Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mending
|
+1 |
1 minute |
Touch |
Instantaneous |
|
VSM |
|
| Notes: | 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. |
Druidcraft
|
+6 |
1 action |
30 ft |
Instantaneous |
|
VS |
|
| Notes: | Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. |
Thorn Whip
|
+6 |
1 action |
30 ft |
Instantaneous |
1d6 |
VSM |
|
| Notes: | 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. |
Poison Spray
|
+6 |
1 action |
10 |
Instantaneous |
1d12 |
VS |
|
| Notes: | You extend your hand toward a creature you can see within range and protect a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Burning Hands
|
+6 |
1 action |
15 ft (cone) |
Instantaneous |
3d6 |
VS |
|
| Notes: | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 ft cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+4 |
VS |
|
| Notes: | 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. |
Faerie Fire
|
+6 |
1 action |
60 ft |
Concentration, up to 1 minute |
|
V |
|
| Notes: | Each object in a 20-foot cube within range is outlined in a color of 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 can't benefit from being invisible. |
Detect Magic
|
+6 |
1 action |
Self |
Concentration, up to 10 minutes |
|
VS |
|
| Notes: | 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. |
Thorn Whip
|
+6 |
1 action |
30 ft |
Instantaneous |
1d6 + |
VSM |
|
| Notes: | 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. |
Charm person
|
+6 |
1 action |
30ft |
1 Hour |
|
VS |
|
| Notes: | You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Burning Hands
|
+6 |
1 action |
15 ft (cone) |
Instantaneous |
3d6 + |
VS |
|
| Notes: | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 ft cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+4 + |
VS |
|
| Notes: | 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. |
Thorn Whip
|
+6 |
1 action |
30 ft |
Instantaneous |
1d6 + |
VSM |
|
| Notes: | 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. |
Flame Blade
|
+6 |
1 bonus action |
Self |
Concentration, up to 10 min |
3d6 |
VSM |
|
| Notes: | 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. |
Locate Object
|
+6 |
1 action |
self |
Concentration, up to 10 mintutes |
|
VSM |
|
| Notes: | 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. |
Flaming Sphere
|
+6 |
1 action |
60 |
Concentration, up to 1 minute |
2d6 |
VSM |
|
| Notes: | A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. |
Hold Person
|
+6 |
1 action |
60 |
Concentration, up to 1 minute |
|
VSM |
|
| Notes: | 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. |
Scorching Ray
|
+6 |
1 action |
120 |
Instantaneous |
2d6 |
VS |
|
| Notes: | You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. |
Heat Metal
|
+6 |
1 action |
60ft |
Concentration, up to 1 minute |
2d8 |
VSM |
|
| Notes: | Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. |
Pass Without Trace
|
+6 |
1 action |
Self |
Concentration, up to 1 hour |
|
VSM |
|
| Notes: | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. |