Incarnate Gaming. Introduction
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- Mavis McDowell
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1 Incarnate Gaming This material is 5e Content boiled down to a cheat sheet layout for players. 278 pages is not a cheat sheet you say. This material is laid out in a section printable outline that, although redundant, allows players to get just what they need for a printed quick reference. We recommend printing the Player Action Cheat Sheet. If you are a spellcaster, we also recommend printing your spellcaster s spell-list through one spell level above what you can use. That way if you level up in the middle of a session, you have information on higher level spells available. Be aware that although this content is designed for 5 th Edition, not all of it is canonical. As such, some Game Masters may choose to disallow sections of it. Always make sure to consult with your Game Master before bringing a new source to her table. Happy Adventuring! Introduction -Pro Nobis Page 1 of 286
2 Player Action Cheat Sheet Actions (1 per turn) Bonus Action (1 per turn) Reaction (1 per turn) Interact with Object (free action) Movement (limited by your movement speed, normally 30 ft.) Conditions Blinded Charmed Deafened Exhaustion Frightened Incapacitated Invisible Paralyzed Petrified Poisoned Prone Restrained Stunned Unconscious Rare Situational Rules Donning and Doffing Armor Falling Suffocating Underwater Combat Cleric Spells Cantrips Table of Contents Amplify Guidance Light Mending Phasing Shot Resistance Sacred Flame Spare the Dying Thaumaturgy Level Bane Bless Command Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Healing Word Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith Transmute Into Water Level Aid Augury... 27
3 Blindness/Deafness Calm Emotions Continual Flame Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healing Protection from Poison Silence Spiritual Weapon Transmute Water Warding Bond Zone of Truth Level Animate Dead Beacon of Hope Bestow Curse Clairvoyance Compelled Confession Create Food and Water Daylight Dispel Magic Glyph of Warding Magic Circle Mass Healing Word Meld into Stone Protection from Energy Remove Curse Revivify Sending Speak with Dead Spirit Guardians Tongues Water Walk Level Banishment Control Water Death Ward Divination Fiery Shield Freedom of Movement Locate Creature Stone Shape Level Commune Contagion Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying... 47
4 Level Blade Barrier Create Undead Dance of Water Feast Find the Path Forbiddance Harm Heal Planar Ally True Seeing Word of Recall Level Conjure Celestial Dance of Air Dance of Earth Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol Level Antimagic Field Control Weather Earthquake Holy Aura Level Astral Projection Gate Mass Heal True Resurrection Druid Spells Cantrips Druidcraft Guidance Mending Poison Spray Produce Flame Resistance Shillelagh Level Animal Friendship Charm Person Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Entangle Faerie Fire Fog Cloud Goodberry Healing Word Jump Longstrider Purify Food and Drink Speak with Animals Thunderwave Transmute Into Water... 67
5 Level Animal Messenger Barkskin Darkvision Enhance Ability Find Traps Flame Blade Flaming Sphere Gust of Wind Heat Metal Hold Person Lesser Restoration Locate Animals or Plants Locate Object Moonbeam Pass without Trace Protection from Poison Spike Growth Static Attraction Talking Beast Transmute Water Level Call Lightning Compelled Confession Conjure Animals Daylight Dispel Magic Meld into Stone Plant Growth Protection from Energy Sleet Storm Speak with Plants Water Breathing Water Walk Wind Wall Level Blight Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Dominate Beast Freedom of Movement Giant Insect Hallucinatory Terrain Ice Storm Locate Creature Polymorph Stone Shape Stoneskin Wall of Fire Level Antilife Shell Awaken Commune with Nature Conjure Elemental Contagion Enlightenment Geas Greater Restoration... 87
