Skip to content
yoonmoonsik edited this page Jul 2, 2026 · 34 revisions

60+ new and revised spells have been added across all spell levels, along with new weapons, armor, firearms, and unique loot with specific locations in the world.

Cantrips

  • Blade WardBard, Sorcerer, Warlock, Wizard, Artificer
    • Player's Handbook (5.5e) revision: now Concentration; forces attackers to subtract 1d4 from attack rolls against you for up to 10 turns
  • Booming BladeSorcerer, Warlock, Wizard, Artificer
    • Melee attack; afflicts your foe with resonance that deals bonus Thunder damage when they move
  • Bursting SinewCleric, Sorcerer, Wizard
    • Necrotic cantrip that impedes the target's movement
  • Finger GunsBard, Sorcerer, Wizard, Artificer, Spellslinger
    • Ranged spell attack; Force damage; applies Weapon Mastery Slow on hit
  • Frightful StartBard, Sorcerer, Warlock, Wizard
    • Wisdom save; target must succeed or have the Frightened condition until the start of your next turn
  • Green-Flame BladeSorcerer, Warlock, Wizard, Artificer
    • Melee attack; on a hit, green fire leaps from the target to a creature within 5 ft
  • HellfireSorcerer, Warlock, Wizard
    • Charisma save; deals Fire and Necrotic damage (each scaling with level) to a creature within range
  • Holy WordCleric
    • Ranged spell attack; Radiant damage; Fey, Fiend, or Undead also lose 10 ft Speed and can't take Reactions until end of next turn
  • Mind SliverSorcerer, Warlock, Wizard
    • Intelligence save; Psychic damage; target subtracts 1d4 from its next saving throw on a failed save
  • Sorcerous BurstSorcerer
    • Ranged spell attack; choose from 7 damage types: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder
  • Starry WispDruid, Bard
    • Ranged spell attack; Radiant damage; target emits Dim Light and loses Invisible benefits until end of your next turn
  • Sword BurstSorcerer, Warlock, Wizard, Artificer
    • Dexterity save; spectral blades deal Force damage to all creatures within 5 ft
  • ThunderclapBard, Druid, Sorcerer, Warlock, Wizard, Artificer
    • Constitution save; Thunder damage to all creatures in a 5-ft Emanation
  • Toll the DeadCleric, Warlock, Wizard
    • Necrotic damage; deals more to injured targets
  • True StrikeBard, Sorcerer, Warlock, Wizard, Artificer
    • Melee spell attack using your spellcasting ability; can deal Radiant or weapon damage type
  • Vengeful BladeIllrigger, 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
  • Word of RadianceCleric
    • Constitution save; Radiant damage to chosen creatures in a 5-ft Emanation

Level 1

  • Armor of AgathysWarlock
    • Now cast as a Bonus Action; surrounds with icy armor granting temporary HP and dealing Cold damage to attackers
  • Chromatic OrbSorcerer, Wizard, Noble Genies
    • 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 ShadowWizard
    • Bonus Action; Concentration; become Invisible and gain Advantage on Stealth checks for up to 10 turns
  • Color SpraySorcerer, Wizard
    • Player's Handbook (5.5e) revision: Constitution save in a 15 ft cone; Blinded until end of next turn on a failed save
  • Cure WoundsBard, Cleric, Druid, Paladin, Ranger, Artificer
    • Now restores 2d8 + spellcasting modifier HP (up from 1d8)
  • Divine SmitePaladin
    • Redesigned as a prepared spell in the Player's Handbook (5.5e)
  • False LifeSorcerer, Warlock (Fiendish Vigor), Wizard, Artificer
    • Player's Handbook (5.5e) revision: now grants 2d4 + 4 temporary hit points (up from 1d4 + 4), plus 5 additional temporary HP per spell slot level above 1st
  • Healing WordBard, Cleric, Druid
    • Now restores 2d4 + spellcasting modifier HP (up from 1d4)
  • Hell's LashSorcerer, Warlock, Wizard
    • Constitution save; 4d4 fire damage and tethers target; tethered creature takes 2d4 fire damage each turn until it saves
  • Spellfire FlareSorcerer, Wizard
    • Ranged spell attack; 2d10 Radiant damage
  • WardawayBard, Cleric, Paladin, Wizard
    • 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 BoltSorcerer, Warlock, Wizard
    • Initial hit now deals 2d12 Lightning damage; linked lightning deals bonus damage each subsequent turn

