Laserllama Compendium
Laserllama Compendium
Laserllama Spells
The following spells are presented in order of ascending spell New Casting Times
level. Alternate versions of official spells are marked with an
Multiple spells included in the laserllama spell compendium
A, and are to be used with all laserllama content.
use the new casting times detailed below: On hit and 1 attack.
Cantrips (0-Level) 3rd-Level
booming blade A blinding smite A
On Hit
Spells with the casting time of "on hit" can be cast whenever
green-flame blade A cerebral blast
friends A conjure volley A you hit the specified target with a weapon attack during your
glitterbeam corrosive bolt turn, much like a Paladin's Divine Smite feature. However, you
mind thrust dire wail cannot expend more than one spell slot as part of an attack.
otherworldly grasp flame arrows A
primal savagery A heroic anthem 1 Attack
psionic strike hunger of hadar A Spells with the casting time of "1 attack " can be cast in place
seance hypnotic pattern A of an attack, whenever you make an attack during your turn.
tempestuous blade lightning arrow A
true strike A sonic wave
vicious mockery A spectral passage
Cantrips (0-Level)
1st-Level 4th-level The following 0-level cantrips are listed in alphabetical order.
arcane lance accursed touch Alternate versions of official spells are marked with ALT.
divine favor A ego scourge
ensnaring strike A eldritch tentacles Booming Blade ALT
ethereal anchor polymorph A Evocation cantrip
ghastly flight revitalizing hymn Classes: Artificer, Bard, Magus, Sorcerer, Warlock, Wizard
hail of thorns A staggering smite A Casting Time: 1 bonus action
id insinuation Range: Self
inspiring melody 5th-level
Components: V, M (a simple or martial melee weapon)
searing smite A banishing smite A
Duration: 1 round
shield A legendary ballad
thunderous smite A psychic crush As a bonus action, you wreathe the melee weapon used in the
torrent spiritual sundering casting of this spell with thunderous magic. Until the start of
witch bolt A steel wind strike A your next turn, your attacks with that weapon deal thunder
wrathful smite A swift quiver A damage in place of the weapon's normal damage type.
vorpal blade Once per casting when you deal thunder damage with this
2nd-Level wall of force A spell, you can envelop your target in thunderous energy until
aura of frost the start of your next turn. If the target willingly moves 5 feet
branding smite A 6th-level or more before then, this thunderous energy explodes and it
chromatic blade psionic oppression takes 1d6 thunder damage, then the energy dissipates.
cordon of arrows A At Higher Levels. The thunder damage dealt by this spell
find steed A
7th-level when the creature moves at least 5 feet increases at 5th level
flame whip forcecage A
(1d8), 11th level (1d10), and 17th level (1d12).
locate creature
magic weapon A
pass without trace A
restoration
song of confidence
totemic cowl
tower of iron will
Green-Flame Blade ALT Mind Thrust
Evocation cantrip Evocation cantrip
Classes: Artificer, Magus, Sorcerer, Warlock, Wizard Classes: Psion
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, M (a simple or martial melee weapon) Components: V, S
Duration: Instantaneous Duration: Instantaneous
As a bonus action, you wreathe the melee weapon used in You batter a creature within range with a torrent of psionic
the casting of this spell with emerald flames. Until the start power. Make a ranged spell attack against the target. On hit,
of your next turn, your attacks with that weapon deal fire the target takes 1d12 magical bludgeoning damage.
damage in place of the weapon's normal damage type. At Higher Levels. This spell’s damage increases by 1d12
Once per casting when you deal fire damage with this spell, at 5th level (2d12), 11th level (3d12), and 17th level (4d12).
you can cause the flames to leap to another creature you can
see within 5 feet of your target, dealing 1d6 fire damage to it. Otherworldly Grasp
At Higher Levels. The fire damage dealt to the second Necromancy cantrip
creature by this spell increases at 5th level (1d8), 11th level Classes: Shaman, Warlock
(1d10), and 17th level (1d12). Casting Time: 1 action
Range: Self
Friends ALT Components: S, M (an empty hand)
Enchantment cantrip Duration: Concentration, up to 1 minute
Classes: Bard
You channel necrotic spiritual power to your hand, changing
Casting Time: 1 action
it into a withered specter of itself. Make a melee spell attack
Range: Self
against a creature within your reach. On hit, the creature
Components: S, M (a small amount of makeup applied to
takes 1d8 necrotic damage, and you gain 1d4 temporary hit
the face as this spell is cast)
points which last for the duration of your concentration.
Duration: Concentration, up to 1 minute
At Higher Levels. The damage of this spell, and the
You lace your words with soothing magic and force a creature temporary hit points you gain, increase by 1d8 and 1d4
of your choice that can hear and understand you to make a respectively when you reach 5th level (2d8 and 2d4), 11th
Wisdom saving throw. On a failure, you have advantage on all level (3d8 and 3d4), and 17th level (4d8 and 4d4).
Charisma checks directed at that creature for the duration.
