Cantrips
Divine Spark
Evocation
SRD 5.2.1Focus divine energy on one creature within 30ft: heal it for 1d8+WIS, or force it to CON save or take 1d8 radiant damage (half on success). Extra d8 at cleric levels 7, 13, and 18. Spends a Channel use, not a slot.
Dragonfire Breath
Evocation
SRD 5.2.1A 30-ft cone of dragonfire: 16d6, DEX save for half. Recharges on a 5–6 at the dragon's turn start.
Lay On Hands
Abjuration
SRD 5.2.1Bonus action: touch an ally and pour healing from your pool (5 × paladin level per battle). Spends the pool, not a slot.
Lightning Storm
Evocation
SRD 5.2.1A storm giant's Lightning Storm (2024): a 10-ft-radius column within 500 ft, 10d10 lightning, DEX save for half. Recharges on a 5-6.
Help
Enchantment
SRD 5.2.1Action: distract a foe within 5 ft — the next attack roll against it has advantage.
Draconic Breath (Acid)
Evocation
SRD 5.2.1Bonus action: the draconic spirit breathes a 30-ft cone of acid — 2d6, DEX save for half.
Draconic Breath (Cold)
Evocation
SRD 5.2.1Bonus action: the draconic spirit breathes a 30-ft cone of cold — 2d6, DEX save for half.
Draconic Breath (Fire)
Evocation
SRD 5.2.1Bonus action: the draconic spirit breathes a 30-ft cone of fire — 2d6, DEX save for half.
Draconic Breath (Lightning)
Evocation
SRD 5.2.1Bonus action: the draconic spirit breathes a 30-ft cone of lightning — 2d6, DEX save for half.
Draconic Breath (Poison)
Evocation
SRD 5.2.1Bonus action: the draconic spirit breathes a 30-ft cone of poison — 2d6, DEX save for half.
Fire Breath
Evocation
SRD 5.2.1A 15-ft cone of dragonfire from a red-scaled throat: 2d8 fire, DEX save for half. Recharges on a 5–6 at your turn start.
Cold Breath
Evocation
SRD 5.2.1A 15-ft cone of glacial frost from a white-scaled throat: 2d8 cold, DEX save for half. Recharges on a 5–6 at your turn start.
Lightning Breath
Evocation
SRD 5.2.1A 15-ft crackling fan of lightning from a blue-scaled throat: 2d8 lightning, DEX save for half. Recharges on a 5–6 at your turn start.
Acid Breath
Evocation
SRD 5.2.1A 15-ft spray of caustic bile from a black-scaled throat: 2d8 acid, DEX save for half. Recharges on a 5–6 at your turn start.
Poison Breath
Evocation
SRD 5.2.1A 15-ft plume of venomous vapor from a green-scaled throat: 2d8 poison, CON save for half. Recharges on a 5–6 at your turn start.
Life Drain
Cantrip
SRD 5.2.1The wight lays a cold hand on a creature beside it and pulls the warmth out: a CON save, or it takes necrotic damage and loses as much from its hit point maximum until it next gets a long rest. The wight trades one of its two blows for this.
Bite
Cantrip
SRD 5.2.1The vampire spawn sinks its fangs into a creature it holds, or one that cannot fight back: a CON save, or piercing and necrotic damage, the victim's hit point maximum shrinks by the necrotic part until a long rest, and the spawn heals that much.
Shield Bash
Cantrip
SRD 5.2.1The gladiator drives its shield into a creature beside it: a STR save, or bludgeoning damage and a fall to the ground. It gives up one of its three spear thrusts for the blow.
Boulder Toss
Cantrip
SRD 5.2.1The Giant Ape's thrown boulder: a point up to 90 ft away, and every creature within 5 ft of it makes a DEX save or takes 7d6 bludgeoning and is knocked Prone; a success takes half and keeps its feet. Recharges on a 6 at the ape's turn start.
Roar
Cantrip
SRD 5.2.1The lion roars at one creature within 15 ft: a WIS save, or it is frightened until the lion's next turn begins. The lion gives up one of its two rends for the roar.
Trample
Cantrip
SRD 5.2.1Bonus action: the mammoth stamps on a creature lying Prone beside it — a DEX save, or 4d10 + 7 bludgeoning; half on a success. Only a creature already down can be trampled.
Web
Cantrip
SRD 5.2.1The giant spider shoots a sticky strand at a foe in sight up to 60 ft off: a DEX save, or it is restrained, straining against the silk (STR) at the end of each of its turns. Recharges on a 5–6 at the spider's turn start.
Web Strand
Cantrip
SRD 5.2.1The ettercap lashes a line of silk at a foe in sight up to 30 ft off: a DEX save, or it is restrained until it tears loose with a STR save at the end of one of its turns. Recharges on a 5–6 at the ettercap's turn start.
Ethereal Jaunt
Cantrip
SRD 5.2.1Bonus action: the phase spider slips out of the world and back, reappearing in a free space it can see within 30 ft. No opportunity attacks.
Dreadful Glare
Cantrip
SRD 5.2.1The mummy fixes a foe in sight up to 60 ft off with a dead stare: a WIS save, or it is frightened until the end of its next turn. Rides the mummy's two Rotting Fists as its bonus action.
Acid Breath
Cantrip
SRD 5.2.1The wyrmling spits a 15-ft line of acid: 5d8 acid to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Lightning Breath
Cantrip
SRD 5.2.1A 30-ft line of lightning cracks from the wyrmling's jaws: 6d6 lightning to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Fire Breath
Cantrip
SRD 5.2.1The wyrmling blows a 20-ft line of flame: 4d6 fire to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Sleep Breath
Cantrip
SRD 5.2.1At will, in place of its rake: a 15-ft cone of drowsy vapour. A creature that fails a CON save drops asleep — helpless, blows from beside it landing as critical hits — for up to a minute. It wakes when it takes damage, when a creature beside it spends an action to shake it, or when it makes the save at the end of one of its turns.
Lightning Breath
Cantrip
SRD 5.2.1A 40-ft line of lightning leaps from the wyrmling's jaws: 3d10 lightning to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Repulsion Breath
Cantrip
SRD 5.2.1At will, in place of its rakes: a 30-ft cone of force. Every creature that fails a STR save is hurled up to 30 ft straight away from the wyrmling.
Acid Breath
Cantrip
SRD 5.2.1The wyrmling spits a 20-ft line of acid: 4d8 acid to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Slowing Breath
Cantrip
SRD 5.2.1At will, in place of its rake: a 15-ft cone of sluggish vapour. A creature that fails a CON save is slowed, 10 ft short of its stride on its next turn.
Fire Breath
Cantrip
SRD 5.2.1A 15-ft cone of golden fire: 4d10 fire to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Weakening Breath
Cantrip
SRD 5.2.1At will, in place of its rakes: a 15-ft cone of sapping breath. A creature that fails a STR save is enfeebled — Strength attacks, checks and saves at disadvantage, and 1d4 off every damage roll it makes — until it makes the save at the end of one of its turns, a minute at most.
Poison Breath
Cantrip
SRD 5.2.1A 15-ft cone of choking green gas: 6d6 poison to each creature in it, CON save for half. Recharges on a 5–6 at the wyrmling's turn start.
