5e Spell List

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Disambiguation.png This article is about Spell
For other uses of Spell, see Spell (disambiguation).

The following is a sortable list of spells for 5th ed. (SRD and Homebrew).

NameLevelSchoolAction TypeRangeSummary
5e Spell List
5e Spells
Abi-Dalzim's Horrid Wilting8Necromancy SchoolAction150 feetSuck the moisture from everything in the area.
Absorb Elements1Abjuration SchoolReactionSelfResistance to a type of damage after being hit.
Acid Stream1EvocationActionSelf (30-foot line)Target takes ongoing acid damage
Aganazzar's Schorcher2EvocationAction30 feetYou create a line of fire to damage enemies.
Alternative Melee CantripsCantripEvocation
Conjuration
Transmutation School
Bonus ActionSelfAn alternative to melee cantrips that increases versatility without a pure increase in damage.
Arcane Gate6ConjurationAction500 feetCreate teleportation gate
Arcane Weapon1Transmutation SchoolBonus ActionSelf!Deprecated! Creates temporary magic weapon with extra elemental damage
Armor of Agathys1Abjuration SchoolActionSelfGain temporary hit points and damages close combat attackers
Arms of Hadar1ConjurationActionSelf (10 foot radius)Creates energy tentacles that attack those in range.
Artifice AssistantCantripConjurationAction30 feetCreates a small construct that can manipulate objects.

Aura of Life4Abjuration SchoolActionSelf (30 foot radius)Provides necrotic resistance and regeneration to friends in area.
Aura of Purity4Abjuration SchoolActionSelf (30 foot radius)Resistance to poison resistance to some other conditions.
Aura of Vitality3EvocationActionSelf (30 foot radius)Creates an area of healing.
Banishing Smite5Abjuration SchoolBonus ActionSelfAdditional force damage and chance to banish it.
Beast Bond1DivinationActionTouchGain animal companion while spell lasts.
Blade WardCantripAbjuration SchoolActionSelfGain resistance to weapon attacks.
Blade of Disaster9ConjurationBonus Action60 feetCreates a temporary magic blade that can make 2 attacks per turn causing force damage.
Blades of Vanquished Armies4ConjurationActionSelf (10ft Radius)Conjure spectral warrior spirits to swirl around you, harming those who come close. You can also command them to surge forth and strike your foes for you.

Blinding Smite3EvocationBonus ActionSelfWhen you hit with a melee weapon attack, you deal radiant damage and have a chance to blind your target.
Block1Abjuration SchoolOtherSelfRaise a temporary globe of force which blocks damage on your behalf.

Bones of the Earth6Transmutation SchoolAction120 feetCreates stone pillars
Booming BladeCantripEvocationAction5 feetIf you hit an enemy with a weapon attack, they take thunder damage if they move.
Boreal Wind3EvocationAction90 feetYou create a fierce gust of freezing wind that is 20 feet high and 20 feet wide.

Call SteedCantripDivinationActionEntire planeCall a mount you've bonded with to travel to your location.

Catapult1Transmutation SchoolAction150 feetHurls an object, may cause damage.
Catnap3Enchantment SchoolAction30 feetWilling creatures sleep for the duration and get the benefits of a short rest.
Cause Fear1Necromancy SchoolAction60 feetLiving creatures must save or become frightened
Ceremony1Abjuration SchoolOtherTouchCan perform one of a number of ceremonies - attonement, bless water, comming of age, dedication, funeral rite, or wedding.
Chaos Bolt1EvocationAction120 feetShoots a bolt of energy that does random damage type and has a chance to chain to another enemy.
Charm Monster4Enchantment SchoolAction30 feetPlace a charm on a creature.
Chromatic Orb1EvocationAction90 feetCreates an orb that damages creatures with a chosen damage type.
Circle of Power5Abjuration SchoolActionSelf (30 foot range)Creates an area that benefits you and allies against magical attacks.
Cloud of Daggers2ConjurationAction60 feetYou create an area around you filled with magical daggers that damage enemies.
Column of Ice4ConjurationAction50 feetConjures one column of ice, 10-ft. radius and 35 ft in height

