recursal/Fanatic-Fandom huggingface dataset:
Doubleblade

*1st-Level Transmutation*
 Range
 Components
 Duration

You touch a melee weapon and an ethereal extension comes out. The weapon's reach is doubled until the start of your next turn. Attacks made outside of the weapon's normal range deal force damage, instead of their normal damage type, and ignore any AC increases of the target from shield, shield of faith, or similar spells.
Cruorstorm

*3rd-Level Necromancy*
 Range
 Components
 Duration

You let forth a torrent of red iron, joining with your allies to obliterate anything else. When you cast this spell, you must roll any number of d6s (minimum of 1, maximum of 8). Any creature you allow within range can roll one or more d6s instead of you. A creature loses hitpoints equal to the result of the dice it rolls. Once you have rolled these dice, every creature within range who didn't contribute to the spell must make a Constitution saving throw. On a failure, a creature loses hitpoints equal to the total result of all dice rolled, or half as much on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the maximum number of d6s increases by 1 for each slot level above 3rd.
Create Chimera

*5th-level Transmutation (Ritual)*
 Range
 Components
 Duration

You magically analyze the organic makeup of two beasts within range and combine them into a new creature. The beasts need not be willing, but they do need to be within the spell's range for its casting time. Once finished, their physical forms merge into a chimera, a magically combined creature, with the strengths of each.

The new creature is a monstrosity. It has the higher ability score of the two for each of the six, the higher AC, the higher speed and gaining any speeds the other might have had, and gaining proficiencies, senses, features, attacks, actions, and so on. Add the two beasts' current

and maximum hitpoints together to find the chimera's hitpoints. If both creatures were the same size, the chimera's size is one size larger; otherwise, it is the

size of the larger beast. In combat, it shares your initiative but takes its turn immediately after yours ends.

The monstrosity has a single bond to you, that "My creator is my master, for who I am in service to and would give my life without hesitation." It understands one language of your choice, but it can't speak it. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of the two beasts for the components, the chimera will die.

***At Higher Levels.*** If you cast this spell using a spell slot of 7th level, you can combine up to three beasts, and the chimera lives for 1 year. If you cast this spell using a spell slot of 9th level, you can combine up to four beasts, and the chimera will live for 10 years.

**Optional Rule: Alternate Components**

The default use of this spell is to combine beasts. With your DM's permission, you could use this spell to combine different creatures, such as dragons, fiends, and even humanoids. For each different type, a fitting component should be used and consumed. The following can serve as subsitutes.

***Dragons.*** Dragon shells, scales, and wealth hoarded by a dragon, altogether worth at least 999 gp.

***Fiends.*** The blood of at least two humanoids who have not killed or otherwise remained innocent, embers of fires that have burned for at least 99 years, and eyes of those who have seen divinity.

***Humanoids.*** A dear or important memory to the caster, which is erased from their mind forever and can't be restored by anything less than a *wish* spell.
Bee Sting

*1st-level Conjuration*
 Range
 Components
 Duration

You conjure a small bee that stings one creature within range. The stung creature must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 2d8 poison damage and becomes poisoned until the end of your next turn. If the save succeeds, the creature takes half damage and is not poisoned.

**At Higher Levels:** When you cast *bee sting* using a spell slot of 2nd level or higher, you do an additional 1d8 damage for each slot level above 1st.
Blink

*3rd-level transmutation*
 Range
 Components
 Duration

For the duration, roll a d20 at the end of your turns. If you roll 11 or higher, you move to the Ethereal Plane if you aren't already there. At the start of your next turn, or if the spell ends and you're still on the Ethereal Plane, you return to an unoccupied space within 10 feet of where you vanished. If there is no space in range, you return to the next one, chosen at random if there's multiple options. The spell can be dismissed as an action.

