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Spells
69 new spells and 33 revised spells have been added across all spell levels, along with new weapons, armor, firearms, and unique loot with specific locations in the world.
Each table below lists every spell available at that level across all classes, including which classes can prepare/learn it, its school, a short description (new/revised spells only), and whether a castable scroll exists. For scroll usability restrictions, see Spell Scroll Restrictions at the end of this page.
40 spells total, 39 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Acid Splash | Evocation | Sorcerer, Wizard, Artificer | School changed from Conjuration to Evocation | ||
| Blade Ward | Abjuration | Bard, Sorcerer, Warlock, Wizard | Now Concentration; forces attackers to subtract 1d4 from attack rolls against you for up to 10 turns | ||
| Blood Bolt | Necromancy | Sorcerer, Warlock, Wizard | Ranged spell attack; Necrotic damage; grants you Temporary Hit Points equal to your Proficiency Bonus | ||
| Booming Blade | Evocation | Sorcerer, Warlock, Wizard, Artificer | Melee attack; afflicts your foe with resonance that deals bonus Thunder damage when they move | ||
| Bursting Sinew | Necromancy | Cleric, Sorcerer, Wizard | Explode a nearby corpse, impaling creatures around it; Dexterity save; Piercing damage (scales with level) | ||
| Chill Touch | Necromancy | Sorcerer, Warlock, Wizard | |||
| Dancing Lights | Illusion | Bard, Sorcerer, Wizard, Artificer | |||
| Eldritch Blast | Evocation | Warlock | |||
| Finger Guns | Evocation | Bard, Sorcerer, Wizard, Artificer | Ranged spell attack; Force damage; applies Weapon Mastery Slow on hit | ||
| Fire Bolt | Evocation | Sorcerer, Wizard, Artificer | |||
| Friends | Enchantment | Bard, Sorcerer, Warlock, Wizard | |||
| Frightful Start | Illusion | Bard, Sorcerer, Warlock, Wizard | Wisdom save; target must succeed or have the Frightened condition until the start of your next turn | ||
| Green-Flame Blade | Evocation | Sorcerer, Warlock, Wizard, Artificer | Melee attack; on a hit, green fire leaps from the target to a creature within 5 ft | ||
| Guidance | Divination | Cleric, Druid, Artificer | |||
| Hellfire | Evocation | Sorcerer, Warlock, Wizard | Charisma save; deals Fire and Necrotic damage (each scaling with level) to a creature within range | ||
| Holy Word | Evocation | Cleric | Ranged spell attack; Radiant damage; Fey, Fiend, or Undead also lose 10 ft Speed and can't take Reactions until end of next turn | ||
| Light | Evocation | Bard, Cleric, Sorcerer, Wizard, Artificer | |||
| Mage Hand | Conjuration | Bard, Sorcerer, Warlock, Wizard, Artificer | |||
| Mind Sliver | Enchantment | Sorcerer, Warlock, Wizard | Intelligence save; Psychic damage; target subtracts 1d4 from its next saving throw on a failed save | ||
| Minor Illusion | Illusion | Bard, Sorcerer, Warlock, Wizard | |||
| Poison Spray | Necromancy | Druid, Sorcerer, Warlock, Wizard, Artificer | |||
| Prestidigitation | Transmutation | Bard, Sorcerer, Warlock, Wizard, Artificer | ❌ | ||
| Produce Flame | Conjuration | Druid | |||
| Ray of Frost | Evocation | Sorcerer, Wizard, Artificer | |||
| Resistance | Abjuration | Cleric, Druid, Artificer | |||
| Sacred Flame | Evocation | Cleric | |||
| Shillelagh | Transmutation | Druid | |||
| Shocking Grasp | Evocation | Sorcerer, Wizard, Artificer | |||
| Sorcerous Burst | Evocation | Sorcerer | Ranged spell attack; choose from 7 damage types: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder | ||
| Spare the Dying | Necromancy | Cleric, Druid, Artificer | Heals a creature at 0 Hit Points for an amount that scales with level, instead of just stabilizing it | ||
| Starry Wisp | Evocation | Bard, Druid | Ranged spell attack; Radiant damage; target emits Dim Light and loses Invisible benefits until end of your next turn | ||
| Sword Burst | Conjuration | Sorcerer, Warlock, Wizard, Artificer | Dexterity save; spectral blades deal Force damage to all creatures within 5 ft | ||
| Thaumaturgy | Transmutation | Cleric | |||
| Thorn Whip | Transmutation | Druid, Artificer | |||
| Thunderclap | Evocation | Bard, Druid, Sorcerer, Warlock, Wizard, Artificer | Constitution save; Thunder damage to all creatures in a 5-ft Emanation | ||
