Sorcerer is a class in Baldur’s Gate 3. Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
Sorcerer
Class
Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
- Hit points at level 1
- 6
- Hit points per level
- 4
- Spellcasting ability
- Charisma
- Subclasses
- 4
Sorcerer progression
Class levels 1–12 · Select a feature to read its game description.
-
1LevelChoose a subclass 4 branchesLevel 1 spell slots × 2 Current spell slots
-
2Level
Create Sorcery Points
Granted
Spend
spell slots to gain Sorcery Points.
Create Spell Slot
Granted
Spend Sorcery Points to unlock a
spell slot.Level 1 spell slots × 3 Current spell slots -
3LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
-
4LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
-
5LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
-
6LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
-
7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots
-
8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
-
9LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots
-
10LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots
-
11LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
-
12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
Draconic Bloodline subclass progression
Draconic Bloodline
Subclass
Your veins carry draconic magic, the result of a powerful dragon ancestor.
Related entry
-
1Level
Draconic Resilience
Granted feature
Dragon-like scales cover parts of your skin. When you aren't wearing armour, your base
Armour Class is 13. -
6Level
Elemental Affinity: Damage
Granted feature
When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage.
Elemental Affinity: Resistance
Granted feature
When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1
Sorcery Point to gain Resistance to that damage type. -
11Level
Fly
Granted
Fly to a target position.
Wild Magic subclass progression
Wild Magic
Subclass
Your powers come from ancient forces of chaos. They churn within you - waiting to burst free at any time.
Related entry
-
1Level
Tides of Chaos
Granted feature
Activate to gain
Advantage on your next
Ability Check.
Increased chance of Wild Magic surge afterwards.
Wild Magic
Granted feature
Unruly magic sparks and fizzes through your veins.
For sorcerers, each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magical effect.
For barbarians, each time you rage a random magical effect will trigger. -
6Level
Bend Luck
Granted feature
When a creature you can see makes an
Attack Roll,
Ability Check, or a
Saving Throws, you can use your reaction and spend 2
Sorcery Point to roll 1d4, applying the number rolled as a bonus or penalty (your choice) to the creature's roll. -
11Level
Controlled Chaos
Granted feature
Foes may suffer a Wild Magic Surge while casting spells near your fluctuating magic.
Storm Sorcery subclass progression
Storm Sorcery
Subclass
Whether crackling with the energy of ancient deluges or pierced by gales and hurricanes, your lineage is a strange tapestry scrawled by a tempest.
Related entry
-
1Level
Tempestuous Magic
Granted feature
After you cast a Level 1 spell or higher you can
Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. -
6Level
Heart of the Storm
Granted feature
When you cast a spell of Level 1 or higher that deals Lightning or Thunder damage, you cause a small, local storm. All enemies within 6m take [1] or [3].
Heart of the Storm: Resistance
Granted feature
You are Resistant to Lightning and Thunder damage.
Create or Destroy Water
Granted spells
Call forth rain or destroy a water-based surface.
Thunderwave
Granted spells
Release a wave of thunderous force that pushes away all creatures and objects.
Gust of Wind
Granted spells
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Call Lightning
Granted spells
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
Sleet Storm
Granted spells
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface. -
11Level
Storm's Fury
Granted feature
As a
reaction strike back at an attacking creature, dealing 2d8 Lightning damage or 2d8 Thunder damage. The target takes half damage on a successful
Saving Throw.
Shadow Magic subclass progression
Shadow Magic
Subclass
You siphon your powers from the Shadowfell itself, the light in your soul snuffed out by an unsettling darkness.
Related entry
-
1Level
Eyes of the Dark
Granted feature
You can see in the dark up to 24m.
Strength of the Grave
Granted feature
If you reach 0
hit points, you regain 1 instead of becoming
Downed. -
3Level
Darkness
Granted spells
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Eyes of the Dark: Darkness
Granted spells
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it. -
6Level
Hound of Ill Omen
Granted
Summon forth a creature of darkness. -
11Level
Shadow Walk
Granted spells
Teleport into the shadows. The next spell you cast that turn will benefit from Distant Spell without costing any Sorcery Points.
