A surge of divine energy accompanies your swing and possibly pushes the target back 5 m. | Action | — | Action | MainMeleeWeapon + StrengthModifier MainMeleeWeaponDamageType + 1d6 Force | Melee weapon attack |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. | Action | Enchantment | Action | — | Wisdom save |
Full page →Illuminate a 9 m radius. | Cantrip | Evocation | Action | — | — |
Full page →Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks… | Level 2 | Evocation | Action | — | — |
Full page →Grant a creature the ability to see in the dark out to a range of 12 m. | Level 2 | Transmutation | Action | — | — |
Full page →Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | Level 3 | Evocation | Action | — | — |
Full page →Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious wit… | Level 4 | Abjuration | Action | — | — |
| DFlick your weapon at a target and possibly Disarm them. | Action | — | Bonus action | weapon damage | Melee weapon attack |
| DToss a handful of sand at your enemy and possibly Blind them. | Action | — | Bonus action | 1d6 Bludgeoning | Melee weapon attack |
| D Full page →Insult a creature: it has Disadvantage on its next Attack Roll. | Cantrip | Enchantment | Bonus action | 1d4 Psychic | Wisdom save |
Full page →Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding. | Action | — | Action | 1d4 + max(DexterityModifier,StrengthModifier) MainMeleeWeaponDamageType | Melee weapon attack |
Remove the magic cast upon a character or object. | Level 3 | Abjuration | Action | — | — |
Full page →Frighten a creature: they'll have Disadvantage on Ability Checks and Attack Rolls and they cannot move. | Level 1 | Enchantment | Action | 3d6 Psychic | Wisdom save |
Full page →Once per turn deal 1d8 Cold damage, 1d8 Fire damage or 1d8 Lightning damage in addition to your weapon's weap… | Action | — | Action | weapon damage | Melee weapon attack |
| DOnce per turn deal 1d8 Necrotic damage in addition to your weapon's weapon damage when you make a melee attac… | Action | — | Action | weapon damage + 1d8 Necrotic | Melee weapon attack |
Once per turn deal 1d8 Poison damage in addition to your weapon's weapon damage when you make a melee attack. | Action | — | Action | weapon damage + 1d8 Poison | Melee weapon attack |
Strike a foe with your weapon as it becomes wreathed in gleaming radiance. | Action | — | Action | weapon damage + 1d8 Radiant | Melee weapon attack |
Once per turn deal 1d8 Thunder damage in addition to your weapon's weapon damage when you make a melee attack. | Action | — | Action | weapon damage + 1d8 Thunder | Melee weapon attack |
Once per turn deal 1d8 Main Melee Weapon Damage Type damage in addition to your melee weapon damage. | Action | — | Action | MainMeleeWeapon + 1d8 MainMeleeWeaponDamageType | Melee weapon attack |
Full page →Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against y… | Level 4 | Enchantment | Action | — | Wisdom save |
Full page →Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw aga… | Level 5 | Enchantment | Action | — | Wisdom save |
All targets within the light turn visible, and Attack Rolls against them have Advantage. | Level 1 | Evocation | Action | — | Dexterity save |
| DPunch twice in quick succession and grant yourself an additional 3 m movement and the benefits of Disengage. | Action | — | Bonus action | MartialArtsUnarmedDamage Bludgeoning + MartialArtsUnarmedDamage Bludgeoning | Unarmed attack |
Full page →Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 dama… | Level 3 | Transmutation | Action | — | — |
Full page →Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | Level 2 | Transmutation | Action | — | — |
Full page →Triple a creature's jumping distance. | Level 1 | Transmutation | Action | — | — |
Full page →Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. | Level 2 | Transmutation | Action | — | Constitution save |
Full page →Your attack summons thorny vines that possibly Ensnare your target. | Level 1 | Conjuration | Action | weapon damage | Melee weapon attack |
Create a vine surface, slowing down creatures, possibly Entangling them. | Level 1 | Conjuration | Action | — | Strength save |
Full page →Reduce a creature's peripheral vision and make it look at you. | Level 2 | Enchantment | Action | — | Wisdom save |
Full page →Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting… | Level 6 | Necromancy | Action | — | Wisdom save |