| Toll the Dead | Necromancy | Cleric, Warlock, Wizard | Necrotic damage; deals more to injured targets | ||
| True Strike | Divination | Bard, Sorcerer, Warlock, Wizard, Artificer | Melee or ranged weapon attack using your spellcasting ability for the attack and damage rolls instead of Strength/Dexterity; deals your weapon's damage plus bonus Radiant damage (scales with level) | ||
| Vengeful Blade | Evocation | Sorcerer, Warlock, Wizard | Melee attack; on a hit, target radiates a dark aura — if it attacks or casts a spell before your next turn, it takes Necrotic damage | ||
| Vicious Mockery | Enchantment | Bard | |||
| Word of Radiance | Evocation | Cleric | Constitution save; Radiant damage to chosen creatures in a 5-ft Emanation |
66 spells total, 62 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Absorb Elements | Abjuration | Druid, Sorcerer, Wizard, Ranger, Artificer | Reaction to taking Acid, Cold, Fire, Lightning, or Thunder damage; gain resistance to that damage type until the start of your next turn; the first melee hit you land before then deals an extra 1d6 damage of that type (upcast: +1d6 per slot level above 1st) | ❌ | |
| Animal Friendship | Enchantment | Bard, Druid, Ranger | |||
| Armor of Agathys | Abjuration | Warlock | Now cast as a Bonus Action; surrounds with icy armor granting temporary HP and dealing Cold damage to attackers | ||
| Arms of Hadar | Conjuration | Warlock | |||
| Ballistic Smite | Evocation | Paladin, Artificer | Ranged weapon attack; choose Acid, Cold, Fire, Lightning, Poison, or Thunder; on a hit, deals an extra 2d6 damage of the chosen type (upcast: +1d6 per slot level above 1st) | ||
| Bane | Enchantment | Bard, Cleric, Warlock | |||
| Bless | Enchantment | Cleric, Paladin | |||
| Body Warping of Gorgoroth | Transmutation | Sorcerer, Warlock, Wizard | Concentration; choose a Humanoid of your size that you can see; physically transform into an exact duplicate of that creature for the duration, defeating physical examination | ||
| Burning Hands | Evocation | Sorcerer, Wizard | |||
| Catapult | Transmutation | Sorcerer, Wizard, Artificer | Hurl a nearby unattended 1-5 lb object up to 60 ft at a target; Dexterity save; 3d8 Bludgeoning damage to both the target and the object on a failed save (upcast: +1d8 per slot level above 1st) | ||
| Charm Person | Enchantment | Bard, Druid, Sorcerer, Warlock, Wizard | |||
| Chromatic Orb | Evocation | Sorcerer, Wizard | Ranged spell attack; choose from Acid, Cold, Fire, Lightning, Poison, or Thunder; on hit, rolls d20 to chain to a nearby enemy (Lv1: 3d8/35%, Lv2: 4d8/60%, Lv3: 5d8/80%, Lv4: 6d8/90%) | ||
| Cloak of Shadow | Illusion | Wizard | Bonus Action; Concentration; become Invisible and gain Advantage on Stealth checks for up to 10 turns | ||
| Color Spray | Illusion | Bard, Sorcerer, Wizard | Constitution save in a 15 ft cone; Blinded until end of next turn on a failed save | ||
| Command | Enchantment | Bard, Cleric, Paladin | Can now target Undead, per the 5.5e rules; the ally restriction is also lifted | ||
| Compelled Duel | Enchantment | Paladin | |||
| Create Destroy Water | Transmutation | Cleric, Druid | |||
| Cure Wounds | Abjuration | Bard, Cleric, Druid, Paladin, Ranger, Artificer | Now restores 2d8 + spellcasting modifier HP (up from 1d8) | ||
| Disguise Self | Illusion | Bard, Sorcerer, Wizard, Artificer | |||
| Dissonant Whispers | Enchantment | Bard | No longer applies Frightened; on a failed save the target instead flees as far from you as it can | ||
| Divine Favor | Transmutation | Paladin | |||
| Ensnaring Strike | Conjuration | Ranger | |||
| Entangle | Conjuration | Druid, Ranger | |||
| Expeditious Retreat | Transmutation | Sorcerer, Warlock, Wizard, Artificer | |||
| Faerie Fire | Evocation | Bard, Druid, Artificer | |||
| False Life | Necromancy | Sorcerer, Wizard, Artificer | Now grants 2d4 + 4 temporary hit points (up from 1d4 + 4), plus 5 additional temporary HP per spell slot level above 1st | ||
| Feather Fall | Transmutation | Bard, Sorcerer, Wizard, Artificer | |||
| Find Familiar | Conjuration | Wizard | |||
| Fog Cloud | Conjuration | Druid, Sorcerer, Wizard, Ranger | |||
| Goodberry | Transmutation | Druid, Ranger | |||