6 Insect Plague Mass Cure Wounds Planar Binding Reincarnate Scrying Tree Stride Wall of Stone Level Conjure Fey Dance of Water Feast Find the Path Heal Move Earth Sunbeam Transport via Plants Wall of Thorns Wind Walk Level Dance of Air Dance of Earth Fire Storm Mirage Arcane Plane Shift Regenerate Reverse Gravity Level Animal Shapes Antipathy/Sympathy Control Weather Earthquake Feeblemind Sunburst Level Foresight Shapechange Storm of Vengeance True Resurrection Paladin Spells Level Bless Command Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Heroism Protection from Evil and Good Purify Food and Drink Shield of Faith Level Aid Branding Smite Find Steed Lesser Restoration Locate Object Magic Weapon Protection from Poison Zone of Truth
7 Level Create Food and Water Daylight Dispel Magic Magic Circle Remove Curse Revivify Level Banishment Death Ward Fiery Shield Locate Creature Level Dispel Evil and Good Geas Raise Dead Ranger Spells Level Alarm Animal Friendship Cure Wounds Detect Magic Detect Poison and Disease Fog Cloud Goodberry Hunter's Mark Jump Longstrider Speak with Animals Transmute Into Water Level Animal Messenger Barkskin Darkvision Find Traps Lesser Restoration Locate Animals or Plants Locate Object Pass without Trace Protection from Poison Silence Spike Growth Talking Beast Transmute Water Level Conjure Animals Daylight Nondetection Plant Growth Protection from Energy Speak with Plants Water Breathing Water Walk Wind Wall Level Conjure Woodland Beings Freedom of Movement Locate Creature Stoneskin Level
8 Commune with Nature Enlightenment Tree Stride Sorcerer Spells Cantrips Acid Splash Chill Touch Dancing Lights Fire Bolt Light Mage Hand Mending Message Minor Illusion Phasing Shot Poison Spray Prestidigitation Ray of Frost Shocking Grasp True Strike Level Burning Hands Charm Person Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life Feather Fall Fog Cloud Jump Mage Armor Magic Missile Shield Silent Image Sleep Thunderwave Level Alter Self Blindness/Deafness Blur Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Gust of Wind Hold Person Invisibility Knock Levitate Mirror Image Misty Step Scorching Ray See Invisibility Shatter Spider Climb Suggestion Web
9 Level Blink Clairvoyance Counterspell Daylight Dispel Magic Fear Fireball Fly Gaseous Form Haste Hypnotic Pattern Lightning Bolt Major Image Protection from Energy Sleet Storm Slow Stinking Cloud Sunshot Tongues Water Breathing Water Walk Level Banishment Blight Confusion Dimension Door Dominate Beast Greater Invisibility Ice Storm Polymorph Stoneskin Vector Mirror Wall of Fire Level Animate Objects Cloudkill Cone of Cold Creation Dominate Person Hold Monster Insect Plague Seeming Telekinesis Teleportation Circle Wall of Stone Level Chain Lightning Circle of Death Disintegrate Eyebite Globe of Invulnerability Mass Suggestion Move Earth Sunbeam True Seeing Level Delayed Blast Fireball Etherealness Finger of Death
10 Fire Storm Plane Shift Prismatic Spray Reverse Gravity Teleport Level Dominate Monster Earthquake Incendiary Cloud Power Word Stun Sunburst Level Gate Meteor Swarm Power Word Kill Time Stop Wish Warlock Spells Cantrips Chill Touch Eldritch Blast Minor Illusion Phasing Shot Poison Spray Prestidigitation True Strike Level Charm Person Comprehend Languages Expeditious Retreat Hellish Rebuke Illusory Script Protection from Evil and Good Unseen Servant Level Darkness Enthrall Hold Person Invisibility Mirror Image Misty Step Ray of Enfeeblement Shatter Spider Climb Suggestion Level Counterspell Dispel Magic Fear Fly Gaseous Form Hypnotic Pattern Magic Circle Major Image Remove Curse Tongues Vampiric Touch Level Banishment Blight
11 Dimension Door Hallucinatory Terrain Level Contact Other Plane Dream Hold Monster Scrying Level Circle of Death Conjure Fey Create Undead Dance of Fire Eyebite Flesh to Stone Mass Suggestion True Seeing Level Etherealness Finger of Death Forcecage Plane Shift Level Demiplane Dominate Monster Feeblemind Glibness Power Word Stun Level Astral Projection Foresight Imprisonment Power Word Kill True Polymorph Wizard Spells Cantrips Acid Splash Chill Touch Dancing Lights Earth Shot Fire Bolt Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp True Strike Level Alarm Burning Hands Charm Person Color Spray Comprehend Languages Creeping Stone Detect Magic Disguise Self Expeditious Retreat...195