On the Ethereal Plane, you can see up to 60 feet and in shades of gray, and hear the plane you came from. You can only affect and be affected by creatures on the Ethereal Plane, and creatures that aren't there can't perceive or interact with you unless they have an ability that allows it.
Arcing Arrow

Transmutation ***cantrip***
 Range
 Components
 Duration

As part of the action used to cast this spell, you must make a ranged 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. On a miss, choose a second creature within range and make a ranged weapon attack with the same weapon against that creature. On a hit, the second creature suffers the attack’s normal effects but the attack deals lightning damage.

This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 lightning damage whether it hits the original target or the second creature. This damage increases by 1d8 again at 11th level and 17th level.
Alter Normal Fires

Transmutation ***cantrip***
 Range
 Components
 Duration

You cause an existing fire of Medium or smaller size to reduce in size and light to that of a match, or increase in brightness – but not size – to that of a light spell. Reducing a fire also reduces its consumption of fuel by half, with the effect of doubling its remaining duration, while increasing a fire doubles its fuel consumption. This spell doesn’t change the heat output of the fire.
Crimson Cloak

*4th-Level Necromancy*
 Range
 Components
 Duration

*Blood is the currency of life, and it is natural to covet this wealth.*

You pull blood from the open wounds of those around you into your cloak, infusing it with stygian magic. Whenever you or a creature within 15 feet of you loses hit points, your cloak gains a blood value equal to the amount of hit points lost, to a maximum total of 30. Whenever you would take damage from a spell while your cloak has reached the maximum blood value, you can use your reaction to gain resistance to the damage you would take from the spell. Once you do this, the cloak’s blood value returns to zero.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the maximum decreases by 5 per spell slot level above 4th.
Detect Interference

*3rd-Level Divination*
 Range
 Components
 Duration

*The meddling of lesser beings cannot be allowed to continue.*

You cast your senses out into the universe, seeking to detect the magical emanations of other spellcasters, energies from beyond the Material Plane, or other eldritch powers. Whenever a creature within 300 feet casts a spell:

* You are aware of the level of the spell and the school of magic.
* You are aware of the starting and ending location of any teleportation within 200 feet of you.
* Whenever a creature that is not native to your current plane enters the range of this spell, you become aware of their plane of origin, general direction, and approximate distance.
Dancing Lights

***Conjuration cantrip***
 Range
 Components

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.
Anchor

*3rd-level Evocation*
 Range
 Components
 Duration

You create an anchor and chain of pure force that attach to a ship and maintain its position against current and strong wind. Creatures aboard the ship can raise the anchor by using an action to touch the chain and command it, and they can lower the anchor the same way. The anchor disappears when the spell ends.
Dominate Monster

*8th-level enchantment*
 Range
 Components
 Duration

A creature 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:** If you use a 9th-level spell slot, the duration is extended to up to 8 hours.
Dark Sphere

*2nd-Level Evocation*
 Range
 Components
 Duration

You hurl a dark sphere at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 4d8 necrotic damage, and you can make ranged spell attacks against any creature within 10 feet of the target as the sphere explodes on impact. On a hit, the surrounding creatures take the same damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each slot level above 2nd.
Dominate Beast

*4th-level enchantment*
 Range
 Components
 Duration

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage.

While it's charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it focuses on defending itself.

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

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

**At Higher Levels:** When you cast this spell using a 5th-level slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.
Call Meteorite

Transmutation ***cantrip***
 Range
 Components
 Duration

You call a meteorite from the sky onto a creature within 5 feet of you. The creature must be directly beneath the sky. The target must make a Dexterity saving throw or be knocked prone and take 1d4 bludgeoning or fire damage (your choice when you cast the spell).

