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Spells
yoonmoonsik edited this page Jun 29, 2026
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Over 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.
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Blade Ward — Bard, Sorcerer, Warlock, Wizard, Artificer
- 2024 PHB revision: now Concentration; forces attackers to subtract 1d4 from attack rolls against you for up to 10 turns
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Booming Blade — Sorcerer, Warlock, Wizard, Artificer
- Melee attack; afflicts your foe with resonance that deals bonus Thunder damage when they move
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Bursting Sinew — Cleric, Sorcerer, Wizard
- Necrotic cantrip that impedes the target's movement
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Finger Guns — Bard, Sorcerer, Wizard, Artificer, Spellslinger
- Ranged spell attack; Force damage; applies Weapon Mastery Slow on hit
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Frightful Start — Bard, Sorcerer, Warlock, Wizard
- Wisdom save; target must succeed or have the Frightened condition until the start of your next turn
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Green-Flame Blade — Sorcerer, Warlock, Wizard, Artificer
- Melee attack; on a hit, green fire leaps from the target to a creature within 5 ft
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Hellfire — Sorcerer, Warlock, Wizard
- Charisma save; deals Fire and Necrotic damage (each scaling with level) to a creature within range
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Holy Word — 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
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Mind Sliver — Sorcerer, Warlock, Wizard
- Intelligence save; Psychic damage; target subtracts 1d4 from its next saving throw on a failed save
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Sorcerous Burst — Sorcerer
- Ranged spell attack; choose from 7 damage types: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder
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Starry Wisp — Druid, Bard
- Ranged spell attack; Radiant damage; target emits Dim Light and loses Invisible benefits until end of your next turn
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Sword Burst — Sorcerer, Warlock, Wizard, Artificer
- Dexterity save; spectral blades deal Force damage to all creatures within 5 ft
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Thunderclap — Bard, Druid, Sorcerer, Warlock, Wizard, Artificer
- Constitution save; Thunder damage to all creatures in a 5-ft Emanation
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Toll the Dead — Cleric, Warlock, Wizard
- Necrotic damage; deals more to injured targets
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True Strike — Bard, Sorcerer, Warlock, Wizard, Artificer
- Melee spell attack using your spellcasting ability; can deal Radiant or weapon damage type
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Vengeful Blade — Illrigger, 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
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Word of Radiance — Cleric
- Constitution save; Radiant damage to chosen creatures in a 5-ft Emanation
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Armor of Agathys — Warlock
- Now cast as a Bonus Action; surrounds with icy armor granting temporary HP and dealing Cold damage to attackers
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Chromatic Orb — Sorcerer, 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%)
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Color Spray — Sorcerer, Wizard
- 2024 PHB revision: Constitution save in a 15 ft cone; Blinded until end of next turn on a failed save
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Cure Wounds — Bard, Cleric, Druid, Paladin, Ranger, Artificer
- Now restores 2d8 + spellcasting modifier HP (up from 1d8)
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Divine Smite — Paladin
- Redesigned as a prepared spell in the 2024 PHB
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Healing Word — Bard, Cleric, Druid
- Now restores 2d4 + spellcasting modifier HP (up from 1d4)
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Hell's Lash — Sorcerer, Warlock, Wizard
- Constitution save; 4d4 fire damage and tethers target; tethered creature takes 2d4 fire damage each turn until it saves
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Spellfire Flare — Sorcerer, Wizard
- Ranged spell attack; 2d10 Radiant damage
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Wardaway — Bard, 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
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Witch Bolt — Sorcerer, Warlock, Wizard
- Initial hit now deals 2d12 Lightning damage; linked lightning deals bonus damage each subsequent turn
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Arcane Vigor — Sorcerer, Wizard, Hexblade, Artificer
- Expend a spell slot to tap into your life force and regain hit points
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Darkbolt — 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
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Death Armor — 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
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Elminster's Elusion — Wizard
- Concentration; Advantage on saves vs spells and magical effects; Resistance to spell damage
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Find Steed — Paladin
- Summon an otherworldly steed and immediately mount it; steed can Dash, Disengage, Dodge, or Attack each turn
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Gust of Wind — Druid, Sorcerer, Wizard
- Push direction reworked; can now be recast as a Bonus Action each turn for up to 10 turns
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Lesser Restoration — Bard, Cleric, Druid, Paladin, Ranger, Artificer
- Now costs a Bonus Action instead of an Action
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Mind Spike — Sorcerer, Warlock, Wizard
- Wisdom save; Psychic damage; on a failed save, you always know the target's location until the spell ends
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Prayer of Healing — Cleric
- Now also triggers a Short Rest effect (once per rest) when used out of combat
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Shadow Blade — Sorcerer, Warlock, Wizard
- Create a psychic weapon from shadow
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Snilloc's Snowball Swarm — Sorcerer, Wizard
- Hurl multiple snowballs; Dexterity save in a 5-ft sphere per snowball; Cold damage per snowball on a failed save
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Summon Beast — Druid, Ranger
- Conjure a spirit beast ally
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Tasha's Mind Whip — 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
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Warding Bond — Cleric, Paladin
- Link to an ally to share damage and grant resistances
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Astral Flood — Bard, 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
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Aura of Vitality — Paladin, Cleric, Druid
- Concentration; grants a Bonus Action each turn to cast Restore Vitality and heal yourself or nearby allies
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Bestow Curse — Bard, Cleric, Warlock, Wizard
- Touch; choose: Disadvantage on checks/saves/attacks, deal bonus damage, or rob target of its actions
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Conjure Barrage — Ranger, Hexblade, Battle Smith
- Cone of weapon projectiles dealing force damage (5d8); Dexterity save
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Crusader's Mantle — Paladin, War
- Aura that adds radiant damage to allies' attacks
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Lightning Arrow — Ranger, Artillerist
- Transform a weapon attack: 4d8 Lightning on a hit (half on a miss); creatures within 10 ft of target take 2d8 Lightning
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Summon Fey — Druid, Ranger, Warlock, Wizard
- Conjure a fey spirit with multiple mood options
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Fount of Moonlight — Druid, Bard
- Concentration; Resistance to Radiant damage; melee attacks deal bonus Radiant damage on a hit
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Spellfire Storm — 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
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Vitriolic Sphere — 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
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Cone of Cold — Druid, Sorcerer, Wizard
- Revised to 8d8 Cold damage in an 18m cone; Constitution save, half damage on success
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Steel Wind Strike — Wizard, Hexblade, War
- Vanish and make melee spell attacks (6d10 Force each) against up to 5 creatures; teleport to one of the targets
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Synaptic Static — Bard, Sorcerer, Warlock, Wizard
- Intelligence save; 8d6 Psychic damage in a 6m sphere; applies Synaptic Static on a failed save