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Spells Database

Search and filter through 936 spells from the SRD and expanded content.

Acid Splash

Cantrip
Evocation • 1 action • 60 feet

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere [Area of Effect]. Each creature in that Sphere [Area of Effect] must succeed on a Dexterity saving throw or take 1d6 Acid damage.

SorcererWizardArtificer

Blade Ward

Cantrip
Abjuration • 1 action • Self

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

BardSorcererWarlock +
C

Booming Blade

Cantrip
Evocation • 1 action • Self (5-foot radius)

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

ArtificerSorcererWarlock +
TCE

Chill Touch

Cantrip
Necromancy • 1 action • Touch

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

SorcererWarlockWizard

Control Flames

Cantrip
Transmutation • 1 action • 60 feet

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. • You instantaneously extinguish the flames within the cube. • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

DruidSorcererWizard
XGE

Create Bonfire

Cantrip
Conjuration • 1 action • 60 feet

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

DruidSorcererWarlock +
XGE
C

Dancing Lights

Cantrip
Illusion • 1 action • 120 feet

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

BardSorcererWizard +
C

Druidcraft

Cantrip
Transmutation • 1 action • 30 feet

Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube [Area of Effect]. Fire Play: You light or snuff out a candle, a torch, or a campfire.

Druid

Eldritch Blast

Cantrip
Evocation • 1 action • 120 feet

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Warlock

Elementalism

Cantrip
Transmutation • 1 action • 30 feet

You exert control over the elements, creating one of the following effects within range. Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube [Area of Effect]. Doors and shutters being held open by someone or something aren't affected. Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube [Area of Effect]. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube [Area of Effect]. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube [Area of Effect] to assume a crude shape (such as that of a creature) for 1 hour.

DruidSorcererWizard +
SRD

Encode Thoughts

Cantrip
Enchantment • 1 action • Self

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentration on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

GGR

Fire Bolt

Cantrip
Evocation • 1 action • 120 feet

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

SorcererWizardArtificer

Friends

Cantrip
Enchantment • 1 action • 10 feet

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

BardSorcererWarlock +
C

Frostbite

Cantrip
Evocation • 1 action • 60 feet

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

DruidSorcererWarlock +
XGE

Green-Flame Blade

Cantrip
Evocation • 1 action • Self (5-foot radius)

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

ArtificerSorcererWarlock +
TCE

Guidance

Cantrip
Divination • 1 action • Touch

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

ClericDruidArtificer
C

Gust

Cantrip
Transmutation • 1 action • 30 feet

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

DruidSorcererWizard
XGE

Infestation

Cantrip
Conjuration • 1 action • 30 feet

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

DruidSorcererWarlock +
XGE

Light

Cantrip
Evocation • 1 action • Touch

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.

BardClericSorcerer +

Lightning Lure

Cantrip
Evocation • 1 action • Self (15-foot radius)

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

ArtificerSorcererWarlock +
TCE

Mage Hand

Cantrip
Conjuration • 1 action • 30 feet

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.

BardSorcererWarlock +

Magic Stone

Cantrip
Transmutation • 1 bonus action • Touch

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

DruidWarlockArtificer
XGE

Mending

Cantrip
Transmutation • 1 minute • Touch

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object.

BardClericDruid +

Message

Cantrip
Transmutation • 1 action • 120 feet

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

BardDruidSorcerer +
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