Fire Breath
Cantrip
SRD 5.2.1A 15-ft cone of roaring fire: 7d6 fire to each creature in it, DEX save for half. Recharges on a 5–6 at the wyrmling's turn start.
Cold Breath
Cantrip
SRD 5.2.1A 15-ft cone of frost: 4d8 cold to each creature in it, CON save for half. Recharges on a 5–6 at the wyrmling's turn start.
Paralyzing Breath
Cantrip
SRD 5.2.1At will, in place of its rakes: a 15-ft cone of numbing breath. A creature that fails the save is paralyzed — it can't act, and blows from beside it land as critical hits — until it breaks free with a save at the end of one of its turns, a minute at most.
Cold Breath
Cantrip
SRD 5.2.1A 15-ft cone of freezing wind: 5d8 cold to each creature in it, CON save for half. Recharges on a 5–6 at the wyrmling's turn start.
Sting
Cantrip
SRD 5.2.1The pseudodragon whips its barbed tail into a creature beside it: a CON save, or 2d4 poison and poisoned for the hour. A made save shrugs the venom off.
Dragon's Breath
Cantrip
SRD 5.2.1A 30-ft cone of fire from the half-dragon's throat: 8d6 fire to each creature in it, DEX save for half. Recharges on a 5–6 at its turn start.
Poisonous Spittle
Cantrip
SRD 5.2.1The naga spits a stream of venom at a creature it can see up to 60 ft away. The target makes a CON save: on a failure it takes 7d8 poison damage and can't see until the naga's next turn begins; on a success it takes half and keeps its sight. The naga may spit in place of one of its two bites.
Constrict
Cantrip
SRD 5.2.1The snake throws a loop of its body around a Medium or smaller creature beside it. The target makes a STR save: on a failure it takes 3d4 bludgeoning and is held fast in the coils (escape DC 12); on a success it slips the loop untouched.
Constrict
Cantrip
SRD 5.2.1The snake lashes a coil around a Large or smaller creature up to 10 ft away. The target makes a STR save: on a failure it takes 2d8 + 4 bludgeoning and is pinned in the coil (escape DC 14), which holds from anywhere along the snake's body; on a success it twists free. The snake crushes with one coil and bites once each turn.
Constrict
Cantrip
SRD 5.2.1The couatl winds its feathered length around a Medium or smaller creature beside it. The target makes a STR save: on a failure it takes 1d6 + 5 bludgeoning and is wrapped tight, held (escape DC 13) and unable to move or fight freely until it breaks loose; on a success it is untouched.
Whirlwind
Cantrip
SRD 5.2.1The air elemental swallows a Medium or smaller creature beside it into its spinning core and flings it out: a STR save, or 4d10 + 2 thunder and it lands Prone; half and no fall on a success. Recharges on a 4–6 at the elemental's turn start.
Whelm
Cantrip
SRD 5.2.1The water elemental crashes over a Large or smaller creature beside it and drags it under: a STR save, or 4d8 + 4 bludgeoning and it is held and pinned in the churning water (grappled and restrained, escape DC 14); half and no hold on a success. Recharges on a 4–6 at the elemental's turn start.
Vortex
Cantrip
SRD 5.2.1The stalker knots a howling vortex round a Large or smaller creature beside it: a CON save, or 1d8 + 3 thunder and it is caught in the wind (grappled, escape DC 13). The stalker gives up one of its three swipes for the vortex.
Constrict
Cantrip
SRD 5.2.1The salamander whips its burning tail round a Large or smaller creature up to 10 ft away and squeezes: a STR save, or 2d6 + 4 bludgeoning and 2d6 fire, and it is held and pinned in the coils (grappled and restrained, escape DC 14). The salamander gives up one of its two spear thrusts for the squeeze.
Create Whirlwind
Cantrip
SRD 5.2.1The djinni calls up a roaring whirlwind 20 ft round at a point it can see up to 120 ft away. A foe that blunders in or starts its turn inside makes a STR save or is caught up in it (restrained) until it spends an action to wrench free (STR, Athletics, against the djinni's DC) or the wind drops; a foe that enters or ends its turn inside makes a STR save or takes 6d6 thunder. The djinni can shift the whirlwind 20 ft as a bonus action. Concentration.
Corrupting Touch
Cantrip
SRD 5.2.1The lamia strokes a creature beside it and poisons its will: a WIS save, or psychic damage and a curse that leaves it charmed by the lamia, unable to raise a hand against her, for the rest of the fight. The lamia gives up one of its two claws for the touch.
Turn the Key
Conjuration
TactForgeBonus action, 30 ft, the Lostling's Key only. The Lostling and a creature it can see trade places with a click of the lock. An unwilling creature makes a CHA save against your spell save DC and stays put on a success. Nothing provokes.
Haul
Conjuration
TactForgeBonus action, 30 ft, the Taker's Hair only. Its hair lashes out at a creature it can see: the creature makes a STR save against your spell save DC or is dragged up to 20 ft straight toward the Taker. Nothing provokes.
Fire Bolt
Cantrip
SRD 5.2.1A spit of flame flicked from your fingertips — 1d10 fire.
Ray of Frost
Cantrip
SRD 5.2.1A pale lance of cold — 1d8 cold, and the target's speed drops 10ft until the start of your next turn.
Chill Touch
Cantrip
SRD 5.2.1A grip of grave-cold — 1d10 necrotic, and the target can't regain HP until the start of its next turn.
Sacred Flame
Cantrip
SRD 5.2.1Holy fire drops on a foe from above: DEX save or 1d8 radiant (no damage on a save).
Thaumaturgy
Cantrip
SRD 5.2.1Your voice rolls out like thunder from below: WIS save or the target is SHAKEN; failing by 5+ they drop their weapon in terror. Brave creatures save with advantage.
Eldritch Blast
Cantrip
SRD 5.2.1A crackling beam of force — 1d10 per beam. A second beam at level 5, a third at 11, a fourth at 17; aim them at one foe or several.
Vicious Mockery
Enchantment
SRD 5.2.1A barbed jibe with a hex folded into it: WIS save or 1d4 psychic — and the target's next attack reels at disadvantage (2d4 from level 5).
Poison Spray
Cantrip
SRD 5.2.1A sour green mist blown from your palm — 1d12 poison at close range.
Produce Flame
Cantrip
SRD 5.2.1A flame kindled in your palm and flung — 1d8 fire.
Starry Wisp
Cantrip
SRD 5.2.1A mote of starlight loosed at a foe — 1d8 radiant.
Shocking Grasp
Cantrip
SRD 5.2.1Lightning crackles from your hand — 1d8 lightning, and the jolt steals the target's reaction.
Sorcerous Burst
Cantrip
SRD 5.2.1Raw sorcery, barely shaped — 1d8 force.
Shillelagh
Cantrip
SRD 5.2.1The cudgel hums with nature's wrath — a 1d8 force strike swung by WIS (modeled as its own spell-weapon).
Acid Splash
Cantrip
SRD 5.2.1A bubble of acid bursts in a 5-ft sphere: DEX save or 1d6 acid (it splashes friend and foe alike).