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Divine Disconnection

*7th-level Abjuration*
 Range
 Components
 Duration

QUEGSFAR REALM TREE ONLY

You sever the connection between one creature you can see and its deity. If the creature fails a Wisdom saving throw, it can’t cast divine spells or channel divinity for the duration of the spell. At the end of each of its turns, the creature can repeat the saving throw with tactical disadvantage; a successful save ends the spell’s effect.
Circle of Scrying

*4th-level Divination*
 Range
 Components
 Duration

You empower a magic circle that links to sigils of seeing you previously created. You can select a number of sigils up to your Intelligence modifier (minimum of 1). The distance between the *circle of scrying* and the sigils of seeing is not a factor, and the sigils can even be on other planes of existence.

When you stand inside your *circle of scrying*, you can view the area around any of the linked sigils as if you were actually standing at the location of the sigil. You can switch between different sigils as an action.

The casting time for the spell depends on whether the circle is being drawn anew or a previously placed, permanent circle is being empowered.

Drawing a new circle takes one day. Empowering a previously placed, permanent circle takes 1 minute.Drawing a new circle requires material components costing 250 gold pieces. The circle is typically a flat design of a geometric shape with a 5-foot radius.

A sigil of seeing is created spending one minute drawing the sigil on a flat surface. Each sigil requires special ink that costs 100 gold pieces per sigil. The sigil disappears within moments of being drawn, but it reappears when you are scrying through it. A sigil is typically no more an inch in diameter. While a sigil is in use, it can be noticed by anyone who examines the spot where it’s drawn and makes a successful DC 10 Wisdom (Perception) or Intelligence (Investigation) check. While the sigil isn’t in use, finding it requires a deliberate search of the correct area and a successful Intelligence (Investigation) check against your spell saving throw DC.
A Hat in Dime

*1st-level Conjuration (Ritual)*
 Range
 Components
 Duration

You hide the coins used in the casting of this spell under one of the three hats, which you place near one another on a flat surface. The hats begin to move, faster and faster until they seem impossibly fast, and then stop suddenly. A creature can choose a hat by touching it. Roll 1d12. On a result of 9-12, you find the coins and they are doubled, but on any other result the hats all flip up empty, the coins lost. The coins or correct hat are not detectable, even by magic.
Awaken

*5th-level transmutation*
 Range
 Components
 Duration

Touch a Huge or smaller beast or plant. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10. It also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move itself and gains senses similar to a human's. Your DM chooses the plant's statistics.

The target is charmed by you for 30 days, or until you or your companions do anything harmful to it. When the charm ends, the target chooses whether to remain friendly to you based on how you treated it.
Blast Wave

*8th-Level Evocation*
 Range
 Components
 Duration

Orange light flashes as a 15-foot tall wall of fire expands outward from your position. Each creature hit by the wall must make a Constitution saving throw.

On a failed save, a creature takes takes 12d6 fire damage and is knocked prone. Taking half damage on a successful save.

This spell dispels any darkness in its area that was created by a spell, and makes the area brightly lit until the start of your next turn.
Blackened Heart

*3rd-Level Necromancy*
 Range
 Components
 Duration

*Corruption waits for the perfect moment to strike. Youreach out towards a living creature that you can see.*

The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn.

If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile.

Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.
Contact Other Plane

*5th-level divination*
 Range
 Components
 Duration

When you cast this spell, make a DC15 Intelligence save. On failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what others say, can't read, and only speak gibberish. A Greater Restoration ends this effect.

On a success, you can ask an entity on another plane up to five questions. You must ask before the spell ends. The DM answers each question with one word. If a one-word answer would be misleading, the DM can offer a short phrase instead.
Clear the Air

*1st-level Transmutation*
 Range
 Components
 Duration

You clear the air of a Medium space within the spell's range, returning it to clear air, atmosphere perfect for your breathing. This will clear the space of poisonous gas and can provide air if it is a vacuum. If you move through the air before the end of this turn, you can add 1d6 to one attack roll, ability check, or saving throw you make before the end of this turn, as the refreshing air fills your lungs.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can make an additional Medium space within the spell's range into clear air for each slot level above 1st.
Dark Empowerment

*4th-Level Transmutation*
 Range
 Components
 Duration

*Beyond '**material'** world, there are mysteries terrible to behold. Draw them in, and take them for your own.*

You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d8 damage of their normal type and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell.
Eldritch Grapple

*9th-level Conjuration*
 Range
 Components
 Duration

You conjure cosmic limbs from beyond this world to grasp a creature or object you can see within range. The creature is restrained and must make a Charisma saving throw or take 10d6 bludgeoning and 10d6 psychic damage, or half as much damage on a success.