| Grease | Conjuration | Wizard, Artificer | |||
| Guiding Bolt | Evocation | Cleric | |||
| Hail of Thorns | Conjuration | Ranger | |||
| Healing Word | Abjuration | Bard, Cleric, Druid | Now restores 2d4 + spellcasting modifier HP (up from 1d4) | ||
| Hell's Lash | Evocation | Sorcerer, Warlock, Wizard | Constitution save; 4d4 fire damage and tethers target; tethered creature takes 2d4 fire damage each turn until it saves | ||
| Hellish Rebuke | Evocation | Warlock | ❌ | ||
| Heroism | Enchantment | Bard, Paladin | |||
| Hex | Enchantment | Warlock | |||
| Hideous Laughter | Enchantment | Bard, Warlock, Wizard | No longer requires the target to have an Intelligence score above 4 | ||
| Hungering Blade | Necromancy | Warlock, Paladin, Ranger | Bonus Action; imbue your weapon or Unarmed Strikes with negative energy for 10 turns; the first hit each turn deals extra Necrotic damage equal to your spellcasting ability modifier and grants that much Temporary HP | ||
| Hunter's Mark | Divination | Ranger | |||
| Ice Knife | Conjuration | Druid, Sorcerer, Wizard | |||
| Inflict Wounds | Necromancy | Cleric | |||
| Jump | Transmutation | Druid, Sorcerer, Wizard, Ranger, Artificer | |||
| Longstrider | Transmutation | Bard, Druid, Wizard, Ranger, Artificer | |||
| Mage Armor | Abjuration | Sorcerer, Wizard | |||
| Magic Missile | Evocation | Sorcerer, Wizard | |||
| Protection from Evil and Good | Abjuration | Cleric, Druid, Warlock, Wizard, Paladin | |||
| Ray of Sickness | Necromancy | Sorcerer, Wizard | |||
| Sanctuary | Abjuration | Cleric, Artificer | |||
| Searing Smite | Evocation | Paladin | |||
| Shield | Abjuration | Sorcerer | ❌ | ||
| Shield | Abjuration | Wizard | ❌ | ||
| Shield of Faith | Abjuration | Cleric, Paladin | |||
| Sleep | Enchantment | Bard, Sorcerer, Wizard | |||
| Speak With Animals | Divination | Bard, Druid, Warlock, Ranger | |||
| Spectral Slash | Conjuration | Paladin, Ranger | Bonus Action; melee spell attack against a creature within 20 ft (range increases with slot level); on a hit, deals 1d8 damage of your weapon's damage type, then you teleport next to the target and automatically make a free melee weapon attack against it (upcast: +1d8 damage and +10 ft range per slot level above 1st) | ||
| Spellfire Flare | Evocation | Sorcerer, Wizard | Ranged spell attack; 2d10 Radiant damage | ||
| Thorn Armor | Abjuration | Druid, Ranger | A willing target gains 3d6 Temporary HP; while those Temporary HP last, any creature that hits the target with a melee attack takes Piercing damage equal to the Temporary HP lost from that hit (upcast: +2d6 Temporary HP per slot level above 1st) | ||
| Thunderous Smite | Evocation | Paladin | Bonus Action; imbue your next melee weapon attack with 2d6 Thunder damage; target must succeed on a Strength save or be knocked Prone (upcast: +1d6 Thunder per slot level above 1st) | ||
| Thunderwave | Evocation | Bard, Druid, Sorcerer, Wizard | |||
| Tide of Darkness | Conjuration | Sorcerer, Warlock, Wizard | Wisdom save; each creature in a 10-ft Cube of Darkness originating from you takes 2d8 Psychic damage and is Blinded until the start of your next turn on a failed save, half damage and no Blind on success; upcast: cube grows 5 ft per slot level above 1st | ||
| Umbral Tendril | Evocation | Sorcerer, Warlock, Wizard | Ranged spell attack; 2d8 Necrotic damage on a hit, then roll the damage dice again and gain that much Temporary HP; upcast: +1d8 per slot level above 1st (applies to both the damage and the Temporary HP roll) | ||
| Wardaway | Abjuration | Bard, Cleric, Wizard, Paladin | Constitution save; 2d4 Force damage (scales +2d4 per slot level above 1st); on a failed save, target's Speed is halved and it can take only an Action or Bonus Action (not both) until the start of your next turn | ||
| Witch Bolt | Evocation | Sorcerer, Warlock, Wizard | Initial hit now deals 2d12 Lightning damage; linked lightning deals bonus damage each subsequent turn | ||
| Wrathful Smite | Necromancy | Paladin | Bonus Action; imbue your next melee weapon attack with 1d6 Necrotic damage; target must succeed on a Wisdom save or be Frightened until the end of your next turn (upcast: +1d6 Necrotic per slot level above 1st) |