Compelled Duel1Enchantment SchoolBonus Action30 feetPlace consequences on an enemy if it attacks anyone but you.
Conjure Barlgura4ConjurationAction60 feetDeprecated! Summons a Barlgura.
Conjure Barrage3ConjurationActionSelf (60 foot cone)Multiplies your projectiles or thrown weapons mid-air.
Conjure Creature1ConjurationAction90 feet
Conjure Hezrou7ConjurationAction60 feetConjures a Hezrou, (CR 8 Demon).
Conjure Minor CreatureCantripConjurationAction90 feet
Conjure Shadow Demon4ConjurationAction60 feetConjures a Shadow Demon, (CR 4 Demon).
Conjure Volley5ConjurationAction150 feetMultiplies your projectiles or thrown weapons mid-air. (More powerful version of Conjure Barrage (5e))
Conjure Vrock5ConjurationAction60 feetConjures a Vrock, (CR 6 Demon).
Control FlamesCantripTransmutation SchoolAction60 feetManipulate existing flames in an area
Control Winds5Transmutation SchoolAction300 feetControl winds in area - gusts, updrafts and downdrafts
Cordon of Arrows2Transmutation SchoolAction5 feetEnchant ammunition to attack creatures that come near.
Counterspell, Variant3Abjuration SchoolOther60 feetAn alternate version of the counterspell spell.

Create BonfireCantripConjurationAction60 feetCreate a stationary fire in an area.
Create Homunculus6Transmutation SchoolOtherTouchYou create a Homunculus.
Create Magen7Transmutation SchoolOthertouchCreates a Magen, a type of construct
Creeping Cold2Transmutation SchoolAction30 feetYou turn a creature's sweat and the air's ambient moisture to ice, creating blisters as the ice forms on and inside the skin.

Crown of Madness2Enchantment SchoolAction120 feetCreate a crown that forces the target to attack the creature of your choice.
Crown of Stars7EvocationActionSelfYou create a number of tiny stars that circle your head. You can spend a bonus action to hurl them one at a time at an enemy, doing radiant damage if they hit. The stars also shed light.
Crusader's Mantle3EvocationActionSelfAdds radiant damage to attacks from allies in area.
Danse Macabre5Necromancy SchoolAction60 feetYou animate a number of corpses to create skeletons or zombies that you control.
Dawn5EvocationAction60 feetCreates a cylinder of sunlight that causes radiant damage to creatures inside it.
DazeCantripEnchantment SchoolAction30 feetMomentarily disorient a creature

Destructive Wave5EvocationActionSelf (30 foot radius)Creates an omni-directional wave of energy that does thunder and radiant or necrotic damage to enemies.
Dissonant Whispers1Enchantment SchoolAction50 feetYour opponent hears whispers that damages their psyche
Dragon's Breath2Transmutation SchoolBonus ActionTouchUntil the spell ends a target creature can exhale a cone of energy doing acid, cold, fire, lightning, or poison damage.
Dreadtheft2Necromancy SchoolActionSelf (30ft Line)Create a beam of life-draining energy, withering foes and healing yourself.

Druid Grove6Abjuration SchoolOtherTouchYou crate awarded area that has a number of effects including fog, grasping vines, and animated trees to guard the area.
Dust Devil2ConjurationAction60 feetCreates a spinning mass of air that damages creatures in its area.
Earth LockCantripConjurationAction60 feetLock foes in place with conjured earth.

Earth Tremor5EvocationActionSelf (10 foot radius)Within an area, the ground shakes and it may cause damage, knock someone prone, and create difficult terrain
Earthbind2Transmutation SchoolAction300 feetPrevents the target from flying
Earthwalk2Transmutation SchoolActionTouchGain a burrowspeed and tremorsense

Ego Whip4Enchantment SchoolAction30 feet!Deprecated! Create dispair in one creature.
Ekbom's Imaginary Insects5Enchantment SchoolAction30 FeetTarget hallucinates insects all over their body and attacks themselves.