The target can repeat the saving throw at the end of each of its turns. Once it succeeds against this spell three times, the limbs retreat and the spell ends. Each time it fails, it takes an additional 10d6 bludgeoning and 10d6 psychic damage.
Angelic Rebuke

*5th-Level Evocation*
 Range
 Components
 Duration

*Even the darkest fiend cannot withstand the light of heaven.*

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.
Assassin's Coin

*1st-level Conjuration*
 Range
 Components
 Duration

A coin that you received in payment becomes imbued with a magical charm. Once the spell is cast, you must return the coin to the person or being who gave it to you. As an action, they can throw the coin into the air while speaking your name (or whatever name you gave them).

The coin then vanishes and reappears in your pocket, along with a mental image of whoever spoke your name. No message can be transferred along with the coin.
Chain Lightning

*6th-level evocation*
 Range
 Components
 Duration

You shoot a bolt of lightning at your target. Three bolts leap from that target to as many as three other targets within 30 feet. A target can be a creature or an object, and can be targeted by only one of the bolts.

A creature makes a Dexterity save. It takes 10d8 lightning damage on a fail, or half on a success.

**At Higher Levels:** An additional bolt leaps from the first target to another target for each slot level above 6th.
Divine Word

*7th-level evocation*
 Range
 Components
 Duration

Choose any number of creatures you can see. Each creature that can hear you must make a Charisma save. On failure, a creature suffers an effect based on its current hit points:

* 50 HP or less: deafened for 1 minute
* 40 HP or less: deafened and blinded for 10 minutes
* 30 HP or less: blinded, deafened, and stunned for 1 hour
* 20 HP or less: killed

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin and can't return for 24 hours by any means short of Wish.
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.
Divine Intervention

*7th-level Abjuration*
 Range
 Components
 Duration

QUEGSFAR, REALM TREE CHAMPIONS ONLY

One creature you can see within range is protected from the magic of other gods. If the creature is unwilling, it can make a Wisdom saving throw to negate the effect. If the creature is affected, it has tactical advantage on saving throws against divine spells granted by deities other than your own. Divine spells that are beneficial (and thus require no saving throw) have a 50% chance of failing when cast on the creature, if they originate from a different deity than yours.
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.
By Class

The following is a list of RAW-compliant Spell Lists of the Classes available.

## Original Classes

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

## Homebrew Classes

* Anchor Spells
* Animancer Spells
* Archivist Spells
* Artificer Revised Spells
* Atavist Spells
* Blood Mage Spells
* Cardmaster Spells
* Chained Ancient Spells
* Death Knight Spells
* Druid (Handbook) Spells
* Eidolist Spells
* Grandma Spells
* Illrigger Spells
* Justicar Spells
* Mage Spells
* Magician Spells
* Magus Arcane Order Spells
* Magus Court of Shadows Spells
* Magus Knights of the Stygian Spells
* Magus Primordial Seal Spells
* Magus Sylvan Circle Spells
* Mesmer Spells
* Onmyouji Spells
* Oracle Spells
* Paladin (Handbook) Spells
* Pendragon Spells
* Priest Spells
* Prophet Spells
* Red Mage Spells
* Seeker Spells
* Shaman Spells
* Slayer Spells
* Soul Binder Spells
* Spirit Medium Spells
* Vampire Spells
* Warlock (Demonology) Spells
* Wayfarer Spells
* Wiccan Spells
* Witch (Gilnean) Spells
* Witch Spells
Bind

*3rd-level Abjuration*
 Range
 Components
 Duration

You grasp the wrists of a willing or unconscious Huge or smaller creature with 0 hitpoints remaining and create a magical bind that holds its hands together, with similar binds appearing around its ankles and mouth. While bound, the creature can't speak, its speed is reduced to 10 feet, it can't fly if it could, and it can't move more than 60 feet away from the caster unless the caster allows it. Additionally, it can't regain more than 1 hitpoint.