Level 2

  • Aganazzar's ScorcherSorcerer, 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
  • Arcane VigorSorcerer, Wizard, Hexblade, Artificer
    • Expend a spell slot to tap into your life force and regain hit points
  • DarkboltSorcerer, 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
  • Dazing BlastSorcerer, 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 ArmorSorcerer, 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
  • Elminster's ElusionWizard
    • Concentration; Advantage on saves vs spells and magical effects; Resistance to spell damage
  • Find SteedPaladin
    • Summon an otherworldly steed and immediately mount it; steed can Dash, Disengage, Dodge, or Attack each turn
  • Fire RuneWizard
    • 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
  • Gust of WindDruid, Sorcerer, Wizard
    • Push direction reworked; can now be recast as a Bonus Action each turn for up to 10 turns
  • Lesser RestorationBard, Cleric, Druid, Paladin, Ranger, Artificer
    • Now costs a Bonus Action instead of an Action
  • Mind SpikeSorcerer, Warlock, Wizard
    • Wisdom save; Psychic damage; on a failed save, you always know the target's location until the spell ends
  • Prayer of HealingCleric
    • Now also triggers a Short Rest effect (once per rest) when used out of combat
  • Shadow BladeSorcerer, Warlock, Wizard
    • Create a psychic weapon from shadow
  • Snilloc's Snowball SwarmSorcerer, Wizard
    • Hurl multiple snowballs; Dexterity save in a 5-ft sphere per snowball; Cold damage per snowball on a failed save
  • Summon BeastDruid, Ranger
    • Conjure a spirit beast ally
  • Tasha's Mind WhipSorcerer, 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 BondCleric, Paladin
    • Link to an ally to share damage and grant resistances

Level 3

  • Astral FloodBard, Sorcerer, Wizard
    • New: 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 VitalityPaladin, Cleric, Druid
    • Concentration; grants a Bonus Action each turn to cast Restore Vitality and heal yourself or nearby allies
  • Bestow CurseBard, Cleric, Warlock, Wizard
    • Touch; choose: Disadvantage on checks/saves/attacks, deal bonus damage, or rob target of its actions
  • Conjure BarrageRanger, Hexblade, Battle Smith
    • Cone of weapon projectiles dealing force damage (5d8); Dexterity save
  • Crusader's MantlePaladin, War
    • Aura that adds radiant damage to allies' attacks
  • Lightning ArrowRanger, Artillerist
    • Transform a weapon attack: 4d8 Lightning on a hit (half on a miss); creatures within 10 ft of target take 2d8 Lightning
  • Summon FeyDruid, Ranger, Warlock, Wizard
    • Conjure a fey spirit with multiple mood options

Level 4

  • Fount of MoonlightDruid, Bard
    • Concentration; Resistance to Radiant damage; melee attacks deal bonus Radiant damage on a hit
  • Spellfire StormSorcerer, 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
  • Vitriolic SphereSorcerer, 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

Level 5

  • Cone of ColdDruid, Sorcerer, Wizard
    • Revised to 8d8 Cold damage in an 18m cone; Constitution save, half damage on success
  • Steel Wind StrikeWizard, Hexblade, War
    • Vanish and make melee spell attacks (6d10 Force each) against up to 5 creatures; teleport to one of the targets
  • Synaptic StaticBard, Sorcerer, Warlock, Wizard
    • Intelligence save; 8d6 Psychic damage in a 6m sphere; applies Synaptic Static on a failed save

Level 6

  • Circle of DeathSorcerer, Wizard
    • 8d8 Necrotic damage in an 18m-radius sphere
  • DisintegrateSorcerer, Wizard
    • Player's Handbook (5.5e) revision: creatures that succeed on the save still take 40 Force damage

Clone this wiki locally