Level 1: Difference between revisions

257 bytes added ,  03:09, 15 December 2022
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{| class="wikitable"
{| class="wikitable"
|+ Absorb Elements (Druid, Sorcerer, Wizard)
|+ Absorb Elements (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Reaction || Abjuration
| Level: 1 || Casting Time: 1 Reaction || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Animal Friendship (Bard, Druid)
|+ Animal Friendship (Bard, Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
| Level: 1 || Casting Time: 1 Action || Enchantement
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{| class="wikitable"
{| class="wikitable"
|+ Armor of Ice (Warlock)
|+ Armor of Faethon (Warlock)
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration
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| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water)
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water)
|}
|}
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 Acid damage.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.


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{| class="wikitable"
{| class="wikitable"
|+ Beast Bond (Druid)
|+ Beast Bond (Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Divination
| Level: 1 || Casting Time: 1 Action || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Burning Hands (Sorcerer, Wizard)
|+ Burning Hands (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Caustic Brew (Sorcerer, Wizard)
|+ Caustic Brew (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Chromatic Orb (Sorcerer, Wizard)
|+ Chromatic Orb (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Create or Destroy Water (Cleric, Druid)
|+ Create or Destroy Water (Cleric, Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation
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{| class="wikitable"
{| class="wikitable"
|+ Cure Wounds (Bard, Cleric, Druid, Paladin)
|+ Cure Wounds (Bard, Cleric, Druid, Paladin, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
|}
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
For the duration, you know if there is an aberration, celestial, elemental, highling, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.


The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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{| class="wikitable"
{| class="wikitable"
|+ Detect Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|+ Detect Magic (Bard, Cleric, Druid, Paladin, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Detect Poison (Cleric, Druid, Paladin)
|+ Detect Poison (Cleric, Druid, Paladin, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Earth Tremor (Bard, Druid, Sorcerer, Wizard)
|+ Earth Tremor (Bard, Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Entangle (Druid)
|+ Ensnaring Strike (Shaman)
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
 
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Entangle (Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Faerie Fire (Bard, Druid)
|+ Faerie Fire (Bard, Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Find Familiar (Wizard)
|+ Find Familiar (Shaman, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Flash (Cleric, Paladin, Sorcerer, Wizard)
|+ Flash (Cleric, Paladin)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Fog Cloud (Druid, Sorcerer, Wizard)
|+ Fog Cloud (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Frost Fingers (Wizard)
|+ Frost Fingers (Shaman, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Guiding Bolt (Cleric)
|+ Guiding Bolt (Cleric, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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=== H-R ===
=== H-R ===
{| class="wikitable"
|+ Hail of Thorns (Shaman)
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


{| class="wikitable"
{| class="wikitable"
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{| class="wikitable"
{| class="wikitable"
|+ Hex (Warlock)
|+ Hex (Shaman, Warlock)
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Ice Knife (Druid, Sorcerer, Wizard)
|+ Ice Knife (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Identify (Bard, Wizard)
|+ Identify (Bard, Shaman, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Protection From Evil and Good (Cleric, Paladin, Warlock, Wizard)
|+ Protection From Evil and Good (Cleric, Paladin, Shaman, Warlock, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration
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| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
|}
|}
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, highlings, and undead.


The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
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{| class="wikitable"
{| class="wikitable"
|+ Purify Food and Drink (Cleric, Druid, Paladin)
|+ Purify Food and Drink (Cleric, Druid, Paladin, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation
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{| class="wikitable"
{| class="wikitable"
|+ Ray of Sickness (Sorcerer, Wizard)
|+ Ray of Sickness (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy
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{| class="wikitable"
{| class="wikitable"
|+ Sanctuary (Cleric)
|+ Sanctuary (Cleric, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Sleep (Bard, Sorcerer, Wizard)
|+ Sleep (Bard, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Snare (Druid, Wizard)
|+ Snare (Druid, Shaman, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Minute || Abjuration
| Level: 1 || Casting Time: 1 Minute || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Speak With Animals (Bard, Druid)
|+ Speak With Animals (Bard, Druid, Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Sudden Spark (Sorcerer, Wizard)
|+ Sudden Spark (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Thunderwave (Bard, Druid, Sorcerer, Wizard)
|+ Thunderwave (Bard, Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Witch Bolt (Bard, Druid, Sorcerer, Wizard)
|+ Witch Bolt (Bard, Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation
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|}
|}
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
{| class="wikitable"
|+ Zephyr Strike (Paladin, Shaman)
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.




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|}
|}
You touch a the gem or jewel in the material components for the spell for one minute. After the casting, the gem or jewel becomes an untethered Homestone.
You touch a the gem or jewel in the material components for the spell for one minute. After the casting, the gem or jewel becomes an untethered Homestone.
{| class="wikitable"
|+ Ensnaring Strike
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
{| class="wikitable"
|+ Hail of Thorns
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.




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You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
{| class="wikitable"
|+ Zephyr Strike
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.