Guidance
Divination
SRD 5.2.1Touch a willing ally and name a skill: while you concentrate (up to a minute) a d4 joins every check it makes with that skill.
True Strike
Divination
SRD 5.2.1Action, self, instantaneous. A flash of insight steers your hand: one melee strike rolled with your spellcasting ability, landing 1d6 radiant (2d6 from level 5). Played as a spell-weapon of its own, the way Shillelagh is: your weapon's own die and your damage bonus don't ride it.
Snagroot
Transmutation
TactForgeCantrip, action, 30 ft, instantaneous. A gnarled root whips up out of the ground under a creature you can see: a ranged spell attack for 1d8 bludgeoning (2d8 from level 5). If the target is Large or smaller, isn't flying and stands on difficult terrain — rubble, undergrowth, shallow water, a thicket, grease — it is also knocked prone.
Startle
Enchantment
TactForgeCantrip, action, 60 ft, instantaneous. A sudden psychic jolt hits a creature you can see, which makes an INT save. On a failure it takes 1d6 psychic (2d6 from level 5) and is caught off guard: the next attack roll against it before the start of your next turn has advantage, whoever makes it.
Level 1
Animal Friendship
Enchantment
SRD 5.2.1A calm word and an open hand soothe a beast: WIS save or CHARMED. Harming it ends the spell at once.
Bane
Enchantment
SRD 5.2.1Up to three enemies must save (CHA) or roll −1d4 on attack rolls and saving throws for 1 minute. Concentration.
Bless
Enchantment
SRD 5.2.1Up to three allies roll +1d4 on attack rolls and saving throws for 1 minute (10 rounds). Concentration.
Burning Hands
Evocation
SRD 5.2.1A 15-ft cone of flame erupts from your fingertips: 3d6 fire (DEX half, +1d6 per higher slot).
Charm Person
Enchantment
SRD 5.2.1A humanoid must save (WIS) or be CHARMED — it cannot attack or target the caster with harmful effects. Elves and half-elves (Fey Ancestry) save at advantage. Lasts 1 minute.
Chromatic Orb
Evocation
SRD 5.2.1Hurl a 3d8 orb of energy — choose acid, cold, fire, lightning, poison, or thunder (ranged spell attack). If two or more of the damage dice match, the orb leaps to another foe within 30ft and strikes again — chaining up to the slot level, each foe once.
Color Spray
Illusion
SRD 5.2.1A fan of blinding colour bursts from your hands: every creature in a 15-ft cone makes a CON save or is BLINDED until the end of your next turn.
Command
Enchantment
SRD 5.2.1Speak one word and the target must succeed on a WIS save or obey it on its next turn — APPROACH (walks straight at you, its turn ending once it is within 5ft), DROP (lets go of the weapon in its hand, then its turn ends), FLEE (spends the turn running from you), GROVEL (falls prone, then its turn ends) or HALT (doesn't move and takes no action or bonus action). Each slot above 1st binds one more creature.
Cure Wounds
Abjuration
SRD 5.2.1Touch a creature to restore 2d8 + casting modifier HP; +2d8 per higher slot.
Dissonant Whispers
Enchantment
SRD 5.2.1A jangling tune plays inside one skull: WIS save or 3d6 psychic and it reels away from you, half on a save.
Divine Favor
Transmutation
SRD 5.2.1Bonus action: your weapon hits deal +1d4 radiant for 1 minute.
Ensnaring Strike
Conjuration
SRD 5.2.1Bonus action: thorny vines wait in your next weapon hit — the target takes +1d6 piercing and must make a STR save or be held fast by the vines (grappled). Concentration.
Faerie Fire
Evocation
SRD 5.2.1Dancing light outlines everyone in a 10-ft radius: DEX save or GLOW — attacks against the outlined have advantage. Concentration.
Fog Cloud
Conjuration
SRD 5.2.1A 20-ft sphere of fog: nobody sees in, out, or through it — attacks into, out of, or within it roll at disadvantage unless the attacker sees through it. Concentration.
Guiding Bolt
Evocation
SRD 5.2.1A spear of holy light — 4d6 radiant, and the next attack against the target has advantage.
Healing Word
Abjuration
SRD 5.2.1A word of mending at range: 2d4 + casting modifier HP as a BONUS action; +2d4 per higher slot.
Hellish Rebuke
Evocation
SRD 5.2.1Reaction, when a creature you can see damages you: fire from below wraps around it — DEX save for half 2d10 fire.
Heroism
Enchantment
SRD 5.2.1Courage floods a willing creature: it cannot be frightened, and gains temp HP equal to your casting modifier at the start of each of its turns for a minute. Concentration.
Hex
Enchantment
SRD 5.2.1Bonus action: curse a foe — YOUR hits against them deal +1d6 necrotic. No save. Concentration, up to 1 hour.
Hideous Laughter
Enchantment
SRD 5.2.1The target falls about laughing: WIS save or PRONE and helpless with mirth, unable to rise while the fit lasts. Concentration.
Hunter's Mark
Divination
SRD 5.2.1Bonus action: mark your quarry — YOUR hits against them deal +1d6 force. No save. Concentration, up to 1 hour.
Ice Knife
Conjuration
SRD 5.2.1A shard of ice flies out and SHATTERS: every creature within 5 ft of where it strikes makes a DEX save or takes 2d6 cold.
Inflict Wounds
Necromancy
SRD 5.2.1Channel rot into a touched creature: CON save or 2d10 necrotic, half on a success; +1d10 per higher slot.
Mage Armor
Abjuration
SRD 5.2.1An unarmoured caster's base AC becomes 13 + Dex for 8 hours. Kept up before the fight; ends if you don armor.
Magic Missile
Evocation
SRD 5.2.1Darts of force that always hit, each dealing 1d4+1 — send them all at one creature or split them across several.
Ray of Sickness
Necromancy
SRD 5.2.1A ray of nauseous light: ranged spell attack, 2d8 poison (+1d8 per higher slot; the poisoned rider is not modelled).
Searing Smite
Evocation
SRD 5.2.1Bonus action: your next melee hit erupts for +1d6 fire (+1d6 per higher slot).
Shield of Faith
Abjuration
SRD 5.2.1Bonus action: a faint ward of faith wraps an ally — +2 AC for 10 minutes. Concentration.
Shield
Abjuration
SRD 5.2.1Reaction: when you are hit by an attack, a pane of force snaps up — +5 AC until your next turn (including against the triggering attack), and no damage from Magic Missile.
Sleep
Enchantment
SRD 5.2.1Each creature of your choice in a 5-ft sphere must make a WIS save or be INCAPACITATED until the end of its next turn, when it repeats the save — a second failure leaves it UNCONSCIOUS (helpless: attackers have advantage, point-blank hits crit) for the duration. The spell ends on a target that takes damage, or that someone within 5 ft spends an action to shake out of it. Creatures that don't sleep, such as elves, succeed automatically. Concentration, up to 1 minute. At higher levels: the radius grows 5 ft per slot above 1st.
Speak with Animals
Divination
SRD 5.2.1For ten minutes you understand beasts and they understand you — a wolf's growl becomes words, and it will answer. Cast before the fight; it holds the whole encounter.
Thunderwave
Evocation
SRD 5.2.1A 15-ft cube of thunder slams outward from you: 2d8 thunder, CON save for half; failed saves are hurled 10 ft away.
Find Familiar
Conjuration
SRD 5.2.1Action: a spirit takes an animal form (an owl) at your side. It cannot attack. It lasts until it drops to 0 HP.
Healing Touch (Steed)
Evocation
SRD 5.2.1Once a battle, bonus action: the celestial steed heals a creature within 5 ft for 2d8 + the spell's level.
Fey Step (Steed)
Conjuration
SRD 5.2.1Once a battle, bonus action: the fey steed teleports up to 60 ft.
Fell Glare
Enchantment
SRD 5.2.1Once a battle, bonus action: one creature within 60 ft makes a WIS save or is frightened until the end of your next turn.
Detect Magic
Divination
SRD 5.2.1Ritual or action: for up to 10 minutes you sense magic within 30 ft of yourself — an illusory floor over a pit or a glyph on the stone gives itself away by its faint aura. Blocked by 1 foot of stone, dirt or wood, 1 inch of metal or a thin sheet of lead. Concentration.
Jump
Transmutation
SRD 5.2.1Bonus action: touch a willing creature. For the next minute, once on each of its turns, it can jump up to 30 ft by spending 10 ft of movement — an open pit cleared in one bound. Each slot above 1st reaches one more creature.
Grease
Conjuration
SRD 5.2.1The ground in a 10-ft square turns slick with grease: difficult terrain.
Entangle
Conjuration
SRD 5.2.1Weeds and creepers claw up across a 20-ft square: difficult terrain.
Longstrider
Transmutation
SRD 5.2.1Touch a creature: for the next hour it walks 10 ft farther on every turn, Dash and haste included. Each slot above 1st reaches one more creature.
Expeditious Retreat
Transmutation
SRD 5.2.1Bonus action: you Dash the moment you cast it, and while you keep your concentration (up to 10 minutes) your bonus action buys another Dash on each of your turns.
Slipskin
Abjuration
TactForgeBonus action, self, 1 hour. Your skin takes on a dark, oily sheen: 5 temporary HP (+5 per slot above 1st). While any of them remain, opportunity attacks against you have disadvantage, difficult terrain costs you nothing extra, and you have advantage on checks and saves to avoid or escape being grappled or restrained. The spell ends when those temporary HP are gone.
Unwinding Coil
Evocation
TactForgeAction, self (10-ft radius), until the start of your next turn. A coil of violet sigils winds tight on the ground around the space you stand in and stays there if you move. As your next turn starts it springs: every other creature still inside makes a STR save — 3d6 force and knocked prone on a failure, half and still standing on a success (+1d6 per slot above 1st). Everyone can see the coil coming.
Clinging Spark
Evocation
TactForgeAction, 60 ft, concentration up to 1 minute. A ranged spell attack: 2d6 lightning on a hit (+1d6 per slot above 1st), and a spark clings to the target. At the start of each of your later turns it bites on its own while you can see its carrier within 60 ft — 1d6 lightning, then 2d6, then 3d6 as it grows; out of sight or out of range it skips the bite and shrinks back to one. When its carrier drops, the spark leaps to the nearest creature hostile to you within 15 ft and keeps its strength.
Thicketseed
Conjuration
TactForgeBonus action, self, until it fires. Your next weapon hit — melee or ranged — splits into seed: +1d6 piercing (+1d6 per slot above 1st), and a knee-high thicket bursts up in the target's space and every space within 5 ft of it. The thicket is difficult terrain for 1 minute and needs no concentration. It brings its own soil, so it grows on any floor — never in water or inside a wall.
Level 2
Acid Arrow
Evocation
SRD 5.2.1A bolt of hissing acid — 4d4 acid, plus 2d4 acid again at the end of the target's next turn.
Aid
Abjuration
SRD 5.2.1An ally's maximum AND current HP rise by 5 (+5 per slot level above 2) for the battle.
Barkskin
Transmutation
SRD 5.2.1Bonus action, touch: the skin hardens to bark — AC can't be below 17 for an hour.
Blindness
Necromancy
SRD 5.2.1The world goes dark for one creature: CON save or BLINDED — its swings falter, and every blade finds it.
Blur
Illusion
SRD 5.2.1Your outline smears and swims: attacks against you have disadvantage for 1 minute. Concentration.
Darkness
Evocation
SRD 5.2.1Magical darkness floods a 15-ft sphere: attacks into, out of, or within roll at disadvantage — unless the attacker SEES through it (Devil's Sight, Blind Fighting in reach).
Darkvision
Transmutation
SRD 5.2.1Touch a willing creature: it sees 60 ft into the dark like an elf for the whole delve — no torch to show it to what lives there.
Flaming Sphere
Conjuration
SRD 5.2.1A rolling ball of fire fills a cell: whoever it rolls onto — or lingers beside it — burns for 2d6 fire (+1d6 per higher slot). Each turn a BONUS action shoves it up to 30 ft. Concentration.
Heat Metal
Transmutation
SRD 5.2.1Worn and held metal heats to a forge glow: whoever wears or holds it takes 2d8 fire, half on a CON save, and burns again while you hold the spell.
Hold Person
Enchantment
SRD 5.2.1A humanoid must save (WIS) or be PARALYZED — no actions, attackers have advantage. Repeats the save at the end of each of its turns. Concentration, 1 minute.
Invisibility
Illusion
SRD 5.2.1Touch a creature: it cannot be targeted until it attacks or casts. Concentration, up to 1 hour.
Lesser Restoration
Abjuration
SRD 5.2.1Touch an ally: poison, fear, and hamstrings are cleansed.
Magic Weapon
Transmutation
SRD 5.2.1Touch a wielder: their weapon becomes magical — +1 to attack and damage for the battle.
Mind Spike
Divination
SRD 5.2.1A spike of psionic force driven into one mind: WIS save or 3d8 psychic, half on a save - and you always know where it is while you concentrate.
Mirror Image
Illusion
SRD 5.2.1Three false copies of you dance in your space — a blow that would land may shatter a copy instead (a d6 for each copy left: any 3+ and a copy takes the hit).
Misty Step
Conjuration
SRD 5.2.1Bonus action: fold into a puff of pale mist and reappear in a free space you can see within 30ft. No opportunity attacks.
Moonbeam
Evocation
SRD 5.2.1A silver column sears one cell: CON save for half when it falls, and the beam LINGERS — standing in it burns again (+1d10 per higher slot). On later turns your action SWEEPS the beam up to 60 ft. Concentration.
Pass without Trace
Abjuration
SRD 5.2.1Shadow and hush gather over you and allies within 30 ft: +10 on Stealth for an hour. Concentration.
Phantasmal Force
Illusion
SRD 5.2.1An illusion only the target can perceive, and its mind makes it real: INT save or 2d8 psychic, half on a save, and again while you hold the spell.
Protection from Poison
Abjuration
SRD 5.2.1Your touch draws the venom out: the POISONED condition ends, and for the hour after, poison finds no purchase.
Scorching Ray
Evocation
SRD 5.2.1Three rays of fire, each its own attack roll for 2d6 (+1 ray per higher slot).
Shatter
Evocation
SRD 5.2.1A shrieking crack of sound bursts in a 10-ft-radius sphere: 3d8 thunder, CON save for half. Hits friend and foe alike.
Shining Smite
Transmutation
SRD 5.2.1Bonus action: your next melee hit adds +2d6 radiant and the target sheds light — no hiding, no invisibility.
Spiritual Weapon
Evocation
SRD 5.2.1A spectral mace TAKES THE FIELD: it materialises on a cell within 60 ft and swings at a foe in its reach (1d8+WIS force, +1d8 per higher slot). Each later turn a BONUS action floats it up to 20 ft and it swings again. Concentration.
Suggestion
Enchantment
SRD 5.2.1A plausible order, pressed on the mind by magic: WIS save or CHARMED - it will not raise a hand against you while the suggestion holds. Concentration.
Find Steed
Conjuration
SRD 5.2.1Action: an otherworldly steed appears — AC 10 + the spell level, HP 5 + 10 per level, a 1d8 + level slam. Its attacks use your spell attack modifier; it acts right after you and vanishes at 0 HP or when the spell ends.
Spider Climb
Transmutation
SRD 5.2.1Touch a willing creature: while you hold your focus (up to an hour) it moves up, down and across walls and ceilings with its hands free, a Climb Speed equal to its Speed — down a pit's sheer sides and up the far ones as part of its move. Each slot above 2nd reaches one more creature.
Spike Growth
Transmutation
SRD 5.2.1The ground across a 40-ft square bristles with thorns and stone-hard barbs: difficult terrain that gouges anyone crossing it for 2d4 piercing damage.
Web
Conjuration
SRD 5.2.1Sticky webs fill a 20-ft cube of clinging, difficult ground. Whoever blunders in, or starts a turn tangled there, makes a DEX save or is stuck fast (restrained) until it spends an action to rip loose (STR, Athletics, against your DC) or gets out. Fire burns the silk away square by square, scorching anyone who starts a turn in the blaze. Concentration.
Enhance Ability
Transmutation
SRD 5.2.1Touch a creature and name Strength, Dexterity, Intelligence, Wisdom or Charisma: while you concentrate (up to an hour) it rolls every check of that ability with advantage — breaking a grip, hiding, searching, and with Dexterity its initiative too. Each slot above 2nd reaches one more creature; here they all share the one ability you name.
Ray of Enfeeblement
Necromancy
SRD 5.2.1A grey ray at a creature within 60 ft, CON save. Failed: its strength drains away — every Strength attack, check and save at disadvantage, and 1d8 off each damage roll it makes — until it saves at the end of one of its turns (concentration, 1 minute). Made: its next attack before your next turn still falters at disadvantage.
Levitate
Transmutation
SRD 5.2.1A creature you can see within 60 ft makes a CON save or is hoisted 20 ft into the air for as long as you concentrate (up to 10 minutes). It can't walk a step, and no blade on the ground reaches it, nor it them; only a flyer closes the gap. When the spell ends it drifts down unharmed.
Flame Blade
Evocation
SRD 5.2.1Bonus action, self, concentration up to 10 minutes. A scimitar of fire flares in your free hand and cuts at a foe within reach as it forms. On each later turn your action swings it again: a melee spell attack for 3d6 + your spellcasting modifier fire (+1d6 per slot above 2nd). The blade stays with you as you move.
Gust of Wind
Evocation
SRD 5.2.1Action, self (a 60-ft line, 10 ft wide), concentration up to 1 minute. A roaring blast of wind leaves you down the line: each creature in it makes a STR save or is shoved 15 ft away from you. Only the first blast is played; the wind that keeps blowing afterwards is not.
Wake the Mossbones
Conjuration
TactForgeAction, 60 ft, concentration up to 1 hour. You call on the bones the old wood keeps: a Mossbone pulls itself out of the ground in a free space you can see, as a Hound, an Owl or a Badger (your choice), and fights beside you until it drops to 0 HP or the spell ends, then sinks back into moss. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Mossbone — Medium beast, speed 40 ft; Moss Knits: at the start of each of its turns it regains hit points equal to the slot level. Hound: AC 13, 22 HP + 2 per level you have; its Bite (2d6 + your modifier piercing) drives a Large-or-smaller foe 5 ft straight back and the Hound steps into the space it left. Owl: Small, AC 14, flies 50 ft, 12 HP + 2 per level you have; its Talons (2d4 + your modifier slashing) leave the target at Disadvantage on its next attack. Badger: AC 15, speed 30 ft, 26 HP + 2 per level you have; its Bite (2d4 + your modifier piercing) grapples a Large-or-smaller foe at your DC and bites what it holds with Advantage. Higher slots: each slot level above 2nd adds two dice to its strike, and Moss Knits grows with the slot.
Razor Ribbons
Conjuration
TactForgeAction, 60 ft, concentration up to 1 minute. Pick a creature you can see — yourself included. Razor-edged silk whirls through every space within 5 ft of it and travels with it; the carrier is never cut. A creature hostile to you makes a DEX save when it enters the ring, when the ring sweeps over it or when it ends its turn inside, at most once a turn: 3d4 slashing, half on a success (+1d4 per slot above 2nd). The spell ends if the carrier drops.
Level 3
Beacon of Hope
Abjuration
SRD 5.2.1A steadying light settles on allies within 30 ft: every heal restores the most it can for a minute. Concentration.
Bestow Curse
Necromancy
SRD 5.2.1You lay a curse with a touch: WIS save or the mark clings, and your blows against them bite deeper. Concentration.
Call Lightning
Conjuration
SRD 5.2.1A storm cloud gathers and a bolt strikes one cell: DEX save for half, 3d10 lightning (+1d10 per higher slot). On later turns your action calls the bolt down again anywhere within 60 ft of the last strike. Concentration.
Conjure Animals
Conjuration
SRD 5.2.1A Large pack of spectral beasts runs where you send it (30 ft when you move): a foe it reaches, or that comes or stays within 10 ft of it, makes a DEX save or takes 3d10 slashing (+1d10 per higher slot). Your allies are spared. Concentration.
Counterspell
Abjuration
SRD 5.2.1Reaction: as a foe within 60ft casts a spell, it makes a CON save against your spell DC or the spell fails — its action is wasted, its slot kept. You spend a slot and your reaction.
Fear
Illusion
SRD 5.2.1A 30-ft cone of phantasmal terror: WIS save or be SHAKEN while you concentrate (10 rounds). The brave save with advantage.
Fireball
Evocation
SRD 5.2.1A 20-ft-radius burst of flame: 8d6 fire, DEX save for half (+1d6 per higher slot). Hits friend and foe alike.
Haste
Transmutation
SRD 5.2.1A willing ally moves at double Speed, gains +2 AC, advantage on DEX saves, and ONE extra attack each turn for 1 minute. Concentration — and when the spell ends, a wave of lethargy: no action or movement for one turn.