When you cast this spell, set a code word in your mind. When you speak it, regardless of where you are, the creature is released and the spell ends early.
Action Image

Illusion ***cantrip***
 Range
 Components
 Duration

When you cast this spell, you can either capture an image as a reaction to seeing something in range, or display an image as an action. If you capture one, the magic mentally saves a snippet of what you see, such as a building, a street lamp, or a face. You can have up to 2 images captured at one time, losing the oldest if you capture another. If you wish, you can record the capture for up to 6 seconds. The capture lacks audio when played back, but words appear to detail any sounds that happen. If you display an image, you choose to show one of your captured images within 5 feet of you, which can be seen by any creature looking. It lasts until the end of your next turn or when you dismiss it (no action required).

You can capture up to 4 images when you reach 5th level, 6 when you reach 11th, and 8 when you reach 17th.
Arcane Barrage

*4th-level Evocation*
 Range
 Components
 Duration

You conjure two swirling intertwined balls of raw force, hurling them at a point you choose within range and then pushing beings away as they make an explosion of force. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw.

A target takes 6d8 force damage on a failed save, or half as much damage on a successful one, and are pushed 5 feet away from the point of impact.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8, and the push back by 5 feet for each slot level above 4th.
Charm Person

*1st-level enchantment*
 Range
 Components
 Duration

A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.

**At Higher Levels:** You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.
Aura of Tsathogga

*4th-level Conjuration*
 Range
 Components
 Duration

A swirling mist of corrosive green vapor engulfs your body for the duration of this spell. Any creature that strikes you with a melee attack takes 4d6 acid damage, and you gain resistance to acid damage.As an action, you can make a melee spell attack against one creature within your reach; a hit does 10d6 acid damage and ends this spell.
Bonded String

*4th-Level Conjuration*
 Range
 Components
 Duration

You create a soul string between you and your companion that is tougher than most materials. While this spells is active, you and your companion can't unwillingly be pulled farther than 30 feet away from each other. If one of you have to make a Strength saving throw or ability check to avoid being moved beyond that distance, you get advantage while this string is active. You can dispel the string as a bonus action on your turn.
Disintegrate

*6th-level transmutation*
 Range
 Components
 Duration

Choose a target. It can be a creature, an object, or a creation of magical force. If it's a creature, it makes a Dexterity save. On a failed save, it takes 10d6 + 40 force damage. If this damage leaves the target with 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by True Resurrection or Wish.

This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**At Higher Levels:** The damage increases by 3d6 for each slot level above 6th.
Death Chains

*5th-level Necromancy*
 Range
 Components
 Duration

Ghastly chains erupt from you towards three different creatures within range. Make a ranged spell attack against each target. On a hit, a target takes 4d8 necrotic damage and becomes chained together with you and any other target hit for the spell's duration.

Chained creatures must succeed on a Strength saving throw to move more than 20 feet away from you. On a successful save, the target breaks the chain, ending the spells effect on them. Whenever you or another chained creature takes damage from a weapon attack or spell, each other creature chained together (including you) takes psychic damage equal to half the damage taken.

Damage you take through this spell does not disrupt your concentration or require a check to maintain it.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you can attempt to chain one additional creature for each slot level above 5th.
Animate Skull

*Necromancy **cantrip***
 Range
 Components
 Duration

*The saying “Dead men tell no tales.” isn’t always true.*

You imbue a skull with necromantic magic, granting it an eerie semblance of life. When you cast this spell, you can speak a phrase of 10 words or fewer. Whenever a creature touches the skull or enters a space within 5 feet of it, the skull speaks the phrase.