57 spells total, 56 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Acid Arrow | Evocation | Wizard | |||
| Aganazzar's Scorcher | Evocation | Sorcerer, Wizard | 30-ft line; Dexterity save; 3d8 Fire damage on a failed save, half on success; ignites surfaces; upcast: +1d8 Fire per slot level above 2nd | ||
| Aid | Abjuration | Bard, Cleric, Druid, Paladin, Ranger, Artificer | |||
| Arcane Lock | Abjuration | Wizard, Artificer | |||
| Arcane Vigor | Abjuration | Sorcerer, Wizard, Artificer | Bonus Action; expend a spell slot and roll 2 of your unexpended Hit Point Dice (choose die size: d6/d8/d10/d12), regaining HP equal to the roll plus your spellcasting ability modifier; those Hit Dice are expended; upcast: roll 1 additional Hit Die per spell slot level above 2nd | ❌ | |
| Barkskin | Transmutation | Druid, Ranger | |||
| Blindness | Transmutation | Bard, Cleric, Sorcerer, Wizard | |||
| Blur | Illusion | Sorcerer, Wizard, Artificer | |||
| Branding Smite | Evocation | Paladin | |||
| Calm Emotions | Enchantment | Bard, Cleric | |||
| Cloud of Daggers | Conjuration | Bard, Sorcerer, Warlock, Wizard | |||
| Crown of Madness | Enchantment | Bard, Sorcerer, Warlock, Wizard | |||
| Darkbolt | Evocation | Sorcerer, Warlock, Wizard | Hurl three rays of dark energy (divided among targets as you choose); make a ranged spell attack per target; each ray deals 1d10 Cold damage on a hit; a target hit by one or more rays must succeed on a Constitution save or lose its reaction until the start of your next turn | ||
| Darkness | Evocation | Sorcerer, Warlock, Wizard | |||
| Darkvision | Transmutation | Druid, Sorcerer, Wizard, Ranger, Artificer | |||
| Dazing Blast | Evocation | Sorcerer, Warlock, Wizard | Constitution save; 2d6 Force damage regardless of the save result; on a failed save, the target is Stunned until the start of your next turn | ||
| Death Armor | Necromancy | Sorcerer, Wizard | Surround one creature with an inky aura: the target has Advantage on Death Saving Throws; once per turn, a creature within 5 ft that hits the target with a melee attack takes 2d4 Necrotic damage | ||
| Detect Thoughts | Divination | Bard, Sorcerer, Wizard | |||
| Dragon's Breath | Transmutation | Sorcerer, Wizard, Artificer | Concentration; touch a willing creature and choose Acid, Cold, Fire, Lightning, or Poison; until the spell ends, the target can take a Magic Action to exhale a 15-ft Cone dealing 3d6 damage of the chosen type on a failed Dexterity save, half on success (upcast: +1d6 per slot level above 2nd) | ||
| Elminster's Elusion | Abjuration | Wizard | Concentration; Advantage on saves vs spells and magical effects; Resistance to spell damage | ||
| Enhance Ability | Transmutation | Bard, Cleric, Druid, Sorcerer, Wizard, Ranger, Artificer | |||
| Enlarge Reduce | Transmutation | Bard, Druid, Sorcerer, Wizard, Artificer | |||
| Enthrall | Enchantment | Bard | |||
| Find Steed | Conjuration | Paladin | Summons a mount that can Dash, Disengage, Dodge, or Attack each turn; rider falls Prone for 1 turn on a failed DC 8 Dexterity save when taking 4+ damage while mounted; only you can see it | ||
| Fire Rune | Evocation | Wizard | Bonus Action; inscribe a fire rune on a weapon; the weapon deals +1d8 Fire damage; expend the rune when you hit with the weapon to deal an additional 2d6 Fire damage | ||
| Flame Blade | Evocation | Druid, Sorcerer | |||
| Flaming Sphere | Conjuration | Druid, Sorcerer, Wizard | |||
| Gust of Wind | Evocation | Druid, Sorcerer, Wizard, Ranger | Push direction reworked; can now be recast each turn without expending a spell slot, for up to 10 turns | ||
| Heat Metal | Transmutation | Bard, Druid, Artificer | |||
| Hold Person | Enchantment | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard | |||
| Invisibility | Illusion | Bard, Sorcerer, Warlock, Wizard, Artificer | |||
| Knock | Transmutation | Bard, Sorcerer, Wizard | |||
| Lesser Restoration | Abjuration | Bard, Cleric, Druid, Paladin, Ranger, Artificer | Now costs a Bonus Action instead of an Action | ||
| Magic Weapon | Transmutation | Sorcerer, Wizard, Paladin, Ranger, Artificer | |||
| Mind Spike | Divination | Sorcerer, Warlock, Wizard | Wisdom save; Psychic damage; on a failed save, you always know the target's location until the spell ends | ||
