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58 new spells and 32 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.

Cantrips

39 spells total, 4 with a scroll

Icon Spell School Classes Description Scroll
Acid Splash Evocation Sorcerer, Wizard, Artificer
Blade Ward Bard, Sorcerer, Warlock, Wizard Now Concentration; forces attackers to subtract 1d4 from attack rolls against you for up to 10 turns
Booming Blade Evocation Sorcerer, Warlock, Wizard, Artificer Melee attack; afflicts your foe with resonance that deals bonus Thunder damage when they move
Bursting Sinew Cleric, Sorcerer, Wizard Explode a nearby corpse, impaling creatures around it; Dexterity save; Piercing damage (scales with level)
Chill Touch Sorcerer, Warlock, Wizard
Dancing Lights Illusion Bard, Sorcerer, Wizard, Artificer
Eldritch Blast Evocation Warlock
icon Finger Guns Evocation Bard, Sorcerer, Wizard, Artificer Ranged spell attack; Force damage; applies Weapon Mastery Slow on hit
Fire Bolt Sorcerer, Wizard, Artificer
Friends Bard, Sorcerer, Warlock, Wizard
icon Frightful Start Illusion Bard, Sorcerer, Warlock, Wizard Wisdom save; target must succeed or have the Frightened condition until the start of your next turn
icon 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 Cleric, Druid, Artificer
icon Hellfire Evocation Sorcerer, Warlock, Wizard Charisma save; deals Fire and Necrotic damage (each scaling with level) to a creature within range
icon 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 Bard, Cleric, Sorcerer, Wizard, Artificer
Mage Hand Bard, Sorcerer, Warlock, Wizard, Artificer
icon Mind Sliver Enchantment Sorcerer, Warlock, Wizard Intelligence save; Psychic damage; target subtracts 1d4 from its next saving throw on a failed save
Minor Illusion Bard, Sorcerer, Warlock, Wizard
Poison Spray Necromancy Druid, Sorcerer, Warlock, Wizard, Artificer
Prestidigitation Transmutation Bard, Sorcerer, Warlock, Wizard, Artificer
Produce Flame Druid
Ray of Frost Sorcerer, Wizard, Artificer
Resistance Cleric, Druid, Artificer
Sacred Flame Cleric
Shillelagh Druid
Shocking Grasp Sorcerer, Wizard, Artificer
icon 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
icon Starry Wisp Evocation Bard, Druid Ranged spell attack; Radiant damage; target emits Dim Light and loses Invisible benefits until end of your next turn
icon Sword Burst Conjuration Sorcerer, Warlock, Wizard, Artificer Dexterity save; spectral blades deal Force damage to all creatures within 5 ft
Thaumaturgy Cleric
Thorn Whip Druid, Artificer
icon Thunderclap Evocation Bard, Druid, Sorcerer, Warlock, Wizard, Artificer Constitution save; Thunder damage to all creatures in a 5-ft Emanation
Toll the Dead Cleric, Warlock, Wizard Necrotic damage; deals more to injured targets
True Strike 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)
icon 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 Bard
icon Word of Radiance Evocation Cleric Constitution save; Radiant damage to chosen creatures in a 5-ft Emanation

Level 1

66 spells total, 37 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 Bard, Druid, Ranger
Armor of Agathys Warlock Now cast as a Bonus Action; surrounds with icy armor granting temporary HP and dealing Cold damage to attackers
Arms of Hadar Warlock
icon 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 Bard, Cleric, Warlock
Bless Cleric, Paladin
icon 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 Sorcerer, Wizard
icon 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 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%)
icon 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 Bard, Cleric, Paladin
Compelled Duel Paladin
Create Destroy Water Cleric, Druid
Cure Wounds Abjuration Bard, Cleric, Druid, Paladin, Ranger, Artificer Now restores 2d8 + spellcasting modifier HP (up from 1d8)
Disguise Self Bard, Sorcerer, Wizard, Artificer
Dissonant Whispers Bard
Divine Favor Transmutation Paladin
Ensnaring Strike Ranger
Entangle Druid, Ranger
Expeditious Retreat Sorcerer, Warlock, Wizard, Artificer
Faerie Fire 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 Bard, Sorcerer, Wizard, Artificer
Find Familiar Wizard
Fog Cloud Druid, Sorcerer, Wizard, Ranger
Goodberry Druid, Ranger
Grease Wizard, Artificer
Guiding Bolt Cleric
Hail of Thorns Ranger
Healing Word Abjuration Bard, Cleric, Druid Now restores 2d4 + spellcasting modifier HP (up from 1d4)
icon 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 Warlock
Heroism Bard, Paladin
Hex Enchantment Warlock
Hideous Laughter Bard, Warlock, Wizard
icon 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 Ranger
Ice Knife Druid, Sorcerer, Wizard
Inflict Wounds Cleric
Jump Druid, Sorcerer, Wizard, Ranger, Artificer
Longstrider Bard, Druid, Wizard, Ranger, Artificer
Mage Armor Sorcerer, Wizard
Magic Missile Sorcerer, Wizard
Protection from Evil and Good Cleric, Druid, Warlock, Wizard, Paladin
Ray of Sickness Sorcerer, Wizard
Sanctuary Cleric, Artificer
Searing Smite Paladin
Shield Sorcerer
Shield Wizard
Shield of Faith Cleric, Paladin
Sleep Bard, Sorcerer, Wizard
Speak With Animals Bard, Druid, Warlock, Ranger
icon 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)
icon Spellfire Flare Evocation Sorcerer, Wizard Ranged spell attack; 2d10 Radiant damage
icon 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 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 Bard, Druid, Sorcerer, Wizard
icon 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
icon 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)
icon 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 Sorcerer, Warlock, Wizard Initial hit now deals 2d12 Lightning damage; linked lightning deals bonus damage each subsequent turn
icon 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)

