType | Melee weapon attack |
Full page →Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage. | Level 2 | Illusion | Bonus action | — | — |
Full page →When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Miss… | Level 1 | Abjuration | Reaction | — | — |
Your staff or club becomes magical: it deals 1d8 + spellcasting ability modifier Bludgeoning damage, and uses… | Cantrip | Transmutation | Bonus action | — | — |
Become Invisible. | Action | — | Action | — | — |
The deva can cast Wrathful Smite, Revivify, and Concussive Smash. | Level 6 | Conjuration | Action | — | — |
You and your allies are revitalised as though you would have taken a Short Rest. | Action | — | Action | — | — |
Full page →Gain the ability to comprehend and communicate with beasts. | Level 1 | Divination | Action | — | — |
Full page →Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, an… | Level 3 | Conjuration | Action | — | Wisdom save |
| SA constellation of an archer appears on you. As a Bonus Action while in this Starry Form, you can cast Lumino… | Action | — | Bonus action | — | — |
| SA constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a sp… | Action | — | Bonus action | — | — |
| S Full page →A constellation of a wise dragon appears on you. When you make a Saving Throw to maintain Concentration on a… | Action | — | Bonus action | — | — |
Blend into the environment so completely that you become Invisible. | Action | — | Action | — | — |
Gain Druid level × 4 temporary hit points and deal an additional 1d6 Necrotic damage while you have them. Cas… | Action | — | Action | — | — |
Speak with the consciousness lingering inside the Sentient Amulet. | Action | — | Free | — | — |
Gain Advantage on Intimidation and Performance Checks. | Action | Transmutation | Action | — | — |
Turn nearby fey and fiends. They are forced to flee and cannot come close to you. | Action | — | Action | — | Wisdom save |
| TShout out and heal all nearby non-enemy creatures. | Action | — | Bonus action | — | — |
Turn nearby undead and fiends. They are forced to flee and cannot come close to you. | Action | — | Action | — | Wisdom save |
Pray to Turn all undead that can see you. | Action | — | Action | — | Wisdom save |
Wrap yourself in shadows to become Invisible if you are obscured. | Action | — | Action | — | — |
Ritually bind the weapon in your main hand. The weapon can't be knocked out of your hand, and it automaticall… | Action | — | Action | — | — |
Strike out at all nearby foes, making separate attack rolls against each target. | Action | — | Action | weapon damage | Melee weapon attack |
Regain half your Ki Points and enter a temporary state of Wholeness where you regain ki points and have an ex… | Action | — | Action | — | — |
Full page →Magically assume the shape of a beast. | Action | — | Action | — | — |
Take the shape of an air myrmidon. | Action | — | Action | — | — |
Full page →Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 hi… | Action | — | Action | — | — |
Assume the shape of a polar bear that can Goad enemies into attacking it. The polar bear has a starting healt… | Action | — | Action | — | — |
Full page →Take the shape of a cat that can avoid attention and Meow to distract enemies. It has 2 hit points. | Action | — | Action | — | — |
Full page →Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a star… | Action | — | Action | — | — |
Full page →Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class. | Action | — | Action | — | — |
Take the shape of a dire raven that can avoid attention and Blind enemies. It has 13 hit points. | Action | — | Action | — | — |
Take the shape of an earth myrmidon. | Action | — | Action | — | — |
Take the shape of a fire myrmidon. | Action | — | Action | — | — |
Full page →Take the shape of an owlbear that can Rupture the ground and become Enraged. | Action | — | Action | — | — |
Take the shape of a panther that can Prowl around invisibly. | Action | — | Action | — | — |
Take the shape of a sabre-toothed tiger that can Shred Armour and regenerate hit points. | Action | — | Action | — | — |
Full page →Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 hit p… | Action | — | Action | — | — |
Take the shape of a water myrmidon. | Action | — | Action | — | — |
Full page →Assume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting hea… | Action | — | Action | — | — |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. | Level 6 | Transmutation | Action | — | — |