Elemental Bane4Transmutation SchoolAction90 feetRemoves resistance and deals extra damage of a chosen damage type.
Elemental Weapon3Transmutation SchoolActionTouchYou make a weapon temporarily become a magic weapon that does acid, cold, fire, lightning, or thunder damage.
Endure Elements3Abjuration SchoolActionTouchA creature protected by endure elements suffers much less harm from being in a hot or cold environment.

Enemies Abound3Enchantment SchoolAction120 feetTarget sees all creatures as enemies and must attack a random one.
Enervation5Necromancy SchoolAction60 feetA tentacle of dark energy reaches out to touch an enemy doing necrotic damage to the target and healing you.
Ensnaring Strike1ConjurationBonus ActionSelfWhen you hit a creature, it is entwined with thorny vines.
Erupting Earth3Transmutation SchoolAction120 feetCreates an area that spouts earth and stone, damaging those in the area.
Far Step5ConjurationBonus ActionSelfYou teleport a short distance. While the spell is active, you may use a bonus action each turn to do it again.
Feign Death3Necromancy SchoolActionTouchTarget appears to be dead and gains protection from damage, disease, and poison.
Find Greater Steed4ConjurationOther30 feetSummon a spirit in the form of a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger to act as a mount
Flame Arrows3Transmutation SchoolActionTouchSelects a number of arrows that ignite when shot doing fire damage.
Focus Breaker2Abjuration SchoolAction60 feetShatters focus and concentration

FriendsCantripEnchantment SchoolActionSelfGives you advantage on social skills against the target.
Frost Fingers1EvocationActionSelf (15-foot cone)Icy blast causes cold damage to creatures in a cone.
FrostbiteCantripEvocationAction60 feetTarget must save or take cold damage and have disadvantage on attack rolls
Grasping Vine4ConjurationBonus Action30 feetCreates a vine that drags a target creature toward it on a failed save.
Green Flame BladeCantripEvocationAction5 feetWhen you hit with a weapon attack, green flame damages a 2nd target creature within range.
Guardian of Nature4Transmutation SchoolBonus ActionSelfYou take on aspects of a great beast or tree, giving you buffing some abilities and attacks.
Guiding Hand1DivinationOther5 feetCreates a floating hand that point and moves toward a landmark you specify.
GustCantripTransmutation SchoolAction30 feetCreates wind effects that can push objects or other minor effects.
Hail of Thorns1ConjurationBonus ActionSelfWhen you hit with a ranged attack, it explodes with a shower of thorns that cause damage.
Hand of BlightCantripNecromancy SchoolActionSelf (30ft)Launch clawing hands of necrotic energy at your foes.

Hand of RadianceCantripEvocationActionSelf (5 foot radius)Your hand creates a beam of radiance that damages a target.
Healing Elixir1ConjurationOtherSelfCreates an elixir that heals hit points
Healing Spirit2ConjurationBonus Action60 feetYou create an area that heals creatures within it. You may use a bonus action to move the area each turn.
Heat Drain5Necromancy SchoolActionSelf(30 foot radius)The heat in the room seems to rush toward you, leaving everyone around you in bone chilling pain while you feel amazingly refreshed and alive.

Hex1Enchantment SchoolBonus Action90 feetTarget creature has disadvantage on ability checks (of your choice) for the spell's duration. Also, you cause necrotic damage if you hit it with an attack.
Holy Weapon5EvocationBonus ActionTouchYour weapon becomes magical and deals extra radiant damage. You may end the spell causing damage in an area around you.
Hunger of Hadar3ConjurationAction150 feetCreates a sphere of magical darkness that damages those within.
Ice Crystal Phalanx1ConjurationOther30 ft lineFire a line of freezing ice, that leaves spikes behind in its wake.

