Fighter is a class in Baldur’s Gate 3. Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
Fighter
Class
Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
- Hit points at level 1
- 10
- Hit points per level
- 6
- Subclasses
- 4
Fighter progression
Class levels 1–12 · Select a feature to read its game description.
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1Level
Second Wind
Granted
Draw on your stamina to heal yourself. -
2Level
Action Surge
Granted
Immediately gain an extra
action to use this turn. -
3LevelChoose a subclass 4 branches
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4Level
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5Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together. -
6Level
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7Level
No new features at this level.
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8Level
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9Level
Indomitable
Granted feature
You have become as durable as an iron golem. Whenever you fail a
Saving Throw, you can roll again, using the new result instead. -
10Level
No new features at this level.
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11Level
Improved Extra Attack
Granted feature
You can make two additional attacks after attacking with your main-hand weapon. -
12Level
Battle Master subclass progression
Battle Master
Subclass
As a paragon of tactical superiority, you employ a wide array of combat manoeuvres to dominate every fight.
Related entry
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3Level
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7Level
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10Level
Improved Combat Superiority
Granted feature
The size of your
Superiority Dice increases to 1d10.
Eldritch Knight subclass progression
Eldritch Knight
Subclass
You are a warrior of spell and sword, weaving incantations that supplement your extensive martial expertise.
Related entry
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3Level
Weapon Bond
Granted
Ritually bind the weapon in your main hand. The weapon can't be knocked out of your hand, and it automatically returns to you when
Thrown.Level 1 spell slots × 2 Current spell slots -
4LevelLevel 1 spell slots × 3 Current spell slots
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5LevelLevel 1 spell slots × 3 Current spell slots
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6LevelLevel 1 spell slots × 3 Current spell slots
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7Level
War Magic
Granted feature
You have honed your body and magic for war. After you cast a
cantrip, you can make a weapon attack using a bonus action.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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9LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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10Level
Eldritch Strike
Granted feature
When you hit a creature with a weapon attack, it has
Disadvantage on its next
Saving Throw against a spell you cast before the end of your next turn.Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots -
11LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
Champion subclass progression
Champion
Subclass
You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.
Related entry
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3Level
Improved Critical Hit
Granted feature
The number you need to
roll a Critical Hit while attacking is reduced by 1. This effect can stack. -
7Level
Remarkable Athlete: Proficiency
Granted feature
You're a master of your own body, your athletic prowess extended beyond the usual.
You can add half of your
Proficiency Bonus to any Strength, Dexterity, and Constitution
Checks that you are not
Proficient in.
Remarkable Athlete: Jump
Granted feature
You're a master of your own body, your athletic prowess extended beyond the usual.
Your
Jump distance is increased by 3m. -
10Level
Arcane Archer subclass progression
Arcane Archer
Subclass
You are capable of weaving magic into your attacks, giving your archery a supernatural quality - and your foes something to fear.
Related entry
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3Level
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4Level
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5Level
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6Level
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7Level
Magic Arrow
Granted feature
All of your ranged attacks are considered magical to overcome Resistance.
Curving Shot
Granted feature
When you miss with any magical ranged attack, use a
bonus action to attack the next closest target with the same attack. -
8Level
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9Level
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10Level
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11Level
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12Level
Acrobatics
Dexterity skill
Animal Handling
Wisdom skill
Athletics
Strength skill
History
Intelligence skill
Insight
Wisdom skill
Intimidation
Charisma skill
Perception
Wisdom skill
Survival
Wisdom skill
Duelling
When you are wielding a melee weapon that is not Two-Handed in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
Archery
You gain a +2 bonus to ranged weapon attacks.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once.
Defence
You gain a +1 bonus to
Armour Class while wearing armour.
Armour Class while wearing armour.
Two-Weapon Fighting
When you make an
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Protection
When you have a shield, impose
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Rally
Expend a superiority die to grant an ally 8, bolstering their resolve.
Distracting Strike
Advantage on their next
Attack Roll against the target.
Evasive Footwork
You can evade attacks by imposing
Disadvantage on melee attacks against you for a round.
Disadvantage on melee attacks against you for a round.
Trip Attack
Spend a superiority die to make an attack that deals an additional [1] damage and possibly knocks the target
Prone.
