recursal/Fanatic-Fandom huggingface dataset:
Dancing Lights

***Evocation cantrip***

**Dancing Lights** is an evocation available to bards, sorcerers, and wizards. Additionally, drow can innately cast it using Charisma.

## Description

You create up to four torch-sized lights that hover in the air. Each shed dim light in a 10-foot radius. You can also form them into one glowing humanoid shape. As a bonus action, you can move the lights up to 60 feet. Each light must be within at least 20 feet of another one. A light goes out if it exceeds the ranges of the spell.

## References

1. ↑ 1.0 1.1 "Dancing Lights." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 230.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
3. ↑ "Dark Elf (Drow)." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 24.
Daylight

*3rd-level evocation*
 Range
 Components
 Duration

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

If any of this spell's area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.
Banishing Smite

*5th-level abjuration*
 Range
 Components
 Duration

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Catnap

*3rd-level enchantment*
 Range
 Components
 Duration

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.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Kobold

## Kobold Traits

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Strength score is reduced by 2..
* **Size:** Small.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Grovel, Cower, and Be:** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Pack Tactics:** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
* **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Languages:** You can speak, read, and write Common and Draconic.
Control Flames

***Transmutation cantrip***

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Blade Ward

***Abjuration cantrip***

**Blade Ward** is an abjuration available to bards, sorcerers, warlocks, and wizards.

## Description

Tracing an arcane sigil in the air, you grant yourself resistance to bludgeoning, piercing, and slashing damage dealt by weapons until the end of your next turn.

## References

1. ↑ 1.0 1.1 "Blade Ward." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 218-219.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Commune

*5th-level divination*
 Range
 Components
 Duration

You contact your deity and ask up to three yes or no questions. You must ask before the spell ends. You receive a correct answer for each question.

You may receive "unclear" as an answer if the deity doesn't know. If a one-word answer is misleading or contrary to the deity's interests, the DM can offer a short phrase instead.

If you cast the spell again before finishing a long rest, there is a cumulative 25 percent chance for each casting that you get no answer. The DM rolls this in secret.
Illusory Dragon

*8th-level illusion*
 Range
 Components
 Duration

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Aura of Life

*4th-level abjuration*
 Range
 Components
 Duration

Life-preserving energy radiates from you in an aura with a 30-foot radius.
Until the spll ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points.
Globe of Invulnerability

*6th-level abjuration*
 Range
 Components
 Duration

A barrier with a 10-foot radius surrounds you. Any spell of 5th level or lower cast from outside the barrier can't affect things in it, even if a higher level slot is used. Spells can target things within the barrier, but the spell has no effect on them. The barrier also blocks areas of effect that reach its area.

**At Higher Levels:** The barrier blocks spells of one level higher for each slot level above 6th.
Color Spray

*1st-level illusion*
 Range
 Components
 Duration

Creatures in a 15-foot cone from you are blinded. If a creature is already blind or unconscious, they are not affected. Starting with the creature that has the lowest current hit points, roll 6d10 to see how many creatures you can affect. If the creature with the lowest hit points is less than the total rolled, subtract the hit points from the number, then move onto the next. When you reach a creature whose hit points would go above the number, subtractions applied, they are unaffected and this casting can't blind anything else.

**At Higher Levels:** Roll an additional 2d10 for each slot level above 1st.
Cobbler’s Tools

Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

**Components:** Cobbler's tools consist of a hammer, an awl, a knige, a shoe stand, a cutter, spare leather, and thread.

**Arcana, History:** Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

**Investigation:** Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

**Maintain Shoes:** As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

**Craft Hidden Compartment:** With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

 Find a hidden compartment in a boot heel
Backgrounds

## Every Story Has a Beginning

Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity.

The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

## Proficiencies

* Each background gives a character proficiency in two skills.
* Skills are described in chapter 7 of the PHB.
* In addition, most backgrounds give a character proficiency with one or more tools.
* Tools are detailed in chapter 5 of the PHB.
* If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

## Languages

* Some backgrounds also allow characters to learn additional languages beyond those given by race.

## Equipment

* Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background.

## Suggested Characteristics

* A background contains suggested personal characteristics based on your background.
* You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

## Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coins on gear as described in chapter 5. (If you spend coins, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one.

## List of Backgrounds

An "AL"-marked background refers to content that was not released in the source listed. Rather, it was created and introduced by the Adventurers League. While they are still legal backgrounds, you may wish to check with your DM before using any of them.