| Mirror Image | Illusion | Bard, Sorcerer, Warlock, Wizard | |||
| Misty Step | Conjuration | Sorcerer, Warlock, Wizard | |||
| Moonbeam | Evocation | Druid | Constitution save; 2d10 Radiant damage on a failed save, half on success (upcast: +1d10 per slot level above 2nd) | ||
| Pass Without Trace | Abjuration | Druid, Ranger | |||
| Phantasmal Force | Illusion | Bard, Sorcerer, Wizard | |||
| Prayer of Healing | Abjuration | Cleric, Paladin | Now also triggers a Short Rest effect (once per rest) when used out of combat | ||
| Protection from Poison | Abjuration | Cleric, Druid, Paladin, Ranger, Artificer | |||
| Ray of Enfeeblement | Necromancy | Warlock, Wizard | |||
| Rime's Binding Ice | Evocation | Sorcerer, Wizard | 30-ft Cone; Constitution save; 3d8 Cold damage and Speed reduced to 0 for 1 turn on a failed save, half damage and no ice on success; freezes surfaces and douses flames; upcast: +1d8 Cold per slot level above 2nd | ||
| Scorching Ray | Evocation | Sorcerer, Wizard | |||
| Searing Orb | Evocation | Cleric, Paladin | Ranged spell attack; 3d4 Radiant damage; the target and creatures within 10 ft of it that fail a Constitution save are Blinded until the end of their next turn | ||
| See Invisibility | Divination | Bard, Sorcerer, Wizard, Artificer | |||
| Shadow Blade | Illusion | Sorcerer, Warlock, Wizard | Create a psychic weapon from shadow | ||
| Shatter | Evocation | Bard, Sorcerer, Wizard | |||
| Silence | Illusion | Bard, Cleric, Ranger | |||
| Snilloc's Snowball Swarm | Evocation | Sorcerer, Wizard | Hurl multiple snowballs; Dexterity save in a 5-ft sphere per snowball; Cold damage per snowball on a failed save | ||
| Spike Growth | Transmutation | Druid, Ranger | |||
| Spiritual Weapon | Evocation | Cleric | |||
| Summon Beast | Conjuration | Druid, Ranger | Conjure a spirit beast ally | ||
| Tasha's Mind Whip | Enchantment | Sorcerer, Wizard | Intelligence save; Psychic damage; failed save: target loses its reaction and must choose Action or Bonus Action (not both) on its next turn | ||
| Warding Bond | Abjuration | Cleric, Paladin | Link to an ally to share damage and grant resistances | ||
| Web | Conjuration | Sorcerer, Wizard | Now forces a Dexterity saving throw when cast; a creature that fails is immediately Enwebbed instead of only when it enters the webs |
45 spells total, 44 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Animate Dead | Necromancy | Cleric, Warlock, Wizard | |||
| Ashardalon's Stride | Transmutation | Sorcerer, Wizard, Ranger, Artificer | Concentration; your Speed increases by 20 ft and you don't provoke Opportunity Attacks from moving; enemies you move within 5 ft of take 1d6 Fire damage, once per creature per turn | ||
| Astral Flood | Evocation | Bard, Cleric, Sorcerer, Warlock, Wizard | 30-ft Cone; choose Cold or Radiant energy; Dexterity save; on a failed save Cold gives Disadvantage on the target's next D20 Test, Radiant applies Blinded, until the end of your next turn | ||
| Aura of Vitality | Abjuration | Cleric, Druid, Paladin | Concentration; grants a Bonus Action each turn to cast Restore Vitality and heal yourself or nearby allies | ||
| Beacon of Hope | Abjuration | Cleric | |||
| Bestow Curse | Necromancy | Bard, Cleric, Wizard | Touch; choose: Disadvantage on checks/saves/attacks, deal bonus damage, or rob target of its actions | ||
| Blinding Smite | Evocation | Paladin | |||
| Blink | Transmutation | Sorcerer, Wizard, Artificer | |||
| Cacophonic Shield | Evocation | Bard, Sorcerer, Wizard | Concentration; 10-ft Emanation around you for the duration; enemies entering it or ending their turn there make a Constitution save or take 3d6 Thunder damage (half on success), once per creature per turn; you gain Resistance to Thunder damage and ranged attacks against you are made with Disadvantage | ||
| Call Lightning | Conjuration | Druid | |||
| Conjure Barrage | Conjuration | Ranger | Cone of weapon projectiles dealing force damage (5d8); Dexterity save | ||
| Counterspell | Abjuration | Sorcerer, Warlock, Wizard | ❌ | ||
| Crusader's Mantle | Evocation | Paladin | Aura that adds radiant damage to allies' attacks | ||
| Daylight | Evocation | Cleric, Druid, Sorcerer, Paladin, Ranger | |||