12 False Life Feather Fall Find Familiar Floating Disk Fog Cloud Grease Hideous Laughter Identify Illusory Script Jump Longstrider Mage Armor Magic Missile Protection from Evil and Good Shield Silent Image Sleep Thunderwave Unseen Servant Level Acid Arrow Alter Self Arcane Lock Arcanist's Magic Aura Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Mirror Image Misty Step Ray of Enfeeblement Rope Trick Scorching Ray See Invisibility Shatter Spider Climb Suggestion Web Level Animate Dead Bestow Curse Blink Clairvoyance Counterspell Dispel Magic Fear Fireball
13 Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Sunshot Tiny Hut Tongues Vampiric Touch Water Breathing Level Arcane Eye Banishment Black Tentacles Blight Confusion Conjure Minor Elementals Control Water Dimension Door Fabricate Faithful Hound Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm Locate Creature Phantasmal Killer Polymorph Private Sanctum Resilient Sphere Secret Chest Stone Shape Stoneskin Vector Mirror Wall of Fire Level Animate Objects Arcane Hand Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Legend Lore Mislead
14 Modify Memory Passwall Planar Binding Scrying Seeming Telekinesis Telepathic Bond Teleportation Circle Wall of Force Wall of Stone Level Chain Lightning Circle of Death Contingency Create Undead Dance of Fire Disintegrate Eyebite Flesh to Stone Freezing Sphere Globe of Invulnerability Guards and Wards Instant Summons Irresistible Dance Magic Jar Mass Suggestion Move Earth Programmed Illusion Sunbeam True Seeing Wall of Ice Level Arcane Sword Dance of Air Delayed Blast Fireball Etherealness Finger of Death Forcecage Magnificent Mansion Mirage Arcane Plane Shift Prismatic Spray Project Image Reverse Gravity Sequester Simulacrum Symbol Teleport Level Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster Feeblemind Incendiary Cloud Maze Mind Blank Power Word Stun
15 Sunburst Level Astral Projection Foresight Gate Imprisonment Meteor Swarm Power Word Kill Prismatic Wall Shapechange Time Stop True Polymorph Weird Wish Legal Generalities Incarnate General License LICENSE/END USER AGREEMENT Open Gaming License GNU General Public License Preamble TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
16 Actions (1 per turn) Ability Check: I carefully look around for something sneaking through the grasses. (any check that takes 3-4 seconds is an action) Cast: I cast (a spell with casting time of 1 action) Class Feature: I use my class feature Dash: I carelessly run towards (a second movement, but it costs your action) Disengage: I carefully back away from him so that he cannot hit me. Dodge: I carefully watch what my enemy is doing and am ready to jump out of the way. Draw Weapon and Attack: I pull my out and attack with it Escape: I attempt to break free of the guy holding me. Grapple: I attempt to tackle and wrestle him to the ground. Help: I help with (gives advantage) Hide: I hide behind (stealth check) Ready: If I will. Search: I look at the. Sheath a Weapon: I put my away. Shove/Trip: I shove trying to (push it away)/(make it fall prone) Player Action Cheat Sheet Use Magic Object: I drink a potion of healing. Bonus Action (1 per turn) Ability Check: I glance over my shoulder to see if there is anything (blatant) behind me. (any check that takes 1-2 seconds is a bonus action) Cast: I cast (a spell with casting time of a bonus action) Offhand Attack: I strike with my other hand (weapons must be "light", no weapon modifiers, unarmed strike does 1 damage) Class Feature: I use my class feature Reaction (1 per turn) Ability Check: While he is talking, I decide whether or not I believe him. (any check that is both instantaneous and in reaction to what someone else does is a reaction) Cast: I cast (a spell with casting time of a reaction) Opportunity Attack: just moved out of range so I whack it with before it gets out of range. Readied Action: just happened so I. Interact with Object (free action) There are certain actions that do not require the use of an action the first time it is done