Arcana
Intelligence skill
Deception
Charisma skill
Insight
Wisdom skill
Intimidation
Charisma skill
Persuation
Charisma skill
Religion
Intelligence skill
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.
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.
False Life
Gain 12.
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.
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.
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.
Metamagic: Extended Spell
Double the duration of conditions, summons, and surfaces caused by spells.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Distant Spell
Increase the range of spells by 50%. Melee spells get a range of 9m.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Twinned Spell
Spells that only target 1 creature can target an additional creature.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.
Metamagic: Careful Spell
Allies automatically succeed
Saving Throws against spells that require them.
Costs 1 Sorcery Point per spell.
Saving Throws against spells that require them. Costs 1 Sorcery Point per spell.
Metamagic: Quickened Spell
Spells that cost an action cost a bonus action instead.
Costs 3 Sorcery Points per spell.
Costs 3 Sorcery Points per spell.
Metamagic: Extended Spell
Double the duration of conditions, summons, and surfaces caused by spells.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Distant Spell
Increase the range of spells by 50%. Melee spells get a range of 9m.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Subtle Spell
You can cast spells while Silenced.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Twinned Spell
Spells that only target 1 creature can target an additional creature.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.
Metamagic: Careful Spell
Allies automatically succeed
Saving Throws against spells that require them.
Costs 1 Sorcery Point per spell.
Saving Throws against spells that require them. Costs 1 Sorcery Point per spell.
Metamagic: Heightened Spell
Targets of spells that require
Saving Throws have
Disadvantage on their first Saving Throw.
Costs 3 Sorcery Points per spell.
Saving Throws have
Disadvantage on their first Saving Throw. Costs 3 Sorcery Points per spell.
False Life
Gain 12.
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.
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.
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.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
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.
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.
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.
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.
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.
False Life
Gain 12.
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.
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.
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.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
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.
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.
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.
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.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
False Life
Gain 12.
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.
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.
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.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
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.
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.
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.
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.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Confusion
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
False Life
Gain 12.
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.
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.
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.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
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.
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.
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.
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.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Confusion
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Insect Plague
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Disadvantage on Perception
Checks.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Wall of Stone
Raise a wall of non-magical, solid stone.
Telekinesis
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
Seeming
Disguise up to 4 members of your adventuring party.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Cloudkill
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
False Life
Gain 12.
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.
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.
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.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
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.
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.
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.
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.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Banishment
Temporarily
Banish your target to another plane of existence.
Confusion
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Insect Plague
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Disadvantage on Perception
Checks.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Wall of Stone
Raise a wall of non-magical, solid stone.
Telekinesis
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
Seeming
Disguise up to 4 members of your adventuring party.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Cloudkill
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
Eyebite
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Globe of Invulnerability
Create a barrier that makes creatures and objects inside it
Immune to all damage.
Immune to all damage.
Disintegrate
If the target fails a Dexterity
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
Arcane Gate
Create two linked teleportation portals.
Chain Lightning
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m.
Circle of Death
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
Sunbeam
A beam of brilliant light sears and
Blinds all creatures in its path.
Draconic Ancestry: Gold (Fire)
At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage.
Draconic Ancestry: Green (Poison)
At Level 6, spells that deal Poison damage are more powerful, and you can become resistant to Poison damage.
Draconic Ancestry: Red (Fire)
At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage.
Draconic Ancestry: Brass (Fire)
At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage.
Draconic Ancestry: Bronze (Lightning)
At Level 6, spells that deal Lightning damage are more powerful, and you can become resistant to Lightning damage.
Draconic Ancestry: Black (Acid)
At Level 6, spells that deal Acid damage are more powerful, and you can become resistant to Acid damage.
Draconic Ancestry: Blue (Lightning)
At Level 6, spells that deal Lightning damage are more powerful, and you can become resistant to Lightning damage.
Draconic Ancestry: Silver (Cold)
At Level 6, spells that deal Cold damage are more powerful, and you can become resistant to Cold damage.
Draconic Ancestry: Copper (Acid)
At Level 6, spells that deal Acid damage are more powerful, and you can become resistant to Acid damage.
Draconic Ancestry: White (Cold)
At Level 6, spells that deal Cold damage are more powerful, and you can become resistant to Cold damage.