You can also choose to infuse the skull with malicious energy. When you do, once per turn when a creature other than you touches the skull, it will snap at them with its teeth. The creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.

An animated skull has 6 AC and 1 hit point.

**Leveling:** This cantrip's damage die increases at levels 5, 11, and 17.
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.
Bridge over Troubled Water

*2nd-level Illusion*
 Range
 Components
 Duration

An illusory bridge extends from your feet in a 5-foot wide, 30-foot long line. The bridge appears regardless of the ground or lack thereof. When you cast the spell, you can choose up to six creatures you can see to allow passage. When a creature with passage attempts to move over the bridge, it only expends 1 foot of movement for every 2 that it travels on the bridge. The bridge is difficult terrain for a creature that wasn't granted passage by you.

Though it is illusory, the bridge can be physically interacted with and can support up to a thousand pounds if necessary; if it were connecting across a ravine, for example. If it would need to support more, it shatters, and the spell ends early.
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.
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.
Balor's Onslaught

*4th-level Conjuration*
 Range
 Components
 Duration

DESTRO WARLOCK

The incarnation of fire and ash, the visage of a balor, appears behind you. You hold up the handle of the longsword and whip for it to take, which magnify in its hands. Choose a creature you can see within range. Make two melee spell attacks against the target.

If the first hits, the target takes 2d6+8 slashing damage + 3d6 fire damage, and the target must succeed on a Strength saving throw or you can pull it up to 25 feet closer to you. If the target succeeds or the first attack misses, the balor's visage moves closer to attack again, using the longsword.

If the second hits, the target takes 3d8+8 slashing damage + 3d8 lightning damage. If this hit is a critical hit, you roll triple the damage dice, instead of double.

You then catch the weapons, tossed back to you.
Belmont Smite

*1st-level Evocation*
 Range
 Components
 Duration

Your weapon glows a dull orange while the spell lasts until you hit a creature.  The glow transfers from the weapon to that creature, it takes 1d10 fire damage, and from now until the spell ends, it will explode if it is reduced to 0 hitpoints (including as part of the attack).  If it explodes, each creature within 5 feet of it must make a Constitution saving throw or take 1d10 fire damage, or half as much damage on a success.
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.
Ashen Pack

*4th-Level Conjuration*
 Range
 Components
 Duration

*Those are not torches burning in the woods beyond. They are eyes, and they are hungry.*

With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you.

When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier. If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw.

If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC.

If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf’s attack increases by 1d10 per spell slot level above 4th.
Alchemical Acid

***Instant Reaction***
 Range
 Duration

As an action you can produce a reaction causing a caustic acid to form. At a point within 15 feet, you can a toss quick combination of reagents that will cause a splatter of acid in a 5 foot radius.

Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.

The damage damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Eldritch Barrier

*3rd-Level **Abjuration***
 Range
 Components
 Duration

*The horrors beyond can be '**defied,'** if one’s soul is strong.*

When you cast this spell, you shield yourself from unnatural energies. You gain advantage on saving throws against the frightened and charmed conditions. You gain resistance to force damage and psychic damage, and whenever you take damage from an attack that deals force or psychic damage, you can use your reaction to inflict 1d8 force damage to your attacker.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the retaliatory force damage increases by 1d8 per spell slot level above 3rd.
Control Weather

*8th-level transmutation*
 Range
 Components
 Duration

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

When you cast the spell, you change the current weather conditions. It takes 1d4x10 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.
Delusion of Fear

*9th-level Enchantment*
 Range
 Components
 Duration

You put your hand on a target's head and attempt to warp their mind into seeing the demise of their life and future, endlessly repeating in new failures. The target must make a Wisdom saving throw or fall unconscious, trapped in their own mind until they die.

If the target dies while under this effect and if it has a soul, its soul is similarly trapped in an endless cycle of fearing life, caught between this world and the next, and will not be willing to be resurrected.