Level 2

55 spells total, 37 with a scroll

Icon Spell School Classes Description Scroll
Acid Arrow Wizard
icon 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 Wizard, Artificer
icon 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 Druid, Ranger
Blindness Transmutation Bard, Cleric, Sorcerer, Wizard
Blur Sorcerer, Wizard, Artificer
Branding Smite Paladin
Calm Emotions Bard, Cleric
Cloud of Daggers Conjuration Bard, Sorcerer, Warlock, Wizard
Crown of Madness Bard, Sorcerer, Warlock, Wizard
icon 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 Sorcerer, Warlock, Wizard
Darkvision Druid, Sorcerer, Wizard, Ranger, Artificer
icon 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
icon 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 Bard, Sorcerer, Wizard
icon 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)
icon Elminster's Elusion Abjuration Wizard Concentration; Advantage on saves vs spells and magical effects; Resistance to spell damage
Enhance Ability Bard, Cleric, Druid, Sorcerer, Wizard, Ranger, Artificer
Enlarge Reduce Bard, Druid, Sorcerer, Wizard, Artificer
Enthrall Bard
icon 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 Druid, Sorcerer
Flaming Sphere Druid, Sorcerer, Wizard
Gust of Wind Druid, Sorcerer, Wizard, Ranger Push direction reworked; can now be recast as a Bonus Action each turn for up to 10 turns
Heat Metal Bard, Druid, Artificer
Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Invisibility Bard, Sorcerer, Warlock, Wizard, Artificer
Knock Bard, Sorcerer, Wizard
Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger, Artificer Now costs a Bonus Action instead of an Action
Magic Weapon Sorcerer, Wizard, Paladin, Ranger, Artificer
icon 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
icon 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
Mirror Image Bard, Sorcerer, Warlock, Wizard
Misty Step Conjuration Sorcerer, Warlock, Wizard
Moonbeam Druid Constitution save; 2d10 Radiant damage on a failed save, half on success (upcast: +1d10 per slot level above 2nd)
Pass Without Trace Druid, Ranger
Phantasmal Force 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 Cleric, Druid, Paladin, Ranger, Artificer
Ray of Enfeeblement Warlock, Wizard
Scorching Ray Sorcerer, Wizard
icon 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 Bard, Sorcerer, Wizard, Artificer
Shadow Blade Sorcerer, Warlock, Wizard Create a psychic weapon from shadow
Shatter Bard, Sorcerer, Wizard
Silence Bard, Cleric, Ranger
icon 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 Druid, Ranger
Spiritual Weapon Cleric
icon Summon Beast Conjuration Druid, Ranger Conjure a spirit beast ally
Warding Bond Cleric, Paladin Link to an ally to share damage and grant resistances
Web Sorcerer, Wizard