Ice Knife1ConjurationAction60 feetCasts an exploding icicle that causes cold damage the target and those near the it.
Id Insinuation1Enchantment SchoolAction60 feet!Deprecated! Project conflicting desires
Illusory Dragon8IllusionAction120 feetCreates an illusion of a dragon that can do actual damage from its breath weapon.
Immolation5EvocationAction90 feetEnvelopes target creature in flames causing damage for the spell's duration.
Infernal Calling5ConjurationOther90 feetSummons a devil. The devil may or may not follow your command.
Infernal Spheres2ConjurationActionSelfConjure sphere of flame to protect you, striking those that harm you.

InfestationCantripConjurationAction30 feetInfests a target with insect parasites that cause poison damage and forces the target to move a short distance.
Intellect Fortress5Abjuration SchoolActionSelfBoosts saving throws
Investiture of Flame6Transmutation SchoolActionSelfYou cover yourself with flames that provide protection from fire and cold and can project this fire in a line to damage a target.
Investiture of Ice6Transmutation SchoolActionSelfEncases you in ice that provides protection from cold and fire damage, as well as creating an area of difficult terrain, and allowing you to form a blast of cold air that damages enemies.
Investiture of Stone6Transmutation SchoolActionSelfEncases you in stone that provides protection from bludgeoning, piercing, and slashing from nonmagical attacks. Allows you to create an area effect that can knock others prone. And allows you to move through stone.
Investiture of Wind6Transmutation SchoolActionSelfEncases you in wind that protects you from ranged weapon attacks and gives a flying speed. You can also create blasts of air to damage opponents.
Invulnerability9Abjuration SchoolActionSelfYou become immune to all damage.
Kiss of VantiCantripNecromancy SchoolActionTouch with ReachPsychic Vampirism

Life Transference3Necromancy SchoolAction30 feetYou take necrotic damage and heal a creature of choice by double the amount.
Lightning Arrow3Transmutation SchoolBonus ActionSelfYour next ranged weapon attack does lightning damage to the target and nearby creatures.
Lightning LureCantripEvocationAction15 feetYou create an electrical arch that draws an enemy toward you and causes lightning damage.
Maddening Darkness8EvocationAction150 feetCreates an area of darkness that causes psychic damage to those within. Darkvision can't see through it and it cannot be illuminated by magical means.
Maelstrom5EvocationAction120 feetCreates a waterspout that is difficult terrain and damages creatures in its area.
Mass Mage Armor3Abjuration SchoolOther30 ft.Gives Mage Armor to a number of creatures for 1 minute

Magic StoneCantripTransmutation SchoolBonus ActionTouchEnchant stones to do damage if thrown or launched from a sling (as a ranged spell attack).
Maximilian's Earthen Grasp2Transmutation SchoolAction30 feetCreates a man-sized hand that can grasp and crush enemies.
Melf's Minute Meteors3EvocationActionSelfCreates a number of fiery sparks that surround you. You can use a bonus action to hurl them at a target doing area fire damage.
Mental Barrier2Abjuration SchoolReactionSelf!Deprecated! Boosts mental saving throws and provides resistance to psychic damage.
Mental Prison6IllusionAction60 feetTarget takes psychic damage and is restrained for the spell's duration.
Mighty Fortress8ConjurationOther1 mileCreates a stone fortress with furnishings and invisible servants.
Mind SliverCantripEnchantment SchoolAction60 feetCauses psychic damage and saving throw debuff
Mind Spike2DivinationAction60 feetYou cause psychic damage to a target. For the duration of the spell you know where the target is, even if hidden or invisible.
Mind Thrust2Enchantment SchoolBonus Action60 feetCauses psychic damage and limits target's actions
Mold EarthCantripTransmutation SchoolAction30Allows you to move earth, shape it, or create difficult terrain.
Mordenkainen's Sword7EvocationAction60 feetCreates a floating force sword to damage enemies.
Nahal's Reckless Dweomer3ConjurationActionSelfOn-demand wild surge.

Necrotic AwarenessCantripNecromancy SchoolAction30 feetDetect the presence of necrotic cysts

Necrotic Burst4Necromancy SchoolAction100 feetEncysted subject killed, cyst begins to roam.

