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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Wrathful Smite
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Zephyr Strike
Level: 1
School: Transmutation
Classes: Ranger
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Aganazzar's Scorcher
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a red dragon’s scale
Description: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Aid
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Paladin, Ranger
Casting time: 1 Action
Range: 30 Feet
Duration: 8 hours
Components: V, S, M
Material cost: a tiny strip of white cloth
Description: 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. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Alter Self
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S
Description: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Animal Messenger
Level: 2
School: Enchantment
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: 30 Feet
Duration: 24 hours
Components: V, S, M
Material cost: a morsel of food
Description: By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Arcane Hacking (UA)
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: hacking tools
Description: You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.
This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Arcane Lock
Level: 2
School: Abjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until dispelled
Components: V, S, M
Material cost: gold dust worth at least 25 gp, which the spell consumes
Description: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Augury
Level: 2
School: Divination
Classes: Cleric, Druid, Wizard
Casting time: 1 Minute
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: specially marked sticks, bones, or similar tokens worth at least 25 gp
Description: By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Barkskin
Level: 2
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a handful of oak bark
Description: You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Beast Sense
Level: 2
School: Divination
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: S
Description: You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blindness/Deafness
Level: 2
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 minute
Components: V
Description: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blur
Level: 2
School: Illusion
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Branding Smite
Level: 2
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Calm Emotions
Level: 2
School: Enchantment
Classes: Bard, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Cloud of Daggers
Level: 2
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a sliver of glass
Description: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Continual Flame
Level: 2
School: Evocation
Classes: Artificer, Cleric, Druid, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until dispelled
Components: V, S, M
Material cost: ruby dust worth 50 gp, which the spell consumes
Description: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Cordon of Arrows
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 5 feet
Duration: 8 hours
Components: V, S, M
Material cost: four or more arrows or bolts
Description: You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Crown of Madness
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Darkness
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 10 minutes
Components: V, M
Material cost: bat fur and a drop of pitch or piece of coal
Description: Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Darkvision
Level: 2
School: Transmutation
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S, M
Material cost: either a pinch of dried carrot or an agate
Description: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Thoughts
Level: 2
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a copper piece
Description: For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Digital Phantom (UA)
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a small piece of copper wire
Description: This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dragon's Breath
Level: 2
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a hot pepper
Description: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dust Devil
Level: 2
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a pinch of dust
Description: Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Earthbind
Level: 2
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 feet
Duration: Concentration, up to 1 minute
Components: V
Description: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Enhance Ability
Level: 2
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: fur or a feather from a beast
Description: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Enlarge/Reduce
Level: 2
School: Transmutation
Classes: Artificer, Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: (a pinch of powdered iron
Description: You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Enthrall
Level: 2
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: 1 minute
Components: V, S
Description: You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Find Steed
Level: 2
School: Conjuration
Classes: Paladin
Casting time: 10 Minutes
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Find Traps
Level: 2
School: Divination
Classes: Cleric, Druid, Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You sense the presence of any trap within range that is within line of sight.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Find Vehicle (UA)
Level: 2
School: Conjuration
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 30 Feet
Duration: 8 hours
Components: V, S
Description: You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Blade
Level: 2
School: Evocation
Classes: Druid, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a leaf of sumac
Description: You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flaming Sphere
Level: 2
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Description: 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flock of Familiars
Level: 2
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 hour
Components: V, S
Description: You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fortune's Favor
Level: 2
School: Divination
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 hour
Components: V, S, M
Material cost: a white pearl worth at least 100 gp, which the spell consumes
Description: You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gentle Repose
Level: 2
School: Necromancy
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 days
Components: V, S, M
Material cost: a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Description: You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gift of Gab
Level: 2
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: 2 gold coins, which is consumed as tax for using the spell
Description: When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gust of Wind
Level: 2
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a legume seed
Description: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Healing Spirit
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Heat Metal
Level: 2
School: Transmutation
Classes: Artificer, Bard, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a piece of iron and a flame
Description: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Hold Person
Level: 2
School: Enchantment
Classes: Bard,Cleric, Druid,Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a small, straight piece of iron
Description: 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Icingdeath's Frost (UA)
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-foot cone)
Duration: Instantaneous
Components: S, M
Material cost: a vial of meltwater
Description: A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Immovable Object
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: gold dust worth at least 25 gp, which the spell consumes
Description: You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Invisibility
Level: 2
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: an eyelash encased in gum arabic
Description: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Jim's Glowing Coin
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 minute
Components: S, M
Material cost: a coin, 2 gold coins, which is consumed as tax for using the spell
Description: When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Knock
Level: 2
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Restoration
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Levitate
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Description: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Locate Animals or Plants
Level: 2
School: Divination
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of fur from a bloodhound
Description: Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Locate Object
Level: 2
School: Divination
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a forked twig
Description: 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. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Mouth
Level: 2
School: Illusion
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Until dispelled
Components: V, S, M
Material cost: a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Description: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Weapon
Level: 2
School: Transmutation
Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
Description: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Maximillian's Earthen Grasp
Level: 2
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a miniature hand sculpted from clay
Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Melf's Acid Arrow
Level: 2
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S, M
Material cost: powdered rhubarb leaf and an adder’s stomach
Description: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mental Barrier (UA)
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: 1 round
Components: V
Description: You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Spike
Level: 2
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: S
Description: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Thrust (UA)
Level: 2
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 round
Components: V, S
Description: You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mirror Image
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Misty Step
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moonbeam
Level: 2
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: several seeds of any moonseed plant and a piece of opalescent feldspar
Description: A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nathair's Mischief (UA)
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: S, M
Material cost: a piece of crust from an apple pie
Description: You fill a 20-foot cube centered on a point you choose within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced. At the start of each of your turns, you can move the cube up to 10 feet and reroll on the table.
Mischievous Surge
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nystul's Magic Aura
Level: 2
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 hours
Components: V, S, M
Material cost: a small square of silk
Description: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pass Without Trace
Level: 2
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: ashes from a burned leaf of mistletoe and a sprig of spruce
Description: 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. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phantasmal Force
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a bit of fleece
Description: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prayer of Healing
Level: 2
School: Evocation
Classes: Cleric, Paladin
Casting time: 10 Minutes
Range: Touch
Duration: Instantaneous
Components: V
Description: Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protection from Poison
Level: 2
School: Abjuration
Classes: Artificer, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S
Description: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pyrotechnics
Level: 2
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ray of Enfeeblement
Level: 2
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rope Trick
Level: 2
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: powdered corn extract and a twisted loop of parchment
Description: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Scorching Ray
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: See Invisibility
Level: 2
School: Divination
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 hour
Components: V, S, M
Material cost: pinch of talc and a small sprinkling of powdered silver
Description: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Shadow Blade
Level: 2
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Shatter
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a chip of mica
Description: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Silence
Level: 2
School: Illusion
Classes: Bard, Cleric, Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 10 minutes
Components: V, S
Description: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Skywrite
Level: 2
School: Transmutation
Classes: Bard, Druid, Wizard, Artificer
Casting time: 1 Action
Range: Sight
Duration: Concentration, up to 1 day
Components: V, S
Description: You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Snilloc's Snowball Storm
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of ice or a small white rock chip
Description: A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spider Climb
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a drop of bitumen and a spider
Description: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spike Growth
Level: 2
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: seven sharp thorns or seven small twigs, each sharpened to a point
Description: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spiritual Weapon
Level: 2
School: Evocation
Classes: Cleric
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 minute
Components: V, S
Description: You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Suggestion
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 8 hours
Components: V, M
Material cost: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Description: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Beast
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Description: You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Tasha's Mind Whip
Level: 2
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 feet
Duration: 1 round
Components: V
Description: You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Thought Shield (UA)
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S
Description: You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Warding Bond
Level: 2
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration
Description: This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Warding Wind
Level: 2
School: Evocation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V
Description: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
It hedges out vapor, gas, and fog that can be dispersed by strong wind. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Wristpocket
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: S
Description: You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Zone of Truth
Level: 2
School: Enchantment
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 10 minutes
Components: V, S
Description: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Animate Dead
Level: 3
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: 10 feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood, a piece of flesh, and a pinch of bone dust
Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Aura of Vitality
Level: 3
School: Evocation
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V
Description: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Beacon of Hope
Level: 3
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blinding Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blink
Level: 3
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Description: Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Call Lightning
Level: 3
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 10 minutes
Components: V, S
Description: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Catnap
Level: 3
School: Enchantment
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 10 minutes
Components: S, M
Material cost: a pinch of sand
Description: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Clairvoyance
Level: 3
School: Divination
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 10 Minutes
Range: 1 mile
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Description: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Conjure Animals
Level: 3
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: V, S
Description: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Conjure Barrage
Level: 3
School: Conjuration
Classes: Ranger
Casting time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Components: V, S, M
Material cost: one piece of ammunition or a thrown weapon
Description: You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Conjure Lesser Demon (UA)
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a vial of blood from an intelligent humanoid killed within the past 24 hours
Description: You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Counterspell
Level: 3
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. |