17 within a turn. This can include closing or opening an unlocked door or dropping a weapon. Movement (limited by your movement speed, normally 30 ft.) Walking: 1ft. = 1ft. Difficult Terrain (obstacles, swimming, climbing)= +1 ft cost per ft traveled Dropping Prone = no speed used Standing up = 1/2 your max movement speed Crawl (must be used when prone) = +1 ft cost per ft traveled Long Jump = you may jump a number of feet equal to your Strength score if you take at least a 10 foot running approach. Jumping counts as regular movement against your maximum speed for that round. High Jump = you may jump a number of feet equal to 3 + your Strength modifier if you take at least a 10 foot running approach. Jumping counts as regular movement against your maximum speed for that round. Pushing/Dragging = when pushing or dragging heavy objects or restrained individuals you may only go half the normal movement speed Conditions Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition. Blinded A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. Charmed A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. Deafened A deafened creature can't hear and automatically fails any ability check that requires hearing. Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
18 Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Frightened A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear. Grappled A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-wave spell. Incapacitated An incapacitated creature can't take actions or reactions. Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Petrified A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
19 The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned A poisoned creature has disadvantage on attack rolls and ability checks. Prone A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Unconscious An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Rare Situational Rules Donning and Doffing Armor The time it takes to don and doff armor depends on the armor s category. Don. This is the time ti takes to put on armor. You benefit from the armor s AC only if you take the full time to don the suit of armor. Doff. This is the time ti takes to take off armor. If you have help, reduce the time by half. Category Don Doff Light Armor 1 minute 1 minute Medium Armor 5 minutes 1 minute
20 Category Don Doff Heavy 10 minutes 5 minutes Armor Shield 1 action 1 action Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating it has 2 rounds to reach air before it drops to 0 hit points. Underwater Combat When adventurers fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
21 Cantrips Amplify Cantrip Transmutation Range: 60 feet Duration: 1 round You create a 2.5 ft sphere floating in the air. Any attacks (physical/spell) which pass through it gain 1d6 damage. The sphere remains until the beginning of your next turn. This sphere has no effect on any attacks you make. This spell's amplification damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). A big thank you to Levi Foxend for this idea. Guidance Cantrip Divination Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Light Cantrip Evocation Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour Cleric Spells You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending Cantrip Transmutation Casting Time: 1 minute, M (two lodestones) This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Phasing Shot Cantrip Conjuration Range: 60 feet, M (ranged weapon with ammunition) As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range.
22 This ranged attack is not affected by any cover or spell not physically on the target. If you can only hear the target when you fire, you have disadvantage for your attack. If you do not currently perceive the target, you must select the direction you are firing and how far the shot will stay in another plane before returning. If there is any creature within 5 feet of its path before it hits a solid object, then you make an attack with disadvantage against it. If a "blind shot" hits a creature that does not realize combat is initiated, it is an automatic critical. If either the entering point (at you) is in an antimagic field, then the attack does not phase. If the exiting point is in an antimagic field, then the shot does not return to your plain (no chance of hitting and ammunition is automatically lost). This spell's damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). Resistance Cantrip Abjuration, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. Sacred Flame Cantrip Evocation Range: 60 feet Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spare the Dying Cantrip Necromancy You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Thaumaturgy Cantrip Transmutation Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute.
