Spellcasting Ability Charisma
Spell save DC = 8 + Proficiency + Charisma modifier = 8 + 3 + 5 = 16
Spell Attack modifier = Proficiency + Charisma modifier = 3 + 5= 8
Mage Hand Cantrip
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A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.
Prestidigitation Cantrip
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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.
• You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a Candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous. Effects active at a time, and you can dismiss such an effect as an action.
Guidance
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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.
Spare the Dying
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You touch a living creature that has 0 Hit Points. The creature becomes stable. This spell has no effect on Undead or Constructs.
Life Transference
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You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Bless
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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.
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.
Remove Curse
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At your touch, all curses affecting one creature or object end. If the object is a Cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
Aid
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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.
At Higher Levels: When you cast this spell 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.
Dispel Magic
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Choose any creature, object, or magical effect within range. Any spell of 3rd Level or lower on the target ends. For each spell of or higher on the target, make an ability check using your Spellcasting Ability. The DC equals 10 + the spell's 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 spell's level is equal to or less than the level of the spell slot you used.
Revivify
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You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Greater Restoration
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You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's Exhaustion level by one, or end one of the following Effects on the target.
• One effect that Charmed or Petrified the target
• One curse, including the target's Attunement to a Cursed magic item
• Any reduction to one of the target's Ability Scores
• One effect reducing the target's hit point maximum
Dimension Door
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You Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying Capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.
Spellcasting