| ECreate a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks… | Level 2 | Evocation | Action | — | — |
Full page →All targets within the light turn visible, and Attack Rolls against them have Advantage. | Level 1 | Evocation | Action | — | Dexterity save |
Create a vine surface, slowing down creatures, possibly Entangling them. | Level 1 | Conjuration | Action | — | Strength save |
Full page →Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and pois… | Level 3 | Necromancy | Action | — | — |
Full page →Choose a damage type and become Resistant to it. You can pick a new damage type each Short Rest. | Action | — | Free | — | — |
Summon a familiar, a fey spirit that takes an animal form of your choosing. | Level 1 | Conjuration | Action | — | — |
Push the target back 6 m and knock it Prone. | Action | — | Action | 3d10 Bludgeoning | Strength save |
Full page →Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. | Level 5 | Evocation | Action | 5d6 Fire + 5d6 Radiant | Dexterity save |
Full page →Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright l… | Level 2 | Conjuration | Action | 2d6 Fire | Dexterity save |
Full page →Atrophy a foe, Restraining them until they temporarily turn to stone. | Level 6 | Transmutation | Action | — | Constitution save |
Punch twice in quick succession. | Action | — | Bonus action | MartialArtsUnarmedDamage Bludgeoning + MartialArtsUnarmedDamage Bludgeoning | Unarmed attack |
Full page →The cloud Blinds and Heavily Obscures creatures within it. | Level 1 | Conjuration | Action | — | — |
Full page →Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed o… | Level 4 | Abjuration | Action | — | — |
As a bonus action, make a melee attack with your equipped weapon. | Action | — | Bonus action | weapon damage | Melee weapon attack |
Full page →Gain Advantage on Charisma Checks against a non-hostile creature. | Cantrip | Enchantment | Action | — | — |
Raise a mildewed, mould-encrusted zombie from a corpse. | Action | — | Reaction | — | — |
Wrap a shadow rope around a creature's throat to start Garrotting it. | Action | — | Action | 3d6 Bludgeoning | Unarmed attack |
Full page →Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is ve… | Level 3 | Transmutation | Action | — | — |
Triple a creature's jumping distance. | Level 1 | Transmutation | Action | — | — |
Full page →Create a barrier that makes creatures and objects inside it Immune to all damage. | Level 6 | Abjuration | Action | — | — |
Full page →Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect wi… | Level 3 | Abjuration | Action | — | Dexterity save |
Full page →Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4 hit p… | Level 1 | Transmutation | Action | — | — |
Full page →Bestow the ability to Fly upon yourself or an ally. | Level 3 | Transmutation | Action | — | — |
Summon a giant vine capable of dragging creatures toward itself. | Level 4 | Conjuration | Bonus action | — | Strength save |
Full page →Cover the ground in grease, slowing creatures within and possibly making them fall Prone. | Level 1 | Conjuration | Action | — | Dexterity save |
Full page →Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. | Level 4 | Illusion | Action | — | — |
Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. | Level 5 | Abjuration | Action | — | — |
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an e… | Level 4 | Conjuration | Action | — | — |
Full page →The target gains a +1d4 bonus to Ability Checks. | Cantrip | Divination | Action | — | — |
Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this… | Action | — | Reaction | 1d4 Necrotic | Constitution save |
Reduce a target's maximum hit points, but never below 1. | Level 6 | Necromancy | Action | 14d6 Necrotic | Constitution save |
Full page →Target yourself or an ally to become Hastened: gain an action, become faster and gain +2 to Armour Class. | Level 3 | Transmutation | Action | — | — |
Heal a target's wounds and remove Blindness and any diseases. | Level 6 | Evocation | Action | — | — |
Full page →Heal a creature you can see. | Level 1 | Evocation | Bonus action | — | — |
Possibly inflicts Chest Trauma: target loses an action. | Action | — | Action | 1d4 + max(DexterityModifier,StrengthModifier) MainMeleeWeaponDamageType | Melee weapon attack |
Full page →Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Atta… | Level 2 | Transmutation | Action | 2d8 Fire | Constitution save |
Make yourself or a target immune to Frightened and gain 5 temporary hit points each turn. | Level 1 | Enchantment | Action | — | — |