Additionally, any source that starts with "PS" is part of the Plane Shift series and is not inherently allowed. As always, please check with your DM before using it.
Cone of Cold

*5th-level evocation*
 Range
 Components
 Duration

Each creature in a 60-foot cone must make a Constitution save. A target takes 8d8 cold damage if it fails, or half damage if it passes.

A creature killed by this spell becomes a frozen statue.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 5th.
Imprisonment

*9th-level abjuration*

 Range
 Components
 Duration

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

**Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

**Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

**Slumber.** The target falls asleep and can’t be awoken.

The special component for this version of the spell consists of rare soporific herbs.

**Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

1. ↑ PHB, 5.0, page 252
Half-elf

## Half-elf Traits

* **Ability Score Increase:** Your Charisma score increases by 2, and two other ability scores of your choice increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
* **Skill Versatility:** You gain proficiency in two skills of your choice.
* **Languages:** You can speak, read, and write Common, Elvish, and one extra language of your choice.

## Variants

Some half-elves take after their elven parent more than their human parent. Such half-elves may take one of the following traits in place of the Skill Versatility trait.

* **Elf Weapon Training:** (High Elf or Wood Elf): You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Cantrip:** (High Elf): You know one cantrip of your choice from the wizard list. Intelligence is your spellcasting ability for it.
* **Fleet of Foot:** (Wood Elf): Your base walking speed increases to 35 feet.
* **Mask of the Wild:** (Wood Elf): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* **Drow Magic:** (Dark Elf): You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
* **Swim Speed:** (Sea Elf): You have a swimming speed of 30 feet.
Healing Spirit

*2nd-level conjuration*
 Range
 Components
 Duration

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.

**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.
Druid Grove

*6th-level abjuration*
 Range
 Components
 Duration

ou invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

**Solid Fog**. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

**Grasping Undergrowth**. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

**Grove Guardians**. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

**Additional Spell Effect**. You can place your choice of one of the following magical effects within the warded area:

* A constant gust of Wind in two locations of your choice
* Spike growth in one location of your choice
* Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Booming Blade

***Evocation cantrip***

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels.

At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Lightning Lure

***Evocation cantrip***

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.
The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Catapult

*1st-level transmutation*
 Range
 Components
 Duration

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Control Weather

***8th-level transmutation***

You take control of the weather within 5 miles of you. You must be outdoors. If you move to a place where you don't have a clear path to the sky, the spell ends early.

When you cast the spell, you change the current weather conditions. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a condition on the table and change its stage by one. When changing the wind, you can change its direction.
Magic Mouth

*2nd-level illusion*
 Range
 Components
 Duration

An object that isn't carried or worn delivers a message you speak to it under circumstances you describe. The message must be 25 words or less and take no longer than 10 minutes to deliver, and the circumstances that trigger the delivery must be visual and/or audible and occur within 30 feet of the object.

If the object has no mouth, or anything that resembles a mouth, of its own, a magical mouth appears on the object to deliver the message in the exact voice you gave it.

You can choose for the spell to end on its first delivery or to remain indefinitely.
Feeblemind

*8th-level enchantment*
 Range
 Components
 Duration

A creature you can see takes 4d6 psychic damage and makes an Intelligence save. On failure, its Intelligence and Charisma become 1. It can't cast spells, activate magic items, understand language, or communicate legibly by any means. However, it can identify allies, and follow and protect them.

Every 30 days, it can repeat the save, ending the spell on a success. Greater Restoration, Heal, and Wish also end it.
List Of Spells

This is a list of all spells. To view spells by specific criteria, view the appropriate section below.

## Spells by Class

* Artificer Spells
* Bard Spells
* Cleric Spells
* Druid Spells
* Paladin Spells
* Ranger Spells
* Sorcerer Spells
* Warlock Spells
* Wizard Spells

## Spells by School

* Abjuration Spells
* Conjuration Spells
* Divination Spells
* Enchantment Spells
* Evocation Spells
* Illusion Spells
* Necromancy Spells
* Transmutation Spells

## Spells by Other

* Concentration Spells
* Ritual Spells
* Leveled Cantrips
* Spells with Higher Casting
Find the Path

*6th-level divination*
 Range
 Components
 Duration

This spell finds you the shortest, most direct route to a location you are familiar with. If you name a destination on another plane of existence, a destination that moves, or a destination that isn't specific, the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you are presented with a choice of paths along the way, you automatically determine which path is the most direct route to the destination.
Conjure Elemental

*5th-level conjuration*
 Range
 Components
 Duration

Choose an area of air, earth, fire, or water that fills a 10-foot cube. An elemental of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you give, no action required. If you don't issue any commands, it just defends itself from hostile creatures.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile and might attack. It can't be dismissed by you, and disappears 1 hour after you summoned it.