Necrotic Cyst2Necromancy SchoolActionTouchInfect the subject with an undead sac of tissue.

Necrotic Scrying3Necromancy SchoolOtherUnlimitedHear or see encysted subject at a distance.

Negative Energy Flood5Necromancy SchoolAction60 feetCauses necrotic damage to target. If target dies, it becomes a zombie. If target was undead, it gives temporary hit points instead.
Otherworldly Form6Transmutation SchoolActionSelfGain specified immunities, flight, AC bonus, extra attack, and your weapon attacks are magical.
Phantasmal Force2IllusionAction60 feetCreates an illusion with visual, sound, and temperature stimuli, convincing enough to deal psychic damage.
Planar Adaptation6Transmutation SchoolActionTouchAllows you and your companions to safely travel the planes.

Mass Polymorph9Transmutation SchoolAction120 feetChanges up to 10 creatures into beasts of the caster's choice.
Power Word Heal9EvocationActionTouchRestores all hit points and removes some conditions from target creature.
Power Word Pain7Enchantment SchoolAction60 feetTarget experiences excruciating pain, hampering its movement, attack rolls, ability checks, saving throws, and spellcasting.
Primal SavageryCantripTransmutation SchoolActionSelfCreate acid glands in nails and teeth and make an melee spell attack.
Primordial Ward6Abjuration SchoolActionSelfYou gain resistance to acid, cold, fire, lightning, and thunder damage. You can trade for immunity to one type for 1 round.
Psionic Blast3EvocationActionSelf (30-foot cone)!Deprecated! Mental blast of force that pushes the target.
Psychic Crush6Enchantment SchoolAction60 feet!Deprecated! Causes psychic damage and stuns the target.
Psychic Scream9Enchantment SchoolAction90 feetYou magically attack up to 10 creatures that take psychic damage and are stunned.
Puppet1Enchantment SchoolAction120 feetForce one creature to move in a direction you choose.
Pyrotechnics2Transmutation SchoolAction60 feetCreates firework display or smoke to blind enemies or obscure yourself.
Ray of Sickness1Necromancy SchoolAction60 feetThis ray does poison damage and poisons the target.
SRD5 Spell List
Acid Arrow2Action90 feetMagical arrow bursts in a spray of acid

Acid SplashCantripAction50 feetConjures bubble of acid that can hit 2 creatures within 5 feet of each other

Aid2Other30 feetIncreases max. hit points and hitpoints.

Alarm1 (ritual)Other30 feetYou set an alarm against unwanted intrusion.

Alter Self2ActionSelf
Animal Friendship1Action30 feet
Animal Messenger2 (ritual)Action30 feet
Bane1Action30 feetUp to 3 creatures must subtract d4 from attacks & saves

Eldritch BlastCantripAction120 feetA beam of crackling energy streaks toward a creature within range.

Feather Fall1Reaction60 feetSlows falling and reduces fall damage.

Fire BoltCantripAction120 feet
Fireball3Action150 feet
Greater Invisibility4ActionTouch
Invisibility2ActionTouchCause a creature to become Invisible

LightCantripActionTouchCreates light

Lightning Bolt3ActionSelf (100-foot line)
Mage Armor1ActionTouch
Mage HandCantripAction30 feetA spectral, floating hand appears at a point you choose

Magic Missile1Action120 feet
MendingCantripOtherTouchRepairs an item

Ray of FrostCantripAction60 feetProjects a damaging cold ray

Scorching Ray2Action120 feetShoot 3 burning rays

Shield1ReactionSelf
Spells
Scatter6ConjurationAction30 feetYou teleport 6 creatures up to 120 feet away.
Searing Smite1EvocationBonus ActionSelfCauses fire damage and sets target on fire when you hit with a melee attack.
Sense Emotion1DivinationActionSelfYou can sense the emotion of 1 humanoid each turn.
ShadowCantripTransmutation SchoolActionTouchCreates a zone of shadow

Shadow Blade2IllusionBonus ActionSelfYou create a magical sword, made of shadow, that deals psychic damage. It has advantage in dim light and darkness.
Shadow of Moil4Necromancy SchoolActionSelfObscuring shadows surround you darkening the area around you and doing necrotic damage to those who attack you from nearby. They also protect you from radiant damage.
Shape WaterCantripTransmutation SchoolAction30 feetYou can shape a volume of water, change its color, move or change the direction it flows, or change it to ice.
Shield, Variant1Abjuration SchoolOtherSelfAn alternate version of the shield spell.

