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Spells
yoonmoonsik edited this page Jul 7, 2026
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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.
For which classes can use a given spell's scroll, see Spell Scrolls.
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Blade Ward — Bard, Sorcerer, Warlock, Wizard, Artificer
- 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
- Explode a nearby corpse, impaling creatures around it; Dexterity save; Piercing damage (scales with level)
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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 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)
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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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Absorb Elements — Druid, Ranger, Sorcerer, Wizard, 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)
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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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Ballistic Smite — Paladin, Artificer, Spellslinger
- 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)
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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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Cloak of Shadow — Wizard
- Bonus Action; Concentration; become Invisible and gain Advantage on Stealth checks for up to 10 turns
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Color Spray — Sorcerer, Wizard
- 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
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False Life — Sorcerer, Warlock (Fiendish Vigor), Wizard, Artificer
- Now grants 2d4 + 4 temporary hit points (up from 1d4 + 4), plus 5 additional temporary HP per spell slot level above 1st
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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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Tide of Darkness — 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
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Umbral Tendril — 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)
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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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Aganazzar's Scorcher — 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
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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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Dazing Blast — 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
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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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Fire Rune — 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
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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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Searing Orb — 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
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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
- 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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Murmurs of Doom — 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
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Summon Fey — Druid, Ranger, Warlock, Wizard
- Conjure a fey spirit with multiple mood options
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Tidal Wave — 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
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Trollblood Infusion — 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
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Void Strike — Wizard
- Ranged spell attack with Advantage; 5d8 Necrotic damage and the target is Frightened of you until the start of your next turn
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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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Murder of Crows — 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
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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