Hypnotic Pattern
Illusion
SRD 5.2.1Colours coil and shift in the air across a 15-ft radius: WIS save or stand entranced — held fast until shaken or struck. Concentration.
Lightning Bolt
Evocation
SRD 5.2.1A 100-ft line of lightning from your fingertips: 8d6 lightning, DEX save for half (+1d6 per higher slot). Click a cell to aim.
Mass Healing Word
Abjuration
SRD 5.2.1A verse of mending: every wounded ally in earshot regains 2d4 + casting modifier HP as a bonus action; +2d4 per higher slot.
Protection from Energy
Abjuration
SRD 5.2.1Touch a creature: resistance to fire, cold, lightning, acid and thunder for an hour. Concentration.
Revivify
Necromancy
SRD 5.2.1Touch a fallen ally who DIED this battle: they return with 1 HP.
Sleet Storm
Conjuration
SRD 5.2.1Icy rain lashes a 40-ft square: the ground turns to ice — difficult terrain for a minute. Concentration.
Slow
Transmutation
SRD 5.2.1Time thickens in a 20-ft zone: WIS save or SLOWED — dragging steps and sluggish blades — while you concentrate (up to 10 rounds).
Spirit Guardians
Conjuration
SRD 5.2.1Spectral guardians wheel about you in a 15-ft aura that MOVES WITH YOU: anything else caught in it makes a WIS save or takes 3d8 radiant, half on a save. Concentration.
Stinking Cloud
Conjuration
SRD 5.2.1A 20-ft sphere of reeking yellow gas: CON save or POISONED, retching too hard to act. Concentration.
Vampiric Touch
Necromancy
SRD 5.2.1Your hand drinks from a foe it touches: 3d6 necrotic, and you heal half the damage dealt.
Wind Wall
Evocation
SRD 5.2.1A howling curtain of wind tears up out of the ground: everything in its path makes a STR save or takes 4d8 bludgeoning, half on a save. Concentration.
Plant Growth
Transmutation
SRD 5.2.1Plants in a 100-ft-radius sphere surge into a tangled overgrowth: a creature spends 4 feet of movement for every 1 foot it moves through them. No save, and no duration — the ground stays changed.
Remove Curse
Abjuration
SRD 5.2.1Touch an ally and break every curse on it: a Hex or a Bestow Curse ends at once and its caster loses the mark, and so does the chill that keeps a wound from closing.
Fly
Transmutation
SRD 5.2.1Touch a willing creature: while you hold your focus (up to 10 minutes) it flies at 60 ft, over rough ground, water and walls alike. Each slot above 3rd gives one more creature wings. When the spell lapses it simply lands where it is.
Dispel Magic
Abjuration
SRD 5.2.1Name one creature within 120 ft, friend or foe: every spell on it, and every lingering spell on the ground it stands in, unravels when its level is 3rd or lower. A stronger spell takes a check with your casting ability against 10 + its level. Cast with a higher slot, it ends every spell up to that slot's level outright.
Beckon the Lostling
Conjuration
TactForgeAction, 60 ft, concentration up to 1 hour. You whistle the note lost things answer to: a Lostling scrambles out of the nearest crack into a free space you can see — a knee-high figure of lost gloves, keys and bells — led by its Glove, its Key or its Bell (your choice). It fights beside you until it drops to 0 HP or the spell ends, then falls apart into odds and ends that are gone when you look again. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Lostling — Small fey, speed 30 ft; it can't be grappled or restrained. Gathers Again: the first time it drops to 0 HP it gathers again at once, with hit points equal to three times the slot level. Glove: AC 14, 10 HP + 2 per level you have; Filch (2d8 + your modifier piercing) takes the target's reaction until its next turn, and it can Disengage or Hide as a bonus action. Key: AC 14, 10 HP + 2 per level you have; Jab 2d8 + your modifier force; Turn the Key (bonus action) — it and a creature it can see within 30 ft trade places, an unwilling one making a CHA save to stay put. Bell: AC 13, 20 HP + 3 per level you have; Jeer (2d6 + your modifier psychic) goads the target into attacking anyone but the Lostling at Disadvantage until the Lostling's next turn. Higher slots: each slot level above 3rd adds three dice to its strike, and Gathers Again grows with the slot.
Pay the Taker
Conjuration
TactForgeAction, 60 ft, concentration up to 1 hour. You hold out a price and a Taker steps out of the dark into a free space you can see to collect it. The slot is the price, and it decides who answers: Coin or Tooth with any slot, Hair with a 4th-level slot or higher, Breath with a 6th-level slot. Nothing else is taken from you. It fights beside you until it drops to 0 HP or the spell ends, then it is gone, paid. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Taker — Medium fiend, AC 13, speed 30 ft; resists necrotic, immune to poison, can't be charmed or poisoned. The Price Held: it arrives with temporary hit points equal to three times the slot level. Coin: 4 HP + 2 per level you have; Flipped Coin (ranged 120 ft, 2d6 + your modifier force) — the next attack against the target has Advantage. Tooth: 14 HP + 2 per level you have; Gnaw (2d8 + your modifier piercing) heals it for half the damage. Hair: 16 HP + 3 per level you have; Strands lash at 10 ft (4d8 + your modifier slashing at 4th); Haul (bonus action) drags a creature within 30 ft up to 20 ft toward it unless it makes a STR save. Breath: Large, AC 15, 24 HP + 3 per level you have; Stolen Breath reaches 10 ft (11d6 + your modifier necrotic at 6th) — on a failed CON save the target can't take reactions and is Dazed on its next turn. Higher slots: each slot level above 3rd adds three dice to its strike, and the Price Held grows with the slot.
Hoofstorm
Conjuration
TactForgeAction, self (a 60-ft line, 10 ft wide), instantaneous. A herd of spectral elk thunders out of you down the line. Each creature of your choice in it makes a STR save: 5d8 bludgeoning and pushed 10 ft away from you on a failure, half and holding its ground on a success (+1d8 per slot above 3rd). The herd parts around everyone you didn't choose.
Lent Light
Evocation
TactForgeAction, 30 ft, concentration up to 1 minute. Up to five creatures of your choice within range (you can be one) each receive a mote of sunlight — one each at most. When a creature carrying a mote hits with a weapon or an unarmed strike, the mote bursts on the target for 2d6 radiant and is spent. At the start of each of your turns you hand a fresh mote to one creature within 30 ft that has none. One more creature for each slot above 3rd.
Watching Ground
Enchantment
TactForgeAction, 120 ft, concentration up to 1 minute. Pale, unblinking eyes open across a 20-ft-radius circle. A creature that first enters it on a turn, or ends its turn there, makes a WIS save: 2d8 psychic and frightened of the circle until the end of its next turn on a failure, half and unafraid on a success (+1d8 per slot above 3rd). A creature frightened this way can't willingly move closer to the circle's centre and attacks at disadvantage. The ground is easy to cross, and the eyes watch everyone — you included.
Gathering Thunder
Evocation
TactForgeBonus action, self, until it fires. Your next ranged weapon hit lands with a thunderclap: +2d8 thunder, plus 1d8 for each full 30 ft between you and the target when you shot, up to +3d8 — 5d8 at 90 ft or more (+1d8 per slot above 3rd). A miss wastes nothing; the charge waits for the next hit.