On a successful save, the creature realizes that you used Primal Savagery ALT
magic to attempt to influence it and becomes hostile toward Transmutation cantrip
you. A creature prone to violence might attack you, and other Classes: Druid
creatures might seek retribution against you in other ways. Casting Time: 1 attack
Range: self
Glitterbeam Components: S, M (an empty hand)
Evocation cantrip Duration: Instantaneous
Classes: Bard, Magus
As part of an unarmed strike, you cause your teeth or fingers
Casting Time: 1 action
to transform into savage fangs or claws. On hit, this unarmed
Range: 120 feet
strike deals either magical piercing or slashing damage equal
Components: V, S
to 1d6 + your Strength modifier. Your teeth and fingers revert
Duration: Instantaneous
to normal after this unarmed strike. Alternately, you can use
You project a beam of twinkling lights at a creature or object your Spellcasting ability, for the attack and damage roll.
within range. Make a ranged spell attack against the target. At Higher Levels. The damage die of this spell increases
On a hit, it takes 1d8 radiant damage. Until a creature uses at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
an action to remove the glitter, a target hit by this spell emits
bright light in a 5-foot radius and has disadvantage on any Psionic Strike
Dexterity (Stealth) checks it makes to hide or conceal itself. Evocation cantrip
At Higher Levels. The damage of this spell increases Classes: Psion
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8). Casting Time: 1 attack
Range: self
Components: S, M (an empty hand)
Duration: Instantaneous
As part of an unarmed strike, you manifest a blade of psionic
energy in your hand. On hit, the target takes psychic damage
equal to 1d6 + your Strength modifier, in place of the normal
damage of your unarmed strike. Your hand immediately
reverts to its normal appearance at the end of the attack.
At Higher Levels. The damage die of this spell increases
at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Seance True Strike ALT
Transmutation cantrip Divination cantrip
Classes: Shaman Classes: Bard, Magus, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V, S Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 action Duration: Concentration, up to 1 round
You channel minor spirits, allowing them to work through you You infuse your weapon with divination magic and point it
so that they may once again affect change in the material at one creature you can see. The next time you make a melee
world. You create one of the following effects within range: attack with this weapon against that target before the start of
your next turn, you add 1d4 to your attack roll.
You create an instantaneous, harmless sensory effect,
At Higher Levels. This spell's attack roll bonus increases
such as a flickering azure flame, an unnaturally chill
when you reach 5th (1d6), 11th (1d8), and 17th level (1d10).
breeze, rhythmic chanting, or the smell of incense.
A minor spirit briefly appears and fades away. Vicious Mockery ALT
You instantaneously light or snuff out a candle, torch,
Enchantment cantrip
or a small campfire.
A mote or iridescent light points to the closest place Classes: Bard
of spiritual power, recent death, or new birth. Casting Time: 1 bonus action
Ley lines within range briefly reveal themselves as they Range: 30 feet
flicker with otherworldly light. Components: V
Duration: Instantaneous
Tempestuous Blade You unleash a string of provoking words at a creature that
Evocation cantrip
can hear and understand you within range. The target must
Classes: Artificer, Magus, Sorcerer, Wizard succeed on a Wisdom saving throw, or it takes 1d4 psychic
Casting Time: 1 bonus action damage and have disadvantage on every attack roll against
Range: Self targets other than you until the start of your next turn.
Components: V, M (a simple or martial melee weapon)
At Higher Levels. This spell’s damage increases by 1d4
Duration: 1 round when you reach 5th (2d4), 11th (3d4), and 17th level (4d4).
As a bonus action, you infuse the melee weapon used in the
casting of this spell with electrified magic. Until the start of
your next turn, your attacks with that weapon deal lightning
damage in place of the weapon's normal damage type.
Once per casting when you deal lightning damage with this
spell, you can infuse your target with an electrical charge
until the start of your next turn. If the target uses a reaction
of any kind before then, this tempestuous charge is
unleashed and it takes 1d6 lightning damage.
At Higher Levels. The lightning damage dealt by this spell
when the target uses its reaction increases at 5th level (1d8),
11th level (1d10), and 17th level (1d12).
1st-level Spells Ensnaring Strike ALT
1st-level conjuration
The following 1st-level spells are listed in alphabetical order.
Classes: Artificer, Ranger
Alternate versions of official spells are marked with ALT.
Casting Time: On hit
Arcane Lance Range: Self
1st-level evocation Components: V, M (a weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute
Classes: Magus, Sorcerer, Wizard
Casting Time: 1 action When you hit a creature with a weapon attack, you can cause
Range: 90 feet the point of impact to explode with a writhing mass of thorny
Components: V, S, M (a clear 1-inch crystal) vines. The target must succeed on a Strength saving throw
Duration: Instantaneous or be restrained by the vines until the spell ends. Creatures
that are Large or larger have advantage on this saving throw.
You conjure a lance of pure arcane energy in your hand and
The restrained creature takes 1d6 piercing damage at the
make a ranged spell attack against a creature you can see
start of each of its turns. The restrained creature, or another
within range. On hit, the target takes 5d4 force damage.
creature within 5 feet, can use its action to make a Strength
At Higher Levels. When you cast this spell using a spell
check against your Spell save DC, freeing it on a success.
slot of 2nd-level or higher, the damage increases by 2d4 for
each slot level above 1st. At Higher Levels. When you cast this spell using a spell
slot of 2nd-level or higher, the damage it takes at the start of
Divine Favor ALT each turn increases by 1d6 for each slot level above 1st.