| Elemental Exhalation | Evocation | Druid, Sorcerer | 30-ft Cone; choose the damage type: Air (Thunder, pushes creatures 10 ft away on a failed save), Coldfire (Cold, Frightened until the start of your next turn), Earth (Bludgeoning, Speed reduced to 0 until the end of its next turn), Fire (Fire, burns for extra damage at the end of its next turn), or Water (Acid, Prone); Dexterity save, 5d6 damage on a failed save (half on success, no secondary effect); upcast: +1d6 per slot level above 3rd | ||
| Elemental Weapon | Transmutation | Druid, Paladin, Ranger, Artificer | |||
| Fear | Illusion | Bard, Sorcerer, Warlock, Wizard | |||
| Feign Death | Necromancy | Bard, Cleric, Druid, Wizard | |||
| Fireball | Evocation | Sorcerer, Wizard | |||
| Fly | Transmutation | Sorcerer, Warlock, Wizard, Artificer | |||
| Gaseous Form | Transmutation | Sorcerer, Wizard | |||
| Glyph of Warding | Abjuration | Bard, Cleric, Wizard, Artificer | |||
| Haste | Transmutation | Sorcerer, Wizard, Artificer | |||
| Hunger of Hadar | Conjuration | Warlock | |||
| Hypnotic Pattern | Illusion | Bard, Sorcerer, Warlock, Wizard | |||
| Laeral's Silver Lance | Evocation | Cleric, Sorcerer, Wizard | Strength save; each creature you choose in a 120-ft-long, 5-ft-wide Line takes 3d10 Force damage and falls Prone on a failed save, half damage and no Prone on success (upcast: +1d10 per slot level above 3rd) | ||
| Lightning Arrow | Transmutation | Ranger | Transform a weapon attack: 4d8 Lightning on a hit (half on a miss); creatures within 10 ft of target take 2d8 Lightning | ||
| Lightning Bolt | Evocation | Sorcerer, Wizard | |||
| Mass Healing Word | Abjuration | Bard, Cleric | |||
| Murmurs of Doom | Necromancy | Bard, Warlock | Concentration; creates a 30-ft aura; on cast and at the start of each of your turns, choose a creature in the aura to make a Constitution save or take 3d8 Necrotic damage | ||
| Phantom Steed | Illusion | Wizard | Summons a mount that can Dash, Disengage, or Dodge each turn; rider falls Prone for 1 turn on a failed DC 8 Dexterity save when taking 4+ damage while mounted; only you can see it | ||
| Plant Growth | Transmutation | Bard, Druid, Ranger | |||
| Protection from Energy | Abjuration | Cleric, Druid, Sorcerer, Wizard, Ranger, Artificer | |||
| Remove Curse | Abjuration | Cleric, Warlock, Wizard, Paladin | |||
| Revivify | Necromancy | Cleric, Druid, Paladin, Ranger, Artificer | |||
| Sleet Storm | Conjuration | Druid, Sorcerer, Wizard | |||
| Slow | Transmutation | Bard, Sorcerer, Wizard | |||
| Speak With Dead | Necromancy | Bard, Cleric, Wizard | |||
| Spirit Guardians | Conjuration | Cleric | |||
| Stinking Cloud | Conjuration | Bard, Sorcerer, Wizard | |||
| Summon Fey | Conjuration | Druid, Warlock, Wizard, Ranger | Conjure a fey spirit with multiple mood options | ||
| Tidal Wave | Conjuration | Druid, Sorcerer, Wizard | Conjure a wave of water crashing down on a 30x10x10 ft area; Dexterity save; 4d8 Bludgeoning damage and Prone on a failed save, half damage on success; douses fire and removes Burning | ||
| Trollblood Infusion | Transmutation | Bard, Cleric, Druid, Warlock | Touch a creature to infuse it with regenerative troll blood; it regains 5 HP at the start of each of its turns and has Advantage on Death Saving Throws | ||
| Vampiric Touch | Necromancy | Sorcerer, Warlock, Wizard | |||
| Void Strike | Evocation | Wizard | Ranged spell attack with Advantage; 5d8 Necrotic damage and the target is Frightened of you until the start of your next turn |
25 spells total, 25 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Banishment | Abjuration | Cleric, Sorcerer, Warlock, Wizard | |||
| Black Tentacles | Conjuration | Wizard | |||
| Blight | Necromancy | Druid, Sorcerer, Warlock, Wizard | |||
| Confusion | Enchantment | Bard, Druid, Sorcerer, Wizard | |||
| Conjure Minor Elementals | Conjuration | Druid, Wizard | |||
| Conjure Woodland Beings | Conjuration | Druid | Conjure nature spirits in a 10-ft Emanation for the duration; Wisdom save or Force damage (half on success) whenever a creature enters the Emanation, or ends its turn there (once per turn); can Disengage as a Bonus Action | ||
| Death Ward | Abjuration | Cleric | |||
| Dimension Door | Conjuration | Bard, Sorcerer, Warlock, Wizard | |||