Level 4
Banishment
Abjuration
SRD 5.2.1You shove a creature out of the world into a pocket of nowhere: CHA save or gone from the fight, able to do nothing until the spell ends and it returns. Concentration.
Black Tentacles
Conjuration
SRD 5.2.1Black, rubbery tendrils boil out of the ground across a 20-ft square, clutching at every ankle: the ground turns difficult, and whatever stands among them is crushed for 3d6 bludgeoning. Concentration.
Blight
Necromancy
SRD 5.2.1Necrotic energy withers one creature: CON save for half 8d8.
Charm Monster
Enchantment
SRD 5.2.1Charm reaches past the humanoid: WIS save or CHARMED and friendly, until you or your allies harm it.
Compulsion
Enchantment
SRD 5.2.1Your voice takes their feet: WIS save or CHARMED, moving where you point. Concentration.
Conjure Woodland Beings
Conjuration
SRD 5.2.1Nature spirits flit about you in a 10-ft emanation: a foe it touches, or that comes or stays inside, makes a WIS save — 5d8 force, half on a success (+1d8 per higher slot). While they hold you can Disengage as a bonus action. Concentration.
Death Ward
Abjuration
SRD 5.2.1Touch an ally: the first time they would drop to 0 HP this battle, they stay at 1 instead.
Dimension Door
Conjuration
SRD 5.2.1Action: step through a door in space to a free space you can see (RAW reaches 500 ft; here, as far as the board shows you). No opportunity attacks.
Dominate Beast
Enchantment
SRD 5.2.1You seize a beast's mind: WIS save or CHARMED and yours to command. Concentration.
Fire Shield
Evocation
SRD 5.2.1A mantle of flame (warm shield): melee attackers take 2d8 fire back. Lasts the battle.
Freedom of Movement
Abjuration
SRD 5.2.1Touch a creature: for an hour difficult ground costs it nothing, no magic can hold, bind or slow it, and 5 ft of its move slips any mundane grip.
Greater Invisibility
Illusion
SRD 5.2.1A veil of true invisibility: unseen even as you attack, for 10 rounds while you concentrate.
Guardian of Faith
Conjuration
SRD 5.2.1A shining sentinel keeps watch over 10 ft of ground for the battle: a foe that steps in or ends its turn there takes 20 radiant (DEX save halves).
Ice Storm
Evocation
SRD 5.2.1Hail hammers a 20-ft cube: 2d8 bludgeoning + 4d6 cold, DEX save for half. The battered ground becomes difficult terrain until the end of your next turn.
Phantasmal Killer
Illusion
SRD 5.2.1Its worst nightmare, given teeth: WIS save or 4d10 psychic and SHAKEN by the phantasm (the RAW recurring terror is trimmed to the first strike).
Stoneskin
Transmutation
SRD 5.2.1Touch a creature: its flesh hardens — resistance to bludgeoning, piercing, and slashing. Concentration, up to 1 hour.
Vitriolic Sphere
Evocation
SRD 5.2.1A globe of acid streaks out and bursts in a 20-ft sphere: DEX save or 10d4 acid, half on a save.
Wall of Fire
Evocation
SRD 5.2.1Paint up to 12 contiguous cells of flame: 5d8 fire (DEX save for half) when it appears. The wall burns 10 rounds — entering it or ending a turn inside deals 5d8 fire again, no save. Concentration.
Conjure Minor Elementals
Conjuration
SRD 5.2.1Elemental motes flit about you in a 15-ft emanation: every attack you make that hits a creature inside it deals an extra 2d8 of the chosen element (+1d8 per higher slot). Concentration.
Faithful Hound
Conjuration
SRD 5.2.1Action, 30 ft, 8 hours. A phantom watchdog that only you can see takes up a post: an enemy that steps within 5 ft of it, or ends its turn there, makes a DEX save or takes 4d8 force from its bite. On a later turn a bonus action sends it up to 30 ft, and it bites whoever it lands beside. Nothing can harm it, and it needs no concentration.
Giant Insect
Conjuration
SRD 5.2.1Action, 60 ft, concentration up to 10 minutes. A Large insect of your choosing (a centipede, a spider or a wasp) crawls out to fight for you: AC 11 + the slot level, 30 HP (+10 per slot above 4th), speed 40 ft with a climb. Its Poison Jab reaches 10 ft for 1d6 + 3 + the slot level piercing plus 1d4 poison, once per Attack action for every two slot levels. The spider also spits a Web Bolt at 60 ft (1d10 + 3 + the slot level bludgeoning) that slows; the centipede's jab makes its target save (CON) against poison; the wasp flies. It acts right after you and is gone at 0 HP or when the spell ends.
Raise Standing Ground
Transmutation
TactForgeAction, 60 ft, concentration up to 1 hour. You stamp, and the ground at a point you can see heaves up into a Standing Ground made of whatever the ground there is: Rubble anywhere; Masonry if a wall, rampart, keep, stairs or bridge is within 10 ft of the point; Rootwork if a tree, a swamp or growing ground is within 10 ft; Mire if water or a swamp is within 10 ft; Cinder if a hearth or burning ground is within 10 ft. When more than one fits, you choose. It fights beside you until it drops to 0 HP or the spell ends, then slumps back into the ground. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Standing Ground — Large elemental, AC 14, speed 30 ft; immune to poison, can't be charmed, shaken or poisoned. Bedrock: every bludgeoning, piercing or slashing blow lands on it lighter by the slot level. Rubble: 30 HP + 3 per level you have; Slam 4d8 + your modifier bludgeoning, a Large-or-smaller target saves (STR) or falls Prone. Masonry: AC 16, 20 HP + 3 per level you have, speed 20 ft; allies within 5 ft of it have half cover against ranged attacks, and nothing pushes, pulls or topples it. Rootwork: 30 HP + 3 per level you have, speed 20 ft, vulnerable to fire; its Lash (4d8) reaches 10 ft and restrains on a failed STR save. Mire: Medium, 20 HP + 3 per level you have, speed 40 ft, ignores difficult terrain, resists fire; its Swell (4d8) drives a foe 10 ft back, and a foe stopped short falls Prone. Cinder: Medium, 20 HP + 3 per level you have, immune to fire, sheds light; its Searing Slam (4d6) deals fire and sets the target burning (1d6 fire at the start of its next 2 turns). Higher slots: each slot level above 4th adds two dice to its strike, and Bedrock grows with the slot.
Tidereach
Transmutation
TactForgeAction, self, concentration up to 1 minute. Ropes of cold sea water coil around your arms. Your melee attacks — unarmed strikes and a wild shape's natural weapons included, opportunity attacks too — reach 10 ft farther, and your melee hits deal an extra 1d6 cold. Once on each of your turns, when you hit a Large or smaller creature in melee, you drag it up to 10 ft straight toward you or shove it up to 10 ft straight away.
Level 5
Arcane Hand
Evocation
SRD 5.2.1A great hand of force closes where you point: DEX save or 5d8 force, half on a save. Concentration.
Cloudkill
Conjuration
SRD 5.2.1A choking, sickly fog rolls out and settles: everything inside makes a CON save or takes 5d8 poison, half on a save, and again each round it lingers there. Concentration.