**At Higher Levels:** The challenge rating increases by 1 for each slot level above 5th.
Guardian of Faith

*4th-level conjuration*
 Range
 Components
 Duration

A Large spectral guardian hovers in an unoccupied space of your choice that you can see. It occupies the space and is indistinct except for a sword and shield that have the symbol of your deity.

Any hostile creature that moves within 10 feet of the guardian for the first time must pass a Dexterity save. It takes 20 radiant damage on a failed save, or half damage on a success. The guardian vanishes when it has dealt a total of 60 damage.
Phantasmal Force

*2nd-level illusion*
 Range
 Components
 Duration

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.
Nystul's Magic Aura

*2nd-level illusion*
 Range
 Components
 Duration

Touch a creature or object. 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 target with the same effect every day for 30 days, the illusion lasts until it's dispelled.

* **False Aura:** You change the way the target appears to spells and magical effects that detect magical auras. You can make a nonmagical object appear magical and vice versa, or change an object's magical aura so that it appears to belong to a specific school. 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. 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.
Dominate Person

*5th-level enchantment*
 Range
 Components
 Duration

A humanoid you see must pass a Wisdom save or be charmed. If you're fighting it, it has advantage.

While charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands it obeys, no action required. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it only defends itself.

You can use your action to take total control of the target. Until the end of your next turn, the creature takes only the actions you decide and nothing you don't allow it to. You can also have the creature use a reaction, but this takes your reaction as well.

If the target takes damage, it makes another Wisdom save. On a success, the spell ends.

**At Higher Levels:** When you cast this spell using a 6th-level slot, the duration is up to 10 minutes. At a 7th-level slot, the duration is up to 1 hour. At a slot of 8th or higher, the duration is up to 8 hours.
Contingency

*6th-level evocation*
 Range
 Components
 Duration

Choose a spell of 5th level or lower that you can cast, has a casting time of 1 action, and can target you. You cast it as part of casting this spell, expending spell slots for both, but the chosen spell doesn't come into effect. Instead, it takes effect when a trigger that you describe occurs.

The chosen spell takes effect immediately after the circumstance is met for the first time, and it affects only you, even if it can normally target others. This spell then ends.

You can only have one casting of this spell active at a time. If you cast it again, the effect of the previous casting ends. This spell also ends if you are ever separated from its material component.
Find Traps

*2nd-level divination*
 Range
 Components
 Duration

The basic nature of any traps within range becomes known to you, though you do not learn their location. Natural weaknesses in the environment are not considered traps for the purposes of this spell, but any environmental feature that might harm you or result in some undesirable consequence, and was set up by someone intentionally to do so, is.
Glassblower’s Tools

Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

**Components:** The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

**Arcana, History:** Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)

**Investigation:** When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.

**Identify Weakness:** With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the Object by striking a weak spot is doubled.

 Determine what a glass object once held
Gaseous Form

*3rd-level transmutation*
 Range
 Components
 Duration

You turn a willing creature you touch and all it's carrying into a mist. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected by this spell.

While in this form, the target's only movement is 10 feet of flying. It can enter and occupy the space of another creature. It has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saves. It can pass through small openings, though liquids are treated as a solid barrier. The target can't fall and remains hovering even when incapacitated. The target can't talk, attack, use spells, or interact with objects. Its objects also can't be interacted with.
Light

***Evocation cantrip***

**Light** is an evocation available to bards, clerics, sorcerers, and wizards.

## Description

You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action.

If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.

## References

1. ↑ 1.0 1.1 "Light." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 255.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Aganazzar's Scorcher

*2nd-level evocation*
 Range
 Components
 Duration

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.
Classes

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser men and women can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multi-classing, can be found in the *Player’s Handbook*.

Basic classes—listed in the Classes table—are found in almost every D&D world and define most typical adventurers.

