Rogue is a class in Baldur’s Gate 3. With stealth, skill, and uncanny reflexes, rogues' versatility lets them get the upper hand in almost any situation.
Rogue
Class
With stealth, skill, and uncanny reflexes, rogues' versatility lets them get the upper hand in almost any situation.
- Hit points at level 1
- 8
- Hit points per level
- 5
- Subclasses
- 4
Rogue progression
Class levels 1–12 · Select a feature to read its game description.
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1Level
Sneak Attack (Melee)
Granted
Deal extra damage to a foe you have
Advantage against.
Sneak Attack (Ranged)
Granted
Deal extra damage to a foe you have
Advantage against. -
2Level
Cunning Action: Dash
Granted
Cover more distance this turn: double your
movement speed.
Cunning Action: Hide
Granted
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Cunning Action: Disengage
Granted
Retreat safely: moving won't provoke Opportunity Attacks. -
3LevelChoose a subclass 4 branches
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4Level
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5Level
Uncanny Dodge
Granted feature
Use your lightning-quick reflexes to protect yourself. When an attack hits you, you only take half the usual damage. -
6Level
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7Level
Evasion
Granted feature
Your agility lets you dodge out of the way of certain spells.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail. -
8Level
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9Level
No new features at this level.
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10Level
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11Level
Reliable Talent
Granted feature
When you make an
Ability Check with a Skill you are
Proficient with, the lowest result you can roll on the die is 10. -
12Level
Thief subclass progression
Thief
Subclass
Your quick hands and mastery of the larcenous arts make stealing second nature - be it from a third floor window or a forgotten ruin.
Related entry
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3Level
Fast Hands
Granted feature
Gain an additional bonus action.
Second-Story Work: Falling
Granted feature
You've mastered the art of falling and gain resistance to Falling damage. -
9Level
Supreme Sneak
Granted
Blend into the environment so completely that you become
Invisible.
Arcane Trickster subclass progression
Arcane Trickster
Subclass
As quick with a spell as you are with a lockpick, your illusions and enchantments keep opponents on the back foot.
Related entry
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3Level
Mage Hand Legerdemain
Granted feature
When you cast Mage Hand, the spectral hand is invisible and permanent.
Mage Hand
Granted cantrips
Create a spectral hand that can manipulate and interact with objects.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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7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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9Level
Magical Ambush
Granted feature
While you are
Hidden, your targets have
Disadvantage on
Saving Throws against your spells.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
10LevelLevel 1 spell slots × 6 · Level 2 spell slots × 2 Current spell slots
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11LevelLevel 1 spell slots × 6 · Level 2 spell slots × 2 Current spell slots
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12LevelLevel 1 spell slots × 6 · Level 2 spell slots × 2 Current spell slots
Assassin subclass progression
Assassin
Subclass
You prefer to deal sublime punishment to a single foe at a time - not in a duel, mind, because a duel implies chivalry, and you're too busy getting the job done for honour.
Related entry
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3Level
Assassinate: Initiative
Granted feature
You are deadliest against unprepared enemies. In combat, you have
Advantage on
Attack Rolls against creatures that haven't taken a turn yet.
Assassinate: Ambush
Granted feature
Any successful
Attack Roll against a
Surprised creature is a Critical Hit.
Assassin's Alacrity
Granted feature
Quick as an alley cat in a rain-dark city, you immediately restore your
action and bonus action at the start of combat. -
9Level
Infiltration Expertise
Granted cantrips
Adopt a new identity, changing your appearance.
Swashbuckler subclass progression
Swashbuckler
Subclass
You live and breathe the art of the blade, excelling in single combat thanks to your quick feet and wits.
Related entry
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3Level
Fancy Footwork
Granted feature
If you make a melee attack against a target, that target can't make Opportunity Attacks against you for the rest of your turn.
Rakish Audacity
Granted feature
You gain a +[1] bonus to Initiative rolls. This scales with your rogue level.
You no longer need
Advantage to trigger
Sneak Attack as long as you are within 1.5m of the target and don't have
Disadvantage.
Rakish Sneak Attack (Melee)
Action
Deal extra damage to a foe you have
Advantage against. You can also use this attack without Advantage if there are no other combatants within 2m of the target, or if you have an ally within that range.
Rakish Sneak Attack (Ranged)
Action
Deal extra damage to a foe you have
Advantage against. You can also use this attack without Advantage if there are no other combatants within 2m of the target, or if you have an ally within that range. -
4Level
Dirty Trick: Vicious Mockery
Granted
Insult a creature: it has
Disadvantage on its next
Attack Roll.
Dirty Trick: Flick o' the Wrist
Granted
Flick your weapon at a target and possibly
Disarm them.
Dirty Trick: Sand Toss
Granted
Toss a handful of sand at your enemy and possibly
Blind them. -
9Level
Panache
Granted
Roll a Persuasion check to beguile a humanoid, who must contest it with an Insight check. Enemies who fail gain
Panache: Disadvantage; others who fail become
Charmed.
Acrobatics
Dexterity skill
Athletics
Strength skill
Deception
Charisma skill
Insight
Wisdom skill
Intimidation
Charisma skill
Investigation
Intelligence skill
Perception
Wisdom skill
Performance
Charisma skill
Persuation
Charisma skill
Sleight of Hand
Dexterity skill
Stealth
Dexterity skill
Acrobatics
Dexterity skill
Animal Handling
Wisdom skill
Arcana
Intelligence skill
Athletics
Strength skill
Deception
Charisma skill
History
Intelligence skill
Insight
Wisdom skill
Intimidation
Charisma skill
Investigation
Intelligence skill
Medicine
Wisdom skill
Nature
Intelligence skill
Perception
Wisdom skill
Performance
Charisma skill
Persuation
Charisma skill
Religion
Intelligence skill
Sleight of Hand
Dexterity skill
Stealth
Dexterity skill
Survival
Wisdom skill
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.
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.
Disguise Self
Magically change all aspects of your appearance.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
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].
Disguise Self
Magically change all aspects of your appearance.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
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.
Hold Person
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.
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.
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.