Sickening Radiance4EvocationAction120Creates an area of light that does radiant damage and causes temporary exhaustion.
Skill Empowerment5Transmutation SchoolActionTouchTemporarily doubles the proficiency bonus one one skill of the target creature.
Skywrite2Transmutation SchoolOtherSightWrites a short message in the sky using clouds.
Slow Healing1EvocationOtherTouchRecover hp slowly over time.

Snare1Abjuration SchoolOtherTouchCreates a magical trap that will restrain a creature.
Snilloc's Snowball Swarm2EvocationAction90 feetCreates a barrage of snowballs dealing cold damage.
Soul Cage6Necromancy SchoolReaction60 feetYou trap the soul of a humanoid and can use it for a number of effects.
Spirit Shroud3Necromancy SchoolBonus ActionSelfYou gain an aura that slows a creature and deals extra damage when you hit with an attack.
Staggering Smite4EvocationBonus ActionSelfWhen you hit with a melee attack, the target creatue takes psychic damage, and is hampered on attacks, ability checks and reactions.
Steel Wind Strike5ConjurationAction30 feetYou attack up to 5 creatures within range, doing force damage, and teleport near one of them.
Storm Sphere4EvocationAction150 feetCreates a storm in a contained area that can cause damage by buffeting winds. Also may use a bonus action to hurl lightning from and within the storm.
Sudden Awakening1Enchantment SchoolBonus Action10 feetSleeping creatures in range awake and may stand up.
Summon Aberration4ConjurationAction90 feetYou summon an Aberrant Spirit.
Summon Beast2ConjurationAction90 feetYou summon an Bestial Spirit.
Summon Celestial Spirit5ConjurationAction90 feetYou summon an Celestial Spirit.
Summon Elemental Spirit5ConjurationAction90 feetYou summon an Elemental Spirit.
Summon Fey Spirit3ConjurationAction90 feetYou summon an Fey Spirit.
Summon Fiendish Spirit6ConjurationAction90 feetYou summon an Fiendish Spirit.
Summon Greater Demon4ConjurationAction60 feetYou summon a CR 5 or less demon and have it attack other creatures.
Summon Lesser Demons3ConjurationAction60 feetSummons a number of demons of CR 1 or less.
Summon Monster1ConjurationAction30 feetA generic spell for summoning an ally in combat.

Summon Shadow Spirit3ConjurationAction90 feetYou summon an Shadow Spirit.
Summon Undead Spirit3ConjurationAction90 feetSummons a Undead Spirit
Swift Quiver5Transmutation SchoolBonus ActionTouchYour quiver becomes magical and does not run out of ammo during the spell. Also you may use a bonus action to make 2 attacks from the quiver.
Sword BurstCantripConjurationAction5 feetCreate an area of force blades that damages creatures in it.
Synaptic Static5Enchantment SchoolAction120 feetCreates a damaging area of psychic energy that also may hinder attack rolls, ability checks, and concentration saves.
Telepathy8EvocationActionUnlimitedYou create a telepathic link with another creature on the same plane. You can send and receive sights, sounds, words, etc.
Temple of the Gods7ConjurationOther120 feetCreates a magical temple that protects against celestials, elementals, fey, fiends, and/or undead as well as scrying. Also buffs healing spells cast inside it.
Tenser's Transformation6Transmutation SchoolActionSelfFor the duration of the spell, you trade spellcasting for the proficiencies and attacks of a Fighter, as well as gain temporary hit points.
Terraform7Transmutation SchoolOther60 feetReshape the earth and stone around you into simple objects and structures.

