Car Spe
Car Spe
Car Spe
0
Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from
your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At Higher Levels
This spells damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
(4d12).
Shillelagh
0
Transmutation
The wood of a club or quarterstaff you are holding is imbued with natures power. For the duration, you
can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks
using that weapon, and the weapons damage die becomes a d8. The weapon also becomes magical, if
it isnt already. The spell ends if you cast it again or if you let go of the weapon
Thorn Whip
0
Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature
in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing
damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels
This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
Cure Wounds
1
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.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each
slot level above 1st.
Faerie Fire
1
Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any
creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For
the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an
affected creature or object has advantage if the attacker can see it, and the affected creature or object
cant benefit from being invisible.
Jump
1
Transmutation
You touch a creature. The creatures jump distance is tripled until the spell ends.
Thunderwave
1
Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you
must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt
pushed. In addition, unsecured objects that are completely within the area of effect are automatically
pushed 10 feet away from you by the spells effect, and the spell emits a thunderous boom audible out
to 300 feet.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each
slot level above 1st.
Barkskin
2
Transmutation
You touch a willing creature. Until the spellends, the targets skin has a rough, bark-like appearance,
and the targets AC cant be less than 16, regardless of what kind of armor it is wearing.
Flame Blade
2
Evocation
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it
lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a
bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the
target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for
an additional 10 feet.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every
two slot levels above 2nd.
Dispel Magic
3
Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target
ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting
ability. The DC equals 10 + the spells level. On a successful check, the spell ends.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a
spell on the target if the spells level is equal to or less than the level of the spell slot you used.
Protection from Energy
3
Abjuration
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid,
cold, fire, lightning, or thunder.
Wind Wall
3
Evocation
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall
up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long
as it makes one continuous path along the ground. The wall lasts for the duration. When the wall
appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind
keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects cant pass
through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other
ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines, and similar projectiles, are unaffected. ) Creatures in
gaseous form cant pass through it.
Stoneskin
4
Abjuration
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target
has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire
4
Evocation
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration. When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much
damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8
fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The
other side of the wall deals no damage.
At Higher Levels
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.