Level 3

45 spells total, 29 with a scroll

Icon Spell School Classes Description Scroll
Animate Dead Cleric, Warlock, Wizard
icon 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
icon Astral Flood Evocation Bard, Cleric, Sorcerer, Wizard 30-ft Cone of Radiant energy; Dexterity save; failed save also limits vision to 15 ft (Blinded beyond that) until 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 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 Paladin
Blink Sorcerer, Wizard, Artificer
icon 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 Druid
Conjure Barrage Ranger Cone of weapon projectiles dealing force damage (5d8); Dexterity save
Counterspell Sorcerer, Warlock, Wizard
Crusaders Mantle Paladin Aura that adds radiant damage to allies' attacks
Daylight Cleric, Druid, Sorcerer, Paladin, Ranger
icon 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 Druid, Paladin, Ranger, Artificer
Fear Bard, Sorcerer, Warlock, Wizard
Feign Death Bard, Cleric, Druid, Wizard
Fireball Sorcerer, Wizard
Fly Sorcerer, Warlock, Wizard, Artificer
Gaseous Form Sorcerer, Wizard
Glyph of Warding Bard, Cleric, Wizard, Artificer
Haste Sorcerer, Wizard, Artificer
Hunger of Hadar Warlock
Hypnotic Pattern Bard, Sorcerer, Warlock, Wizard
icon 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 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 Sorcerer, Wizard
Mass Healing Word Abjuration Bard, Cleric
icon 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
Plant Growth Bard, Druid, Ranger
Protection from Energy Cleric, Druid, Sorcerer, Wizard, Ranger, Artificer
Remove Curse Cleric, Warlock, Wizard, Paladin
Revivify Cleric, Druid, Paladin, Ranger, Artificer
Sleet Storm Druid, Sorcerer, Wizard
Slow Bard, Sorcerer, Wizard
Speak With Dead Bard, Cleric, Wizard
Spirit Guardians Cleric
Stinking Cloud Bard, Sorcerer, Wizard
icon Summon Fey Conjuration Druid, Warlock, Wizard, Ranger Conjure a fey spirit with multiple mood options
icon 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
icon 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 Sorcerer, Warlock, Wizard
icon 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

Level 4

25 spells total, 19 with a scroll

Icon Spell School Classes Description Scroll
Banishment Cleric, Sorcerer, Warlock, Wizard
Black Tentacles Wizard
Blight Druid, Sorcerer, Warlock, Wizard
Confusion Bard, Druid, Sorcerer, Wizard
Conjure Minor Elementals 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 Cleric
Dimension Door Bard, Sorcerer, Warlock, Wizard
Dominate Beast Druid, Sorcerer
icon 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 Druid, Sorcerer, Wizard
icon Fount of Moonlight Evocation Bard, Druid Concentration; Resistance to Radiant damage; melee attacks deal bonus Radiant damage on a hit
Freedom of Movement Bard, Cleric, Druid
Grasping Vine Druid
Greater Invisibility Bard, Sorcerer, Wizard
Guardian of Faith Cleric
Ice Storm Druid, Sorcerer, Wizard
icon 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 Bard, Wizard
Polymorph Bard, Druid, Sorcerer, Wizard
Resilient Sphere Abjuration Wizard
icon 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
icon 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 Druid, Sorcerer, Wizard

Level 5

22 spells total, 15 with a scroll

Icon Spell School Classes Description Scroll
icon 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
icon 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 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 Druid, Wizard
Contagion Necromancy Cleric, Druid
Danse Macabre Warlock, Wizard
Dispel Evil and Good Cleric
Dominate Person Bard, Sorcerer, Wizard
icon 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
icon 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 Cleric
Greater Restoration Bard, Cleric, Druid
Hold Monster Bard, Sorcerer, Warlock, Wizard
Insect Plague Cleric, Druid, Sorcerer
Mass Cure Wounds Abjuration Bard, Cleric, Druid
Planar Binding Bard, Cleric, Druid, Warlock, Wizard
Seeming Bard, Sorcerer, Wizard
icon 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
icon Synaptic Static Enchantment Bard, Sorcerer, Warlock, Wizard Intelligence save; 8d6 Psychic damage in a 6m sphere; applies Synaptic Static on a failed save
Telekinesis Sorcerer, Wizard
Wall of Stone Druid, Sorcerer, Wizard

Level 6

19 spells total, 10 with a scroll

Icon Spell School Classes Description Scroll
Arcane Gate Sorcerer, Wizard
Blade Barrier Cleric
Chain Lightning Sorcerer, Wizard
Circle of Death Sorcerer, Wizard 8d8 Necrotic damage in an 18m-radius sphere
Create Undead Cleric, Wizard
Disintegrate Sorcerer, Wizard Creatures that succeed on the save still take 40 Force damage
Eyebite Bard, Sorcerer, Wizard
Flesh to Stone Druid, Sorcerer, Wizard
Freezing Sphere Sorcerer, Wizard
Globe of Invulnerability Sorcerer, Wizard
Harm Cleric
Heal Cleric, Druid
Heroes Feast Bard, Cleric, Druid
Irresistible Dance Bard, Wizard
Planar Ally Cleric
Sunbeam Cleric, Druid, Sorcerer, Wizard
Wall of Ice Wizard
Wall of Thorns Druid
Wind Walk Bard, Druid

Spell Scroll Restrictions

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.

Restriction Rules

  • 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.

  • Third-caster (1/3 caster) subclasses are treated as having Wizard spellcasting ability for this purpose, once they've gained their spellcasting feature:

  • Cantrip scrolls are never restricted, since cantrips cannot normally be inscribed onto a scroll and exist here only as a handful of special cases.

  • Restrictions apply to scrolls of any spell level, from 1st level upward.

  • Scrolls of Revivify are always exempt from this restriction and can be used by any character, regardless of class.

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