1st-level evocation
Ethereal Anchor
Classes: Paladin
1st-level evocation
Casting Time: 1 bonus action
Classes: Paladin, Vessel
Range: Self
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a silver nail)
Your prayer empowers one weapon of your choice within 10 Duration: Concentration, up to 1 minute
feet of you with divine radiance. Until the spell ends, attacks
You hurl a bolt of pure spirit at a creature within range. Make
with that weapon deal an extra 1d4 radiant damage on a hit.
a ranged spell attack against your target. On hit, it takes 3d6
At Higher Levels. When you cast this spell using a spell
radiant damage and for the duration, its speed is reduced to
slot of 2nd level or higher, you target one additional weapon
0 as it is pinned in place by the spiritual bolt. As an action on
within 10 feet of you for each slot level above 1st.
its turn, the creature can make a Strength ability check
against your Spell save DC, ending the spell on a success.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the radiant damage increases by
1d6 for each slot level above 1st.
Ghastly Flight
1st-level conjuration
Classes: Shaman, Warlock
Casting Time: 1 action
Range: Self (60 foot line)
Components: V, S, M (the powdered remains of a creature)
Duration: Instantaneous
You release a malevolent spirit that flies out from you in a
direction of your choice in a 60-foot long, 5-foot wide line, at
which point it fades away. Each creature within the line must
make a Constitution saving throw. On a failed save, creatures
take 2d8 necrotic damage and cannot regain hit points until
the start of your next turn. On a success, creatures take half
as much damage and can regain hit points as normal.
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.
Hail of Thorns ALT Searing Smite ALT
1st-level conjuration 1st-level evocation
Classes: Ranger Classes: Paladin
Casting Time: On hit Casting Time: On hit
Range: 60 feet Range: Self
Components: V Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Instantaneous
When you hit a creature within range with a ranged weapon When you hit with a melee weapon attack you can cause the
attack, you can cause the piece of ammunition to explode into weapon to ignite with white-hot intensity. This attack deals
a hail of thorns. In addition to the normal effect of the attack, 1d8 additional fire damage and the target bursts into flames.
the target of your attack and each creature within 5 feet must At the start of each of its turns, it must make a Constitution
make a Dexterity saving throw. Creatures take 1d10 piercing saving throw. On a failed save, it takes 1d8 fire damage, but
damage on a failure, or half as much damage on a success. on a success, the flames are extinguished. Another creature
At Higher Levels. When you cast this spell using a spell can use an action to extinguish these magical flames.
slot of 2nd-level or higher, the damage increases by 1d10 for If your target is a plant, both the initial fire damage and the
each slot level above 1st. fire damage dealt on a failed saving throw increase by 1d8.
At Higher Levels. When you cast this spell using a spell
Id Insinuation slot of 2nd-level or higher, both the initial fire damage dealt
1st-level enchantment by the attack and the fire damage dealt to the creature on a
Classes: Psion failed saving throw increase by 1d8 for each slot.
Casting Time: 1 action
Range: 60 feet Shield ALT
Components: V, S 1st-level abjuration
Duration: Concentration, up to 1 minute Classes: Magus, Psion, Sorcerer, Wizard
Casting Time: 1 reaction, which you take when you are hit by
You unleash conflicting desires within one creature you can
an attack you can see or targeted by magic missile
see within range, impairing its ability to make decisions. It
Range: Self
must succeed on a Wisdom saving throw or be incapacitated.
Components: V, S
At the end of each of its turns, and each time it takes
Duration: Instantaneous
damage from a source other than this spell, it can make
another Wisdom saving throw. It takes 1d6 psychic damage A shimmering barrier of magical force appears to protect you.
on a failed save, and the spell ends on a successful save. Until the end of the current turn, you gain a bonus to your
At Higher Levels. When you cast this spell using a spell Armor Class equal to 1 + your Spellcasting modifier
slot of 2nd level or higher, you can target one additional and you take no damage from the magic missile spell.
creature for each slot level above 1st. The creatures must be At Higher Levels. When you cast this spell using a spell
within 30 feet of each other when you target them. slot of 2nd-level or higher, the bonus to your Armor Class
increases by 1 for each slot level above 1st.
Inspiring Melody
1st-level enchantment Thunderous Smite ALT
Classes: Bard 1st-level evocation
Casting Time: 1 action Classes: Bard, Paladin
Range: Self (10 feet) Casting Time: On hit
Components: V, M (a musical instrument that you are Range: Self
proficient with) Components: V, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You play a tune that inspires those who hear it to stand and When you hit with a melee weapon attack, you can cause the
fight. Creatures of your choice within range that can hear you weapon to explode with a thunderous shockwave audible out
gain temporary hit points equal to your spellcasting ability to 300 feet. This attack deals 1d8 additional thunder damage,
modifier (minimum of 1 temporary hit point). and the target must succeed on a Strength saving throw or
As a bonus action on each subsequent turn, you can use be pushed 10 feet away from you in a line and fall prone.
an instrument to play this tune again and grant another Huge and larger targets have advantage on this saving throw.
creature that can hear you within range these temporary hit If your target is a construct or an earth elemental the
points. bonus thunder damage increases by 1d8 and it has
At Higher Levels. When you cast this spell using a spell disadvantage on the Strength saving throw.
slot of 2nd-level or higher, the range increases by 5 feet and At Higher Levels. When you cast this spell using a spell
you can grant one additional target temporary hit points each slot of 2nd-level or higher, the thunder damage increases by
time you play, for each slot level above 1st. 1d8, and the target is pushed an additional 10 feet away from
you in a straight line for each spell slot level above 1st.