## List of Classes

* Artificer
* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* So
* Warlock
* Wizard

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Wizards RPG Team. *Player's Handbook*. Wizards of the Coast. ISBN 978-0-7869-6560-1.
2. ↑ Wizards of the Coast. "Player's D&D Basic Rules V2". http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules\_v0.2.pdf. Retrieved 11 Nov 2014.
Crusader's Mantle

*3rd-level evocation*
 Range
 Components
 Duration

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Detect Evil and Good

*1st-level divination*
 Range
 Components
 Duration

You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.

You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Control Water

*4th-level transmutation*
 Range
 Components
 Duration

You control any freestanding water inside a cube up to 100 feet on any side. You can choose one of the following effects. As an action, you can repeat the same effect or choose a different one.

* **Flood:** The water level rises by up to 20 feet. If the area includes a shore, the water spills onto land. The water level remains elevated until the spell ends or you choose a different effect. If you choose an area in a large body of water, you create a 20-foot tall wave that travels from one side of the area to the other, then crashes down. Any Huge or smaller vehicles in the wave's path are carried with. If struck by the wave, they have a 25% chance of capsizing. The wave repeats on the start of your next turn while the flood lasts.
* **Part Water:** You cause the water to move apart and create a trench. The trench extends across the spell's area. The separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. Once the spell ends, the water refills in the trench over the course of the next round.
* **Redirect Flow:** You cause flowing water to move in a direction you choose, even if the water has to flow in unlikely directions. The water moves as you direct it, but once it's out of the spell’s area, it resumes flow based on the terrain. The water moves until the spell ends or you choose a different effect.
* **Whirlpool:** You cause a whirlpool to form in the center of a body of water at least 50 feet wide and 25 feet deep. The whirlpool is a vortex 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. Swimming away requires an Athletics check. When a creature enters the vortex or starts its turn there, it must make a Strength save. On failure, it takes 2d8 bludgeoning damage and is caught in the vortex. On a success, it takes half damage and isn't caught. A creature caught can use its action to try to swim away, but has disadvantage the check. The first time an object enters the vortex, it takes 2d8 bludgeoning damage. This damage occurs each round it remains in the vortex.
Conjure Fey

*6th-level conjuration*
 Range
 Components
 Duration

You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends.

The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures.

If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it.

**At Higher Levels:** The challenge rating increases by 1 for each slot level above the 6th.
Flame Blade

*2nd-level evocation*
 Range
 Components
 Duration

A fiery scimitar appears in your free hand while the spell lasts. While wielding the weapon, you can use your action to make a melee spell attack dealing 3d6 fire damage to the target.

The weapon gives off bright light in a 10-foot radius and dim light over an additional 10 feet.

If you let go of the weapon, it disappears, but you can summon it again with a bonus action.

**At Higher Levels:** The damage increases by 1d6 for every two slot levels above 2nd.
Maddening Darkness

*8th-level evocation*
 Range
 Components
 Duration

Magical darkness spreads from a point you choose within range to fill a 60—foot—radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Find Familiar

*1st-level conjuration*
 Range
 Components
 Duration

An animal becomes your familiar, obeying your commands, though it is still an independent creature. It has the appearance and statistics of the animal form you choose. You can choose from the animals: bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel, but the familiar's type must be chosen from celestial, fey, or fiend.

While you are within 100 feet of your familiar you can telepathically communicate with it, and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blind and deaf. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.

When initiative is rolled, the familiar also rolls, but it can't make an attack. It can take other actions, but if its hit points fall to 0, it disappears until you cast this spell again.

You can dismiss the familiar permanently any time you choose, as an action, or you can temporarily dismiss it to a pocket dimension. You can recall your familiar from the pocket dimension, also as an action, to reappear in any unoccupied space within 30 feet of you.

If you try to cast this spell when you already have a familiar, you can choose for it to take a new form, but you cannot have more than one.
Create or Destroy Water

*1st-level transmutation*
 Range
 Components
 Duration

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames.

You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

**At Higher Levels:** Increase the amount of water by another 10 gallons, or the cube size by 5 feet, for each level above 1st.
Gust

***Transmutation cantrip***

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Acolyte

## Overview

You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.

* **Skill Proficiencies:** Insight, religion
* **Languages:** Two of your choice
* **Equipment:** A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

## Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

## Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

### Personality Traits

 2
 3
 4
 5
 6
 7
 8

### Ideals

 2
 3
 4
 5
 6

### Bonds

 2
 3
 4
 5
 6

### Flaws

 2
 3
 4
 5
 6