After at least one minute, if the target is contacted by telepathy or met between worlds by a true friend, it can repeat the saving throw against this spell, ending the effect on a success. On a failure, it perceives the contact to be part of its delusion, and it can't attempt the save again for 24 hours. Otherwise, only a Wish spell can remedy this coma.
Drain

Necromancy ***1st Level***
 Range
 Components
 Duration

Stretching out your hand and pointing your finger at a creature within range, a flash of negative energy briefly connects the two of you. The targeted creature must succeed on a Constitution saving throw or take 3d4 necrotic damage. If the creature fails its saving throw, you gain a number of temporary hit points equivalent to the damage the creature takes. You lose any temporary hit points granted by this spell after one minute.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, each level beyond the first adds 2d4 to the damage dealt by this spell.
Conjure Minor Elementals

*4th-level conjuration*
 Range
 Components
 Duration

Elementals appear in unoccupied spaces that you can see. Choose one the following options:

* 1 elemental of challenge rating 2 or lower
* 2 elementals of challenge rating 1 or lower
* 4 elementals of challenge rating 1/2 or lower
* 8 elementals of challenge rating 1/4 or lower.

An elemental disappears when it drops to 0 hit points or when the spell ends.

The elementals are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required from you. If you don't issue a commands, they do nothing but defend themselves from hostile creatures.

**At Higher Levels:** Twice as many elementals appear if you cast this spell with a 6th-level slot, and three times as many appear with an 8th-level slot.
Avalanche

*3rd-level Transmutation*
 Range
 Components
 Duration

Choose a point at the center of rocks you can see within range. You cause up to a 20-foot radius of the rocks to slide, fall, and roll about. Each creature touching the rocks must make a Dexterity saving throw or take 3d10 bludgeoning damage and be stunned until the end of its next turn as rocks barrage the area. On a success, a creature takes half as much damage and isn't stunned.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd.
Boomerang Sigil

*1st-level Evocation*
 Range
 Components
 Duration

You shoot a magic sigil at a creature you can see within range. The target must make a Dexterity saving throw or take 2d8 force damage. On a success or fail, the orb curves around at the start of your next turn. The target must make another Dexterity saving throw, taking another 2d8 force damage on a fail.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the secondary force damage the target takes increases by 1d8 for each slot level above 1st.
Animate Creature

*7th-level Necromancy*
 Range
 Components
 Duration

You can cast this spell only under moon- or starlight (but not sunlight). Choose a corpse of a Huge or smaller creature you can reach that wasn't a construct or an undead. It animates and falls under your control. The creature becomes an undead (requiring no air, food, drink, or sleep), its Intelligence, Wisdom, and Charisma scores lower to 3, 6, and 5 respectively if they were higher, it gains proficiency in Wisdom saving throws, immunity to poison damage and can't be poisoned. It follows your instructions, understanding all languages it knew in life, but can't speak.

The spell fails if the creature's CR was higher than your level. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends, reasserting your control over it for an additional 24 hours.

***At Higher Levels.*** When you cast this spell using a spell slot of 9th level, you can animate a corpse of a Gargantuan or smaller creature.
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.
Chains of Ice

*2nd-level Transmutation*
 Range
 Components
 Duration

Frost ridden chains spew from the ground beneath a target within range. The target must make a successful Dexterity saving throw, or have every foot of movement require two feet for the spell's duration.

At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the spell ends on the target.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd.
Autochronal Alteration

*4th-level Transmutation*
 Range
 Components
 Duration

BRONZE DRAGONFLIGHT ONLY

You remove yourself from time for a few seconds. To other creatures, you've disappeared and reappeared. You are immune to the attack or the effect that you casted this spell in reaction to, and you return to time at the start of your next turn.

This could cause the attack or effect to carry on behind you, as with a ranged attack or a line effect. The DM decides if such effects occur.