Torrent Wrathful Smite ALT
1st-level evocation 1st-level evocation
Classes: Druid, Magus, Sorcerer Classes: Paladin
Casting Time: 1 action Casting Time: On hit
Range: Self (30 foot line) Range: Self
Components: V, S, M (a mirror) Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Concentration, up to 1 minute
A burst of elemental water erupts from you in a line 30 feet When you hit with a melee weapon attack you can cause the
long and 5 feet wide in a direction you choose, forcing any weapon to strike at both body and mind. This attack deals an
creature in that area to make a Strength saving throw. On a additional 1d8 psychic damage, and the target must succeed
failure, it takes 1d12 cold damage and is knocked back 10 on a Wisdom saving throw, or it is frightened of you until the
feet in a straight line and falls prone. On a success, it takes spell ends. As an action, the creature can repeat this Wisdom
half as much damage and is not moved or knocked prone. A saving throw, ending the effects of the spell on a success.
Huge or larger creature has advantage on its saving throw. If your target is an aberration or it can speak telepathically
At Higher Levels. When you cast this spell using a spell this bonus psychic damage increases by 1d8.
slot of 2nd-level or higher, the damage increases by 1d12 and At Higher Levels. When you cast this spell using a spell
it knocks back 10 additional feet for each slot level above 1st. slot of 2nd-level or higher, the psychic damage increases by
1d8 for each spell slot level above 1st.
Witch Bolt ALT
1st-level conjuration
Classes: Artificer, Magus, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of wood struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling energy lances out toward a creature
within range, forming a sustained arc of lightning between
you and the target. Make a ranged spell attack against that
creature. On a hit, the target takes 1d12 lightning damage,
and neither you nor the target can move more than 30 feet
away from each other while this spell lasts.
You can use an action on each subsequent turn to deal an
additional 1d12 lighting damage to the creature. A creature
can attempt to move beyond the range of the spell by using
its action to make a Strength check against your Spell save
DC. If another creature attempts to move the target of this
spell beyond the range of this spell it can use its action to
make a Strength check against your Spell save DC. Any
attempts by the target or another creature (magical or
mundane) to move the target beyond this range automatically
fail.
The spell immediately ends if you are forced to move more
than 30 feet away from the target of this spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, both the initial and subsequent
damage increases by 1d12 for each slot level above 1st.
2nd-level Spells Chromatic Blade
2nd-level evocation
The following 2nd-level spells are listed in alphabetical order.
Classes: Druid, Magus, Sorcerer, Wizard
Alternate versions of official spells are marked with ALT.
Casting Time: 1 bonus action
Aura of Frost Range: Self
2nd-level conjuration Components: V, S, M (a charred wooden hilt)
Duration: Concentration, up to 10 minutes
Classes: Druid, Magus, Sorcerer
Casting Time: 1 action You evoke an elemental blade in a free hand, choosing one of
Range: Self (10 foot radius) the following damage types: acid, cold, fire, lightning, poison,
Components: V or thunder. The elemental blade appears as if it were made of
Duration: Concentration, up to 1 minute the chosen element, and lasts for the duration. If you let go of
the blade, it disappears, but you can evoke the blade again as
Arcane frost, snow, and wind swirl about you in an aura with
a bonus action without expending a spell slot.
a 10-foot radius, and until the spell ends, the aura moves
Whenever you would make a melee attack, you can make
with you, centered on you. When a creature other than you,
a melee spell attack with the elemental blade against a target
enters the area for the first time on a turn or starts its turn
there, it must succeed on a Constitution saving throw or it within your reach. On hit, it takes elemental damage of the
chosen type equal to 2d6 + your spellcasting modifier.
takes 2d8 cold damage and have its speed is reduced by 20
feet until the start of its next turn. On a successful save, it While in your hand, the blade sheds bright light in a 10-foot
takes half as much cold damage and its speed isn't reduced. radius and dim light an additional 10 feet beyond that.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, a creature that fails its save takes slot of 4th level or higher, the damage increases by 1d6 for
an additional 1d8 cold damage and has its speed reduced by every two slot levels above 2nd.
an additional 10 feet for each spell level above 2nd.
Cordon of Arrows ALT
Branding Smite ALT 2nd-level transmutation
2nd-level evocation Classes: Artificer, Ranger
Classes: Paladin Casting Time: 1 action
Casting Time: On hit Range: 5 feet
Range: Self Components: V, S, M (three or more arrows or bolts)
Components: V, M (a melee weapon worth at least 1 sp) Duration: 8 hours
Duration: Concentration, up to 1 minute You plant three pieces of ranged weapon ammunition in the
When you hit with a melee weapon attack you can cause the ground within range and transmute them to protect the area.
weapon to gleam with an otherworldly astral radiance. This The first creature to move within 30 feet of this enchanted
attack deals 2d8 bonus radiant damage, and the target sheds ammunition must make a Dexterity saving throw. The target
dim light out to a 5-foot radius until the spell ends. The target takes 3d6 piercing damage on a failed save, and half as much
also becomes visible if it was invisible and it cannot become piercing damage on a successful save.
invisible by magical or mundane means for the duration. As part of casting this spell, you can designate any number
If your target is a fiend or undead, or if it has the sunlight of creatures you choose, and the spell ignores them.
sensitivity trait, the bonus radiant damage increases by 1d8. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the amount of ammunition that can
slot of 3rd-level or higher, the radiant damage increases by be transmuted increases by two for each slot level above 2nd.
1d8 for each spell slot level above 2nd. For each additional piece of ammunition you transmute with
this spell, the damage increases by 1d6.
Find Steed ALT Flame Whip
2nd-level conjuration 2nd-level evocation
Classes: Paladin Classes: Druid, Vessel, Warlock
Casting Time: 1 minute Casting Time: 1 attack
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (a charred wooden hilt)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You conjure a spirit in an unoccupied space within range that In place of an attack, you can evoke a whip of pure flame in a
assumes the form of a supernaturally intelligent, strong, and free hand, that lasts for the duration. If you let go of the whip,
loyal steed, which is instantly bonded to you. The Steed takes it disappears, but you can evoke this Flame Whip again in
on the form of a Medium or Large quadrupedal beast that place of another attack without expending a spell slot.
you have seen before with a CR of 1/2 or lower that does not Whenever you could make an attack, you can instead make
have a climbing, flying, or swimming speed. Examples a melee spell attack with your Flame Whip against one target
include: elk, camel, giant goat, mastiff, pony, or warhorse. within 10 feet that you can see. On hit, it takes fire damage
Your Steed uses the stat block of the form chosen for it, equal to 1d10 + your spellcasting modifier, and if the target is
but its creature type now reflects your alignment: celestial Large or smaller you can instantly grapple it with the Whip.
(good), fey (neutral), or fiend (evil). The Steed's Intelligence You cannot attack with the Whip while it is grappling a
becomes 6 if it was lower, and it understands one language creature, but a grappled creature takes 1d10 fire damage at
you speak. the start of its turn and can use its action to make a Strength
In combat, the Steed shares your initiative and acts during check against your spell save DC, escaping on a success.
your turn. You control the Steed and choose how it acts, both While in your hand, your Flame Whip sheds bright light in
in and out of combat. While mounted on it, you can make any a 10-foot radius and dim light for an additional 10 feet.
spell you cast that targets only you also target your steed. At Higher Levels. When you cast this spell using a spell
While you and your Steed are within 1 mile of one another, slot of 4th level or higher, both instances of fire damage dealt
you can use a special form of telepathy to communicate. increase by 1d10 for every two slot levels above 2nd.
If your Steed is reduced to 0 hit points it disappears. You
can also use a bonus action to dismiss your Steed, causing it Locate Creature ALT
to disappear. Should you cast this spell again you can choose 2nd-level divination
to either conjure the same Steed, and it reappears in range at Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
its maximum hit points, or to conjure a new Steed, releasing Casting Time: 1 action
your previous Steed from its bond in the process. Range: Self
At Higher Levels. When you cast this spell using a spell Components: V, S, M (a magnet dipped in holy water)
slot of 4th-level or higher, your Steed can take on the form of Duration: Concentration, up to 1 hour
any Medium or Large quadrupedal or winged beast, celestial, Describe or name a specific kind of beast or plant. It can be
or monstrosity that you have seen before that has a CR of 2 a specific creature known to you, or the nearest creature of
or lower. Examples include: dire wolf, griffon, pegasus, a specific kind (such as a bear, oak, or horse), so long as you
peryton, polar bear, or rhinoceros.
have seen such a creature within 30 feet at least once.
If one is within 1 mile, the material component of this spell
points to it as if it were a compass. If the target is in motion, it
points to it for as long as it remains in range. If the creature is
in a different form, such as under the effect of the polymorph
spell, this spell doesn't locate the creature.
This spell can't locate its target if any thickness of lead or
10 feet of running water blocks a straight line to the target.
At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, the range and the type of creature
you can locate increase as show in the table below:
Slot Level Range Creature Types
Dragon, Giant, Humanoid,
3rd 2 miles
Monstrosity, Ooze
4th 3 miles Aberration, Construct, Undead
5th 5 miles Celestial, Elemental, Fey, Fiend
Magic Weapon ALT Song of Confidence
2nd-level transmutation 2nd-level enchantment
Classes: Druid, Paladin, Magus, Ranger, Sorcerer, Wizard Classes: Bard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: Self (20 feet)
Components: V, S Components: V, M (a musical instrument that you are
Duration: Concentration, up to 1 hour proficient with)
Duration: Concentration, up to 1 minute
You touch a nonmagical weapon and imbue it with power and
it becomes a magic weapon. Choose acid, cold, fire, lightning, You play a song that inspires those who hear it to live up to
poison, or thunder. Until the spell ends, the weapon has a +1 their full potential. Choose an ability score. Creatures of your
bonus to attack rolls, and deals the chosen type of damage in choice within range that can hear you add your spellcasting
place of the weapon's normal damage type. modifier (minimum of +1) to ability checks or saving throws
At Higher Levels. When you cast this spell using a spell using the chosen ability score until the start of your next
slot of 3rd-level or higher, the effects increase as show below: turn.
As a bonus action on each subsequent turn, you can use
Slot Level Attack Bonus Bonus Damage an instrument to play this tune again, choosing a new ability
3rd +1 1d4 score and different creatures to gain this spell's benefits.
At Higher Levels. When cast with a slot of 3rd-level or
4th +2 1d4
higher, its range increases by 10 feet for each level above
5th +2 2d4 2nd.
6th +3 2d4 Totemic Cowl
7th+ +3 3d4 2nd-level abjuration
Classes: Shaman
Pass Without Trace ALT Casting Time: 1 action
2nd-level abjuration Range: Touch
Classes: Druid, Ranger Components: V, S, M (a leaf from the first day of fall)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Self You touch a willing creature. Until the spell ends, it is cloaked
Components: V, S, M (Ashes from a burned leaf of mistletoe) in a ghostly cowl, and any damage it takes is reduced by 1.
Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell using a spell
A veil of shadows and silence radiates from you, masking you slot of 3rd-level or higher, the damage reduction from the
and your companions from detection. For the duration, you cowl increases by 1 for each slot level above 2nd.
and creatures of your choice within 30 feet are considered to
be lightly obscured and gain a bonus to all Dexterity (Stealth) Tower of Iron Will
checks equal to your Spellcasting modifier. Creatures under 2nd-level abjuration
the effect of this spell leave no track or trace of their passing. Classes: Psion
Casting Time: 1 reaction, when you are forced to make an
Restoration Intelligence, Wisdom, or Charisma saving throw.
2nd-level abjuration Range: Self
Classes: Bard, Cleric, Druid, Paladin, Ranger Components: V
Casting Time: 1 action Duration: 1 round
Range: Touch You protect your mind with a mantra of mundane, repetitive
Components: V, S thoughts in order to better resist mental assault. Until the
Duration: Instantaneous
beginning of your next turn, you have advantage on all
You touch a willing creature and instantly end one disease or Intelligence, Wisdom, and Charisma saving throws, and you
one of the following conditions currently afflicting it: blinded, gain resistance to psychic damage.
deafened, frightened, paralyzed, or poisoned.
At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, the conditions and effects you can
end increase, but the spell requires you to expend diamond
dust of a certain value, which is consumed during casting:
Slot Level Value Conditions/Effects
3rd 10 gp Charmed, Exhaustion (1 level)
Reduction to one Ability
4th 50 gp
Score or Hit Point Maximum
Petrified, One Curse, or
5th 100 gp
Attunement to a Cursed Item
3rd-level Spells Conjure Volley ALT
3rd-level conjuration
The following 3rd-level spells are listed in alphabetical order.
Classes: Ranger
Alternate versions of official spells are marked with ALT.
Casting Time: 1 action
Blinding Smite ALT Range: Self
3rd-level evocation Components: V, S, M (a single piece of ammunition and a
ranged weapon, or one thrown weapon)
Classes: Paladin
Duration: Instantaneous
Casting Time: On hit
Range: Self You fire one piece of nonmagical ammunition from a ranged
Components: V, M (a melee weapon worth at least 1 sp) weapon or throw a nonmagical thrown weapon into the air
Duration: Concentration, up to 1 minute and choose a point within the normal range of the weapon.
The ammunition or weapon explodes into a multitude of
When you hit with a melee weapon attack you can cause the
exact copies of it, which fall in a 30-foot-radius, 20-foot-high
weapon to flare with an overwhelming blinding light. This
cylinder centered on the point you chose. Creatures within
attack deals 3d8 bonus radiant damage, and the target must
succeed on a Constitution saving throw or become blinded that area must make a Dexterity saving throw. They take 6d8
until the spell ends. The target can repeat this saving throw damage of the weapon or ammunition's type on a failed save,
and half as much damage on a successful save. any pieces of
at the end of each of its turns, ending the effect on a success.
ammunition or weapons created by this spell disintegrate
If your target is a fiend or undead, or if it has the sunlight
once the effects of this spell are resolved.
sensitivity trait, the bonus radiant damage increases by 1d8.
At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell
slot of 4th-level or higher, the damage of this spell increases
slot of 3rd-level or higher, the radiant damage increases by
by 1d8, and the radius of the cylinder increases by 5 feet for
1d8 for each spell slot level above 2nd.
each slot level above 3rd.
Cerebral Blast
3rd-level evocation
Corrosive Bolt
3rd-level evocation
Classes: Psion
Classes: Magus, Sorcerer, Wizard
Casting Time: 1 action
Casting Time: 1 action
Range: Self (30-foot cone)
Range: 90 feet
Components: V
Components: V, S, M (the skin of a poisonous snake)
Duration: Instantaneous
Duration: Instantaneous
Your mind unleashes a mental thrust of overwhelming force
You conjure a spear of caustic acid and make a ranged spell
in a 30-foot cone. Each creature within the area of this spell
attack against a creature or object you can see within range.
must make a Strength saving throw. On a failure, a creature
On hit, your target takes 4d10 acid damage and its Armor
takes 5d8 magical bludgeoning damage and is pushed 20 feet
Class is reduced by 2. This spell cannot cause a creature to
directly away from you, and falls prone. On a successful
have an Armor Class lower then 10.
save, a creature takes half damage and remains in place.
A creature can use an action to scrape the acid from this
At Higher Levels. When you cast this spell using a spell
spell off the target, returning its Armor Class to normal.
slot of 4th-level or higher, the magical bludgeoning damage
At Higher Levels. When you cast this spell using a spell
increases by 1d8 for each spell slot level above 3rd.
slot of 4th-level or higher, the damage increases by 1d10 and
it further reduces the target's Armor Class by 1 for each slot
level above 3rd.
Dire Wail
3rd-level necromancy
Classes: Bard, Shaman
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: 1 minute
You let forth a wail filled with otherworldly power. Creatures
of your choice within 30 feet must succeed on a Constitution
saving throw or take 4d10 thunder damage and be deafened
for the duration. At the end of each turn, targets can make a
Constitution saving throw, ending the spell on a success. On
a successful save, it takes half damage and is not deafened.
At Higher Levels. When you cast this spell using a spell
slot of 4th-level or higher, the damage increases by 1d10 for
each slot level above 3rd.
Flame Arrows ALT Hypnotic Pattern ALT
3rd-level transmutation 3rd-level illusion
Classes: Druid, Ranger, Sorcerer, Wizard, Artificer, Magus Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: S, M (a glowing stick of incense)
Duration: 1 hour Duration: Concentration, up to 1 minute
You touch a quiver containing ranged weapon ammunition. You create a twisting pattern of colors that weaves through
The first twelve pieces of ammunition drawn from the quiver the air inside a 30-foot cube within range. This psychedelic
deal fire damage in place of their normal damage type, plus pattern appears for a moment and vanishes. Each creature in
an additional 1d6 fire damage on hit. If fired into a flammable the area who sees the pattern must make a Wisdom saving
object, it bursts into flame on hit. The magic of this spell ends throw. On a failed save, the creature becomes charmed for
for each piece of ammunition when it hits or misses, and the the duration. While charmed by this spell, the creature is
spell ends after twelve pieces of ammunition are fired. incapacitated and has a speed of 0.
At Higher Levels. When you cast this spell using a spell An affected creature can repeat this saving throw at the
slot of 4th-level or higher, you can draw two additional pieces end of each of its turns, ending the effect on a success. The
of ammunition from the quiver for each slot level above 3rd. spell also ends for an affected creature if it takes any damage
or if someone else uses an action to shake it out of its stupor.
Heroic Anthem
3rd-level enchantment Lightning Arrow ALT
Classes: Bard 3rd-level transmutation
Casting Time: 1 action Classes: Artificer, Ranger
Range: Self (30 feet) Casting Time: 1 attack
Components: V, M (a musical instrument that you are Range: Self
proficient with) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You play an anthem that inspires heroic action. Creatures As part of a ranged weapon attack, you can transmute a piece
of your choice within range that can hear you can add your of ammunition, or the thrown weapon, into a bolt of lightning.
spellcasting modifier (minimum of +1) to any attack rolls On hit, the target takes the normal damage of the attack, plus
they make before the beginning of your next turn. a bonus 4d8 lighting damage. On a miss, the target takes half
As a bonus action on each subsequent turn, you can use as much lightning damage, and none of the normal damage.
an instrument to continue this anthem and repeat its effect. Regardless if this attack hits or misses, all creatures within
At Higher Levels. When cast with a slot of 4th-level or 10 feet of the target must make a Dexterity saving throw. On
higher, its range increases by 10 feet for each level above 3rd. a failed save, creatures take 2d8 lighting damage, and half as
much lighting damage on a success. The piece of ammunition
Hunger of Hadar ALT or thrown weapon then returns to its normal form.
3rd-level conjuration Any creature that takes lighting damage from this spell
Classes: Warlock cannot take reactions until the beginning of your next turn.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 120 feet slot of 4th-level or higher, the damage for both effects of the
Components: V, S, M (pickled octopus tentacle) spell increases by 1d8 for each slot level above 3rd.
Duration: Concentration, up to 1 minute
Sonic Wave
You open a gateway to the dark between the stars, a region
3rd-level conjuration
infested with unknown horrors. A 20-foot-radius sphere of
Classes: Bard, Magus, Sorcerer
blackness and bitter cold appears, centered on a point with
Casting Time: 1 action
range and lasting for the duration. This void is filled with a
Range: Self (30-foot cone)
cacophony of soft whispers and slurping noises that can be
Components: V, S
heard up to 30 feet away. No light, magical or otherwise, can
Duration: Instantaneous
illuminate the area, and creatures in the area are blinded.
The void creates a warp in the fabric of space, and the area You forcefully clasp your hands and a shockwave of booming
is difficult terrain. Any creature that starts its turn in the force shoots forth from you and emits a boom audible out to
area takes 2d6 cold damage. Any creature that ends its turn 500 feet. All creatures in a 30-foot cone must succeed on a
in the area must succeed on a Dexterity saving throw or take Constitution saving throw or take 4d8 thunder damage, fall
2d6 acid damage as milky, otherworldly tentacles rub against prone, and be deafened for 1 minute. On a success,
it. creatures take half damage and are not knocked prone or
At Higher Levels. When you cast this spell using a spell deafened.
slot of 4th level or higher, the radius of the spell increases by A creature can repeat this saving throw at the end of each
5 feet and both the cold and acid damage each increase by of its turns, ending the effect on a success.
1d6 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 4th-level or higher, the damage increases by 1d8, and
the cone increases by 5 feet for each slot level above 3rd.
Spectral Passage
3rd-level transmutation
Classes: Psion, Shaman, Sorcerer, Vessel
Casting Time: 1 action
Range: Touch
Components: V, S, M (an object a spirit has passed through)
Duration: Concentration, up to 1 minute
You touch a willing creature. Until the spell ends, it becomes
semi-incorporeal and can move through other creatures and
objects as if they were difficult terrain. If the creature ends
its movement inside another object or creature, it is
immediately shunted to the nearest unoccupied space, taking
1d10 force damage for every 5 feet it was forced to travel.