| Dominate Beast | Enchantment | Druid, Sorcerer | |||
| Fire Dance | Illusion | Bard, Sorcerer, Warlock, Wizard | Concentration; wreathes you in dancing flame for the duration; at the start of each of their turns, non-allied creatures within 20 ft must succeed on a Wisdom saving throw or become Charmed (Incapacitated, Speed 0) until the start of their next turn; the charm can be broken early with Help or Shove | ||
| Fire Shield | Evocation | Druid, Sorcerer, Wizard | |||
| Fount of Moonlight | Evocation | Bard, Druid | Concentration; Resistance to Radiant damage; melee attacks deal bonus Radiant damage on a hit | ||
| Freedom of Movement | Abjuration | Bard, Cleric, Druid | |||
| Grasping Vine | Conjuration | Druid | |||
| Greater Invisibility | Illusion | Bard, Sorcerer, Wizard | |||
| Guardian of Faith | Conjuration | Cleric | |||
| Ice Storm | Evocation | Druid, Sorcerer, Wizard | |||
| Murder of Crows | Conjuration | Druid, Sorcerer, Warlock, Wizard | Summon a 30-ft Cone of crows; Dexterity save; 5d6 Force damage and Blinded on a failed save (half damage on success), Blinded creature repeats the save each turn | ||
| Phantasmal Killer | Illusion | Bard, Wizard | |||
| Polymorph | Transmutation | Bard, Druid, Sorcerer, Wizard | |||
| Resilient Sphere | Abjuration | Wizard | |||
| Spellfire Storm | Evocation | Sorcerer, Wizard | 6m-radius area; Constitution save; 4d10 Radiant on a failed save (half on success); spellcasting inside requires a Constitution save or the spell is wasted | ||
| Stoneskin | Transmutation | Druid, Sorcerer, Wizard | |||
| Vitriolic Sphere | Evocation | Sorcerer, Wizard | Dexterity save; 10d4 Acid in a 20-ft Sphere; damage on a failed save and again at end of next turn; half damage on success | ||
| Wall of Fire | Evocation | Druid, Sorcerer, Wizard |
26 spells total, 26 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Awaken | Transmutation | Bard, Druid | Intelligence save; on a failed save, a creature with Intelligence 3 or lower becomes Dominated by you until you finish a Long Rest | ||
| Circle of Power | Abjuration | Cleric, Wizard | Self 9m-radius aura, Concentration; you and allies inside gain Advantage on saving throws against spells and take half damage from them | ||
| Cloudkill | Conjuration | Sorcerer, Wizard | |||
| Cone of Cold | Evocation | Druid, Sorcerer, Wizard | Revised to 8d8 Cold damage in an 18m cone; Constitution save, half damage on success | ||
| Conjure Elemental | Conjuration | Druid, Wizard | |||
| Contagion | Necromancy | Cleric, Druid | |||
| Danse Macabre | Necromancy | Warlock, Wizard | |||
| Dawn | Evocation | Cleric, Wizard | Concentration; conjures a 9m-radius cylinder of sunlight — Constitution save or take 4d10 Radiant (half on success) when it appears and whenever a creature ends its turn inside it; Bonus Action to move it up to 18m | ||
| Dispel Evil and Good | Abjuration | Cleric | |||
| Dominate Person | Enchantment | Bard, Sorcerer, Wizard | |||
| Dream | Illusion | Bard, Warlock, Wizard | Wisdom save; on a failed save, the target gains no benefit from its rest and takes 3d6 Psychic damage when it wakes up | ||
| Enervation | Necromancy | Sorcerer, Warlock, Wizard | Dexterity save; 4d8 Necrotic on a failed save (2d8 and the spell ends on success); on a failed save you can spend your action each turn to repeat the 4d8 hit while concentrating; you regain HP equal to half the Necrotic damage dealt each time | ||
| Flame Strike | Evocation | Cleric | |||
| Greater Restoration | Abjuration | Bard, Cleric, Druid | |||
| Holy Weapon | Evocation | Cleric | Concentration; imbued weapon deals +2d8 Radiant on hit and becomes magical; Bonus Action to dismiss and unleash a 9m burst — Constitution save or take 4d8 Radiant and be Blinded for 1 minute (save each turn ends it) | ||
| Hold Monster | Enchantment | Bard, Sorcerer, Warlock, Wizard | |||
| Insect Plague | Conjuration | Cleric, Druid, Sorcerer | |||
| Mass Cure Wounds | Abjuration | Bard, Cleric, Druid | |||
| Planar Binding | Abjuration | Bard, Cleric, Druid, Warlock, Wizard | |||
| Seeming | Illusion | Bard, Sorcerer, Wizard | |||
| Steel Wind Strike | Conjuration | Wizard | Vanish and make melee spell attacks (6d10 Force each) against up to 5 creatures; teleport to one of the targets | ||