Cone of Cold
Evocation
SRD 5.2.1A 60-ft cone of killing frost: 8d8 cold (CON half, +1d8 per higher slot). Whatever it kills is left standing, frozen solid.
Conjure Elemental
Conjuration
SRD 5.2.1A Large elemental spirit — air (lightning), earth (thunder), fire, or water (cold). A foe that enters it or starts its turn within 5 ft makes a DEX save or takes 8d8 and is RESTRAINED; it holds one creature at a time, and the held one repeats the save each turn, taking 4d8 on a failure (+1d8 per higher slot). Concentration.
Contagion
Necromancy
SRD 5.2.1Your touch plants a magical sickness: CON save or 11d8 necrotic and POISONED as the contagion takes hold.
Dominate Person
Enchantment
SRD 5.2.1You take a humanoid's will for your own: WIS save or CHARMED and obedient. Concentration.
Flame Strike
Evocation
SRD 5.2.1Holy fire pours straight down from the sky: 4d6 fire + 4d6 radiant in a 10-ft radius, DEX save for half.
Hold Monster
Enchantment
SRD 5.2.1Any creature must save (WIS) or be PARALYZED — no actions, attackers have advantage. Repeats the save at the end of each of its turns. Concentration, 1 minute.
Insect Plague
Conjuration
SRD 5.2.1A 20-ft sphere of biting locusts: churning, stinging ground (4d10 piercing) that slows every step through it. Concentration.
Mass Cure Wounds
Abjuration
SRD 5.2.1Healing rolls out over the party: every wounded ally within 30ft heals 5d8 + casting modifier; +1d8 per higher slot.
Telekinesis
Transmutation
SRD 5.2.1You seize a creature in an invisible grip: STR save or held fast in the air, RESTRAINED while you concentrate.
Summon Dragon
Conjuration
SRD 5.2.1Action (concentration): a draconic spirit — AC 14 + level, Rend 1d6 + 4 + level at 10 ft, resistant to five elements. Its attacks use your spell attack modifier; it acts right after you and vanishes at 0 HP or when the spell ends.
Greater Restoration
Abjuration
SRD 5.2.1Touch an ally to undo a deep affliction: a charm on its mind falls away, every curse on it breaks, and what a draining touch took comes back — the lost hit point maximum and the sapped score — all in the one touch. Exhaustion and stone flesh wait for the rules that bring them.
Tree Stride
Conjuration
SRD 5.2.1Action: step into a tree beside you and out beside another up to 500 ft away. You need not see it; you know where it stands. Here one stride per casting, taken at once, and it lets go of the spell you were holding. No opportunity attacks.
Keep the Vigil
Conjuration
TactForgeAction, 60 ft, concentration up to 1 hour. You light a candle and call the watch: a Watchkeeper — one of the faithful dead, a figure of warm light in a watchman's cloak — steps into a free space you can see, carrying a Shield, a Lantern or a Censer (your choice). It fights beside you until it drops to 0 HP or the spell ends; you can end the spell whenever you like. Last Light: when it goes, for either reason, each creature on your side within 10 ft of it regains 1d6 hit points per slot level. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Watchkeeper — Medium celestial, AC 15, 24 HP + 3 per level you have, speed 30 ft; resists radiant and necrotic, can't be charmed or shaken. Shield: AC 18; Vigil Mace 4d8 + your modifier radiant; Stand Between — when a creature it can see hits an ally within 5 ft of it, the hit lands on the Watchkeeper instead. Lantern: 20 HP + 3 per level you have, sheds bright light 20 ft; Lantern Beam (ranged 120 ft, 6d6 + your modifier radiant) makes the target glow — it can't hide and darkness doesn't hide it from your side until the Lantern's next turn. Censer: Censer Swing 5d6 + your modifier radiant; at the start of each of its turns every ally within 10 ft gains temporary HP equal to the slot level. Higher slots: each slot level above 5th adds three dice to its strike, and Last Light grows with the slot.
Hawkfall
Conjuration
TactForgeAction, 150 ft, instantaneous. Up to six creatures you can see within range are each stooped on by a spectral hawk and make a DEX save: 5d8 piercing, half on a success. The hawks come from above, so half and three-quarters cover add nothing to those saves. One more creature for each slot above 5th.
Level 6
Blade Barrier
Evocation
SRD 5.2.1Paint up to 12 cells of whirling blades lasting 1 minute: 6d10 slashing (DEX half) when created, and creatures entering or ending turns within must save again or take the damage. Concentration.
Chain Lightning
Evocation
SRD 5.2.1A bolt that LEAPS: 10d8 lightning arcing through everyone clustered in a 10-ft burst (DEX half). RAW's one-bolt-three-arcs is modeled as the cluster.
Circle of Death
Necromancy
SRD 5.2.1A ring of death-cold force ripples out 30ft across: CON save or 8d6 necrotic (+2d6 per higher slot).
Conjure Fey
Conjuration
SRD 5.2.1A fey spirit appears within 60 ft and makes a melee spell attack at a creature beside it: 3d12 + your casting modifier psychic, and FRIGHTENED until your next turn (+1d12 per higher slot). On later turns a bonus action teleports it 30 ft to strike again. Concentration.
Disintegrate
Transmutation
SRD 5.2.1A needle of green light that unmakes what it hits: DEX save or 12d10 force — nothing on a success, dust on a bad day.
Eyebite
Necromancy
SRD 5.2.1Your eyes darken to pits and one creature meets your stare: WIS save or it drops ASLEEP where it stands, helpless until struck. Concentration.
Flesh to Stone
Transmutation
SRD 5.2.1Their flesh begins to turn: CON save or RESTRAINED as the stone creeps over them, saving again at each turn's end. Concentration.
Freezing Sphere
Evocation
SRD 5.2.1A ball of winter bursts in a 30-ft sphere: 10d6 cold, CON save for half (+1d6 per higher slot).
Harm
Necromancy
SRD 5.2.1A word that rots from within: CON save or 14d6 necrotic, half on a success.
Heal
Abjuration
SRD 5.2.1Life floods back into one creature you can see: it regains 14d8 HP, roughly 70 on average.
Irresistible Dance
Enchantment
SRD 5.2.1A tune nobody can refuse: WIS save or CHARMED into a comic jig, every step spent dancing in place. Concentration.
Mass Suggestion
Enchantment
SRD 5.2.1One plausible order, pressed on a whole crowd: WIS save or CHARMED, and they will not raise a hand against you.
Sunbeam
Evocation
SRD 5.2.1A 60-ft beam of pure daylight: CON save or 6d8 radiant AND BLINDED. Concentration.
Wall of Ice
Evocation
SRD 5.2.1A wall of ice grinds up out of the floor: anything it appears through is shoved clear and makes a DEX save or takes 10d6 cold, half on a save. Concentration.
Wall of Thorns
Conjuration
SRD 5.2.1A wall of hooked briar grinds up out of the ground: anything caught in it makes a DEX save or takes 7d8 piercing, half on a save. Concentration.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Tactforge is an independent project, compatible with fifth edition.