Goading Attack
Deal an additional [1] and attempt to goad the target into attacking you. Target receives
Disadvantage on attacking any other creature.
Disadvantage on attacking any other creature.
Disarming Attack
Spend a superiority die to make an attack that deals an additional [1] damage and possibly forces the target to drop the weapons they are holding.
Pushing Attack
Spend a superiority die to make an attack that deals an additional [2] damage and possibly pushes the target back 4.5m.
Commander's Strike
Use your
reaction to make an
Attack Roll that deals additional damage.
reaction to make an
Attack Roll that deals additional damage.
Feinting Attack
You can use both your action and bonus action on a turn to attack a target with
Advantage and deal an additional [1] damage.
Advantage and deal an additional [1] damage.
Menacing Attack
Spend a superiority die to make an attack that deals an additional [1] damage and possibly
Frightens the target.
Riposte
When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional [1] damage.
Manoeuvring Attack
Spend a superiority die to make an attack that deals an additional [1] damage. On hit, select which friendly creature will gain half its movement speed. It will not provoke attacks of opportunity.
Precision Attack
You can spend a
Superiority Die to add it to the result to an
Attack Roll.
Superiority Die to add it to the result to an
Attack Roll.
Sweeping Attack
Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. Roll your superiority die for damage.
Blade Ward
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Poison Spray
Project a puff of noxious gas.
Mage Hand
Create a spectral hand that can manipulate and interact with objects.
Toll the Dead
Ring the bell of impending doom. If the target is at full health, you deal [1] instead.
Light
Infuse an object with an aura of light.
Bone Chill
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Acid Splash
Throw a bubble of acid that damages each creature it hits.
Ray of Frost
Reduces the target's
movement speed by 3m.
movement speed by 3m.
Shocking Grasp
The target cannot use reactions. This spell has
Advantage on creatures with metal armour.
Advantage on creatures with metal armour.
True Strike
Gain
Advantage on your next
Attack Roll.
Advantage on your next
Attack Roll.
Dancing Lights
Illuminate a 9m radius.
Friends
Gain
Advantage on Charisma
Checks against a non-hostile creature.
Advantage on Charisma
Checks against a non-hostile creature.
Bursting Sinew
Explode a corpse, causing it to impale those around it.
Minor Illusion
Create an illusion that compels nearby creatures to investigate.
Fire Bolt
Hurl a mote of fire.
Booming Blade
Strike with your weapon, afflicting your foe with a resonance that hurts them for [1] when they move.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Light
Infuse an object with an aura of light.
Guidance
The target gains a +1d4 bonus to
Ability Checks.
Ability Checks.
True Strike
Gain
Advantage on your next
Attack Roll.
Advantage on your next
Attack Roll.
Arcane Shot: Piercing Arrow
Use Transmutation magic to attack all those within the line of your shot. Each target must succeed a
Saving Throw or be dealt an additional 1d6 Piercing damage.
Saving Throw or be dealt an additional 1d6 Piercing damage.
Arcane Shot: Shadow Arrow
Use Illusion magic to deal an additional 2d6 Psychic damage. Target must succeed a
Saving Throw or become
Blinded.
Saving Throw or become
Arcane Shot: Grasping Arrow
Deal an additional 2d6 Poison damage. Affected entity's
Movement Speed is reduced by 3m and it will take 2d6 Slashing damage when it moves.
Movement Speed is reduced by 3m and it will take 2d6 Slashing damage when it moves.
Arcane Shot: Enfeebling Arrow
Use Necromantic magic to deal an additional 2d6 Necrotic damage. Target must succeed a
Saving Throw or become
Feeble.
Saving Throw or become
Arcane Shot: Banishing Arrow
Use Abjuration magic to potentially
Banish your target to the Feywild.
Arcane Shot: Seeking Arrow
Use Divination magic to make your arrow seek a target. The arrow deals an additional 1d6 Force damage and possibly applies
Faerie Fire.
Arcane Shot: Bursting Arrow
Use Evocation magic to make your arrow explode on impact and deal an additional 2d6 Force damage to targets within 3m.
Arcane Shot: Beguiling Arrow
Use Enchantment magic to deal an additional 2d6 Psychic damage. Target must succeed a
Saving Throw or become
Charmed.
Saving Throw or become