23 You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Level 1 Bane 1st-Level Enchantment Range: 30 feet, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Bless 1st-Level Enchantment Range: 30 feet, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Command 1st-Level Enchantment Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
24 Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Create or Destroy Water 1st-Level Transmutation Range: 30 feet, M (a drop of water if creating water or a few grains of sand if destroying it) You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30- foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. Cure Wounds 1st-Level Evocation A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Detect Evil and Good 1st-Level Divination Range: Self Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Magic 1st-Level Divination Range: Self Duration: Concentration, up to 10 minutes
25 For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Poison and Disease 1st-Level Divination Range: Self, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Guiding Bolt 1st-Level Evocation Range: 120 feet Duration: 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Healing Word 1st-Level Evocation Casting Time: 1 bonus action Range: 60 feet Components: V A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Inflict Wounds 1st-Level Necromancy Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
26 Protection from Evil and Good 1st-Level Abjuration, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Purify Food and Drink 1st-Level Transmutation Range: 10 feet All nonmagical food and drink within a 5-footradius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Sanctuary 1st-Level Abjuration Casting Time: 1 bonus action Range: 30 feet, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Shield of Faith 1st-Level Abjuration Casting Time: 1 bonus action Range: 60 feet, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Transmute Into Water 1st-Level Transmutation, M (a pinch of sand, which the spell consumes) You can transform one gallon of inert liquid or a liquid with a DC less than 12 into water. This can include common bear, alchemist's fire, and serpent venom. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you may turn a liquid of 2 higher DC per level above third according to the table below: Spell Slot DC possible 2 14
27 Spell Slot DC possible Level 2 Aid 2nd-level Abjuration Range: 30 feet, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. Augury 2nd-level Divination Casting Time: 1 minute Range: Self, M (specially marked sticks, bones, or similar tokens worth at least 25 GP) By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. Blindness/Deafness 2nd-level Necromancy Range: 30 feet Components: V Duration: 1 minute
28 You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Calm Emotions 2nd-level Enchantment Range: 60 feet Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-footradius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. Continual Flame 2nd-level Evocation, M (ruby dust worth 50 GP, which the spell consumes) Duration: Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Enhance Ability 2nd-level Transmutation, M (fur or a feather from a beast) Duration: Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on
29 Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks. using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Find Traps 2nd-level Divination Range: 120 feet You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. Gentle Repose 2nd-level Necromancy, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. Hold Person 2nd-level Enchantment Range: 60 feet, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Lesser Restoration 2nd-level Abjuration You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
30 Locate Object 2nd-level Divination Range: Self, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Prayer of Healing 2nd-level Evocation Casting Time: 10 minutes Range: 30 feet Components: V Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Protection from Poison 2nd-level Abjuration Duration: 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. Silence 2nd-level Illusion Range: 120 feet Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Spiritual Weapon 2nd-level Evocation Casting Time: 1 bonus action Range: 60 feet Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell,
31 you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon. using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. Transmute Water 2nd-level Transmutation, M (a pinch of barley, which the spell consumes) You touch a keg of water which transforms into common beer. using a spell slot of 3rd level or higher and provide the required material component, you may choose a different type of liquid to transform the water into according to the table below: Spell Liquid Type Slot 3 Assassin's Blood 3 Alchemist's Fire 3 Small Cask of Common Wine Material Component Exotic herbs worth at least 13 GP Ground Demon Horn worth at least 15 GP Cluster of grapes worth at least 3 GP Spell Slot Liquid Type Material Component 3 Small Keg of Supreme Beer Pinch of fine barley worth at least 5 GP 4 Common Berserker Juice Ground Demon Horn worth at least 75 GP 4 Torpor Exotic herbs worth at least 50 GP 4 Greater Alchemist's Fire Ground Demon Horn worth at least 25 GP 4 Small Cask of Greater Wine Cluster of grapes worth at least 9 GP 4 Small Keg of Honey worth at Common Mead 4 Small Keg of Legendary Beer 5 Greater Berserker Juice 5 Superior Alchemist's Fire 5 Small Cask of Superior Wine 5 Small Keg of Celestial Beer least 25 GP Pinch of fine barley worth at least 15 GP Ground Demon Horn worth at least 150 GP Ground Demon Horn worth at least 50 GP Cluster of Grapes worth at least 20 GP Pinch of fine barley worth at least 25 GP 5 Small Keg of Greater Mead Honey worth at least 50 GP 6 Superior Berserker Juice Ground Demon Horn worth at least 300 GP 6 Truth Serum Exotic herbs worth 6 Small Cast of Supreme Wine 6 Small Keg of Superior Mead at least 200 GP Cluster of grapes worth at least 50 GP Honey worth at least 125 GP
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