| Summon Celestial | Conjuration | Cleric | Conjure a Celestial Spirit ally that can bolster allies with Temporary HP or heal them | ||
| Summon Dragon | Conjuration | Wizard | Conjure a Draconic Spirit ally that rends with its claws and breathes fire; Draconic Bloodline Sorcerers also gain it at Level 9 | ||
| Synaptic Static | Enchantment | Bard, Sorcerer, Warlock, Wizard | Intelligence save; 8d6 Psychic damage in a 6m sphere; applies Synaptic Static on a failed save | ||
| Telekinesis | Transmutation | Sorcerer, Wizard | |||
| Wall of Stone | Evocation | Druid, Sorcerer, Wizard |
19 spells total, 19 with a scroll
| Icon | Spell | School | Classes | Description | Scroll |
|---|---|---|---|---|---|
| Arcane Gate | Conjuration | Sorcerer, Wizard | |||
| Blade Barrier | Evocation | Cleric | |||
| Chain Lightning | Evocation | Sorcerer, Wizard | |||
| Circle of Death | Necromancy | Sorcerer, Wizard | 8d8 Necrotic damage in an 18m-radius sphere | ||
| Create Undead | Necromancy | Cleric, Wizard | |||
| Disintegrate | Transmutation | Sorcerer, Wizard | Creatures that succeed on the save still take 40 Force damage | ||
| Eyebite | Necromancy | Bard, Sorcerer, Wizard | |||
| Flesh to Stone | Transmutation | Druid, Sorcerer, Wizard | |||
| Freezing Sphere | Evocation | Sorcerer, Wizard | |||
| Globe of Invulnerability | Abjuration | Sorcerer, Wizard | |||
| Harm | Necromancy | Cleric | |||
| Heal | Evocation | Cleric, Druid | |||
| Heroes Feast | Conjuration | Bard, Cleric, Druid | |||
| Irresistible Dance | Enchantment | Bard, Wizard | |||
| Planar Ally | Conjuration | Cleric | |||
| Sunbeam | Evocation | Cleric, Druid, Sorcerer, Wizard | |||
| Wall of Ice | Evocation | Wizard | |||
| Wall of Thorns | Conjuration | Druid | |||
| Wind Walk | Transmutation | Bard, Druid |
Spell scrolls can only be used if the spell appears on your class or subclass spell list, and your highest spell slot must be at least one level lower than the scroll's spell level. When determining spell slot levels for a multiclass character, only levels in classes and subclasses that have the spell on their spell list are counted.
For example, a Scroll of Wall of Fire (4th-level spell) requires access to 3rd-level spell slots. A character could meet this requirement with 5 levels in Wizard, or with a combination such as 4 levels in Wizard and 3 levels in Arcane Trickster. However, a character with 4 levels in Cleric and 3 levels in Arcane Trickster would not qualify, since Wall of Fire does not appear on the Cleric spell list.
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The Classes column in the level tables above shows which classes have a spell on their list, and therefore which classes can use a scroll of it.
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Third-caster (1/3 caster) subclasses are treated as having Wizard spellcasting ability for this purpose, once they've gained their spellcasting feature:
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Half-caster classes (Artificer, Paladin, and Ranger) contribute half their levels, rounded down, when combined with other casters. On their own they use their class's own spell slot table instead — a level 5 Paladin has 2nd-level spell slots and can therefore use 3rd-level scrolls such as Blinding Smite.
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Cantrip scrolls are never restricted, since cantrips cannot normally be inscribed onto a scroll and exist here only as a handful of special cases.
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Restrictions apply to scrolls of any spell level, from 1st level upward.
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Scrolls of Revivify are always exempt from this restriction and can be used by any character, regardless of class.
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Scrolls of Detect Thoughts are also exempt. Their use condition was removed because Act 3 dialogues that offer a Detect Thoughts option crashed the game as soon as the option appeared.
Note: These wiki pages are AI-generated, so they may not always be accurate. If anything on this page looks wrong, please report it in the Wiki Report category in Discussions — the maintainer will review and fix it.