Thorn WhipCantripTransmutation SchoolAction30 feetCreates a thorny vine that damages the target and pulls it toward the caster.
Thought Shield2Abjuration SchoolActionTouch!Deprecated! Shields mind from telepathy and mind reading.
Thunder Step3ConjurationAction90 feetYou teleport within range, causing thunder damage to creatures near where you left.
ThunderclapCantripEvocationActionSelf (5-foot radius)You create a tremendous sound that causes thunder damage to creatures near you.
Thunderous Smite1EvocationBonus ActionSelfWhen you hit with a melee weapon attack, it deals extra thunder damage and pushes the target.
Tidal Wave3ConjurationAction120 feetCreate a moving wall of water that causes damage and knocks creatures prone
Tiny Servant3Transmutation SchoolOtherTouchAnthropormorphic Tiny objects magically given animation
Transforms a tiny object into an anthropormorphic, animated construct that follows your mental commands.
Toll the DeadCantripNecromancy SchoolAction60 feetA bell tolls and a creature you target takes necrotic damage; more if below its hit point maximum.
Transmute Rock5Transmutation SchoolAction120 feetChange rock to mud or mud to rock. May restrain those in the rock/mud.
True DodgeCantripDivinationOther30 feetSense your foe's next attack and preemptively evade it.

Tsunami8ConjurationOtherSightCreates a wave of water that repeatedly traverses an area causing bludgeoning damage to creatures within it.
Twisted Magic Field7Abjuration SchoolActionSelf (30-foot radius)You manipulate and twist magic around you

Unearthly Chorus1IllusionActionSelf (30-foot radius)Your music gives advantage on charisma checks against targets that fail a save.
Vampiric Smite2Necromancy SchoolBonus ActionSelfEmpowers your weapon with life-draining force.

Vampiric Weapon3Necromancy SchoolActionTouch
VirtueCantripAbjuration SchoolActionTouchTarget creature gains temporary hit points.
Vitriolic Sphere4EvocationAction150 feetAcid fills an area damaging creatures in it. The acid may continue to do damage for a turn.
Wall of Light5EvocationAction120 feetCreates a wall made of light that blinds and causes radiant damage. Caster may create a damaging light beam from it, at the cost of shortening the wall.
Wall of Sand3EvocationAction90 feetCreates a wall of sand that blocks line of sight and impedes movement.
Wall of Water3EvocationAction60 feetCreates a wall of water that is difficult to shoot and move through.
Warding Wind2EvocationActionSelfCreates a constant wind that is difficult to move and shoot through. It also deafens those who enter it and prevest fog, mist, etc. from crossing it.
Warp Wood2Transmutation SchoolAction60 ftDistort a wooden object

Watery Sphere4ConjurationAction90 feetCreates a sphere of water that the caster can move. It restrains those caught in it.
Whirlwind7EvocationAction300 feetCreates a small tornado that sucks targets into it, causing them bludgeoning damage and restraining them. The caster may move the whirlwind.
Wild Cunning1Transmutation SchoolAction120 feetSeek the spirits' help in a number of things: tracking, making or breaking camp, finding food & water, & finding shelter.
Witch Bolt1EvocationAction30 feetCreates a bolt of lightning that damages a target. Caster may use its action each turn to continue damaging the target.
Word of RadianceCantripEvocationAction5 feetCreates a radiant around the caster that damages opponents.
Wrath of Nature5EvocationAction120 feetCreates an area of animated natural terrain that damages and hampers enemies in numerous ways.
Wrathful Smite1EvocationBonus ActionSelfWhen you hit a target with a melee weapon attack, it take;s extra psychic damage and is frightened.
Zephyr Strike1Transmutation SchoolBonus ActionSelfYou have a free disengage while the spell is active. You may make 1 attack with advantage that deals extra force damage and greatly increases your movement that turn.

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