At Higher Levels. When you cast this spell using a spell
slot of 4th-level or higher, you can target one additional
creature for each slot level above 3rd.
4th-level Spells Ego Scourge
4th-level enchantment
The following 4th-level spells are listed in alphabetical order.
Classes: Psion
Alternate versions of official spells are marked with ALT.
Casting Time: 1 action
Accursed Touch Range: 30 feet
4th-level transmutation Components: V
Duration: Concentration, up to 1 minute
Classes: Druid, Cleric, Magus, Sorcerer
Casting Time: 1 action You strike at the mind of a creature you can see within range,
Range: Touch attacking its very sense of self. The target must succeed on
Components: V, S, M (a basilisk scale) an Intelligence saving throw or suffer disadvantage on attack
Duration: Concentration, up to 1 minute rolls and ability checks, and it cannot cast spells. At the end
of each of its turns, the target can repeat the saving throw.
You attempt to transmute a creature into stone. As an action,
On a successful save, this effect ends on the target.
you touch a creature, forcing it to make a Constitution saving
throw. On a failed save, the creature is restrained as its flesh Polymorph ALT
begins to harden. On a successful save, it isn't affected.
4th-level transmutation
A creature restrained by this spell must make another
Classes: Bard, Druid, Magus, Sorcerer, Wizard
Constitution saving throw at the end of each of its turns. If
Casting Time: 1 action
it successfully saves against this spell three times, the spell
Range: 30 feet
ends. If it fails three saves, it is turned to stone and petrified.
Components: V, S, M (a caterpillar cocoon)
The successes and failures don't need to be consecutive;
Duration: Concentration, up to 10 minutes
keep track of both until the creature fails or passes three
saves. This spell transforms one creature you can see within range
If the creature is physically broken while petrified, it into a new form of your choice. An unwilling creature must
suffers from similar deformities if it reverts to its original succeed on a Wisdom saving throw to resist this effect, but
state. shapechangers automatically succeed on their saving throw.
If you maintain your concentration for the entire duration, This spell has no affect on a target that has 0 hit points. The
the creature is turned to stone until the effect is removed. transformation lasts for the duration, but it ends early if the
At Higher Levels. When you cast this spell using a spell target drops to 0 hit points or dies.
slot of 5th level or higher, the number of saves it must fail Form. The new form can be any beast you have physically
before it is petrified is reduced by 1 (to a minimum of 1) for seen while it was living. It must have a Challenge Rating less
each level above 4th. than or equal to the target's level or its Challenge Rating.
Statistics. Its game statistics, including its mental ability
Eldritch Tentacles scores are replaced by those of the beast, but it does retain
4th-level conjuration its alignment and personality within the limitations of that
Classes: Warlock beast.
Casting Time: 1 action The target assumes the hit points of its new form. When it
Range: 90 feet reverts to its normal form, the creature returns to the
Components: V, S, M (a piece of tentacle from a giant squid) number of hit points it had before it was transformed. If it
Duration: Concentration, up to 1 minute reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. If this excess damage
Alien tentacles fill a 20-foot square on the ground you can see
reduces its normal form to 0 hit points, it is knocked
within range. For the duration, this area is difficult terrain.
unconscious.
When a creature enters this area for the first time on a
Actions. The actions the creature can take are limited to
turn or starts its turn there, it must succeed on a Dexterity
those its new form is able to perform. It cannot speak, cast
saving throw or take 3d6 bludgeoning damage and be
spells, or take any actions that require hands or speech.
restrained by the tentacles until the spell ends. Any creature
Equipment. Its clothing, weapons, armor, and objects it
that begins its turn in the area and is restrained by the
is holding meld into the new form. However, it can't activate,
tentacles takes 3d6 bludgeoning damage at the start of its
use, wield, or otherwise benefit from any of its equipment.
turn.
A creature restrained by the tentacles can use its action to
make a Strength or Dexterity check (its choice) against your
spell save DC. On a success, it frees itself from the tentacles.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, both instances of damage from this
spell increase by 1d6 for each slot level above 4th.
Revitalizing Hymn
4th-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (40 feet)
Components: V, M (a musical instrument that you are
proficient with)
Duration: Concentration, up to 1 minute
You perform a hymn that inspires those who hear it to shake
off potent effects. Creatures of your choice within range that
can hear you can immediately repeat a saving throw to end
one hostile effect or spell that is currently affecting it, adding
your spellcasting modifier (minimum of +1) to their roll.
As a bonus action on each subsequent turn, you can use
an instrument to continue the hymn and allow a creature of
your choice that can hear you in range to gain these benefits
again.
At Higher Levels. When you cast this spell with a 5th-level
spell slot, the range of the spell increases by 10 feet.
8th-level Spells
The following 8th-level spells are listed in alphabetical order.
Alternate versions of official spells are marked with ALT.
9th-level Spells
The following 9th-level spells are listed in alphabetical order.
Alternate versions of official spells are marked with ALT.
License
6. Notice of License Copyright: You must update the COPYRIGHT
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System Reference Document 5.1 Copyright 2016, Wizards of the
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