Full page →Make your attacks deal an additional 1d6 Necrotic damage damage to the target and give it Disadvantage on an… | Level 1 | Enchantment | Bonus action | 1d6 Necrotic | — |
| HCurse a target. Your damage rolls against the target gain a bonus equal to your Proficiency Bonus. The number… | Action | — | Bonus action | — | — |
Pierce a creature with your frost-rimed trident and Chill it. | Action | — | Action | weapon damage + 1d10 Cold | Melee weapon attack |
Full page →Paralyse a creature. It can't move, act or react. Attacks from within 3 m are always Critical Hits. | Level 5 | Enchantment | Action | — | Wisdom save |
Full page →Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m are always Critical Hits. | Level 2 | Enchantment | Action | — | Wisdom save |
Grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack. | Action | — | Action | — | — |
| HSummon forth a creature of darkness. | Action | — | Bonus action | — | — |
Full page →Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of thei… | Level 3 | Conjuration | Action | 2d6 Cold + 2d6 Acid | Dexterity save |
Full page →Mark a creature as your quarry to deal an additional 1d6 Main Weapon Damage Type damage whenever you hit it w… | Level 1 | Divination | Bonus action | 1d6 MainWeaponDamageType | — |
Charm and Incapacitate a creature. It cannot attack you. It cannot act. | Action | — | Action | — | Wisdom save |
Full page →Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. | Level 3 | Illusion | Action | — | Wisdom save |
Full page →Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatur… | Level 4 | Evocation | Action | 2d8 Bludgeoning + 4d6 Cold | Dexterity save |
You can cast Minor Illusion as a bonus action. | Cantrip | Illusion | Bonus action | — | — |
Full page →Putrefy a creature with the necrotic energy filling your hands. | Level 1 | Necromancy | Action | 3d10 Necrotic | Melee spell attack |
You or an ally's weapon attacks deal an additional Charisma modifier (at least 1) Radiant damage and can Daze… | Action | — | Bonus action | — | — |
Full page →Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception… | Level 5 | Conjuration | Action | 4d10 Piercing | Constitution save |
Menace an enemy and instil a terrible Fear within them. | Action | — | Action | — | Wisdom save |
| IHit a creature with your bare fists and possibly get them Drunk. | Action | — | Action | MartialArtsUnarmedDamage Bludgeoning | Unarmed attack |
Full page →Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. | Level 2 | Illusion | Action | — | — |
Distract your enemies with an illusion. Within 3 m of the illusion, Attack Rolls have Advantage for you and y… | Action | — | Action | — | — |
Detonate the ki of a creature Resonating with you, hitting the creature and anyone within 5 m of it. | Action | — | — | 3d6 Force | Dexterity save |
Hit a creature with your bare fists, making the ki in its body Resonate with yours. | Action | — | Action | MartialArtsUnarmedDamage Bludgeoning | Unarmed attack |
Hit a creature with your bare fists, making the ki in its body Resonate with yours. | Action | — | Bonus action | MartialArtsUnarmedDamage Bludgeoning | Unarmed attack |
Full page →Unlock an object that is held shut by a mundane lock. | Level 2 | Transmutation | Action | — | — |
Full page →Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for lat… | Level 6 | Evocation | Action | 10d6 Cold | Constitution save |
Full page →Cause a creature to start dancing, making it unable to take actions or move. Its attackers have Advantage on… | Level 6 | Enchantment | Action | — | Wisdom save |
Lash out with a blazing strike and possibly Burn your target. | Action | — | Action | weapon damage + 1d10 Fire | Melee weapon attack |
An ally you touch regains hit points, but possibly falls Asleep. | Action | Evocation | Action | — | Constitution save |
Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks… | Action | Evocation | Action | — | — |
Grant a creature the ability to see in the dark out to a range of 12 m. | Action | Transmutation | Action | — | — |
Full page →Leave a creature Prone with laughter, without the ability to get up. | Level 1 | Enchantment | Action | — | Wisdom save |
Full page →This non-lethal attack possibly inflicts Weak Grip, hindering the target's attacks. | Action | — | Action | 1d4 + max(DexterityModifier,StrengthModifier) MainMeleeWeaponDamageType | Melee weapon attack |