Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Bestial Roar
|
+5 |
1 action |
Self (10-foot-radius sphere) |
Instantaneous |
|
V |
|
| Notes: | You release a loud, monstrous roar mimicking those of ravenous breasts, causing shockwaves around you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. |
Stalker’s Eye
|
+5 |
1 action |
Touch |
Concentration, up to 1 minute |
|
V, S, M (small magnifying lens) |
|
| Notes: | A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defences. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends. |
Vicious Mockery
|
+5 |
1 action |
60 feet |
Instantaneous |
1d4 |
V |
|
| Notes: | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Action
|
+5 |
1 action |
30 feet |
1 round |
|
V, S, M (a shaving of licorice root) |
|
| Notes: | Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (melee attack only), Dash, Disengage, Hide, or Use an Object action. |
Cure Wounds
|
+5 |
1 action |
Touch |
Instantaneous |
1d8 + 2 |
V, S |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Healing Word
|
+5 |
1 bonus action |
40 ft |
Instantaneous |
1d4 +2 |
V |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Heroism
|
+5 |
1 action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Aid
|
+5 |
1 action |
30 feet |
8 hours |
|
V, S, M (a tiny strip of white cloth) |
|
| Notes: | Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. |
Blindness/Deafness
|
+5 |
1 action |
30 feet |
1 minute |
|
V |
|
| Notes: | You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. |
Inequality
|
+5 |
1 action |
30 feet |
|
|
V, S, M (a drop of blood and water, mixed) |
|
| Notes: | You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell. |
Level 3 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Inequality
|
+5 |
1 action |
30 feet |
|
|
V, S, M (a drop of blood and water, mixed) |
|
| Notes: | You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell. |
Leomund's Tiny Hut
|
+5 |
1 minute |
Self (10-foot-radius hemisphere) |
8 hours |
|
V, S, M (a small crystal bead) |
|
| Notes: | A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. |
Mass Healing Word
|
+5 |
1 bonus action |
60 feet |
Instantaneous |
|
V |
|
| Notes: | As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |