Paladin Spells: Difference between revisions
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The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. | The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. | ||
== Level 5 == | |||
{| class="wikitable" | |||
|+ Banishing Smite | |||
|- | |||
| Level: 5 || Casting Time: 1 Bonus Action || Abjuration | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.<br> | |||
Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. | |||
{| class="wikitable" | |||
|+ Blazing Thunderbolt Strike | |||
|- | |||
| Level: 5 || Casting Time: 1 Bonus Action || Evocation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal<br> | |||
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire). <br> | |||
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th. | |||
{| class="wikitable" | |||
|+ Circle of Power | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V | |||
|} | |||
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.<br> | |||
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws. | |||
{| class="wikitable" | |||
|+ Destructive Wave | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft Still Emanation || Duration: Instant || Components: V | |||
|} | |||
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. | |||
{| class="wikitable" | |||
|+ Dispel Evil and Good | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (holy water or powdered silver and iron) | |||
|} | |||
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond Drakomere Plane. For the duration, elementals, fey, highlings, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.<br> | |||
'''Break Enchantment.''' As your action, you touch a creature you can reach that is charmed, frightened, or possessed by an elemental, a fey, a highling, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.<br> | |||
'''Dismissal.''' As your action, make a melee spell attack against an elemental, a fey, a highling, or an undead you can reach. On a hit, you attempt to drive the creature past the First and Second Wards out of Drakomere. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.<br> | |||
This is one of the few commonly known planar travel spells, and pierces the First and Second Wards, for they send invaders out of Drakomere. | |||
{| class="wikitable" | |||
|+ Heavenly Pillar | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: 1 Round || Components: VS | |||
|} | |||
You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 5d8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned<br> | |||
If the target is outside and underneath the sky, the spell's damage increases by 2d8.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. | |||
{| class="wikitable" | |||
|+ Holy Weapon | |||
|- | |||
| Level: 5 || Casting Time: 1 Bonus Action || Evocation | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.<br> | |||
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. | |||
{| class="wikitable" | |||
|+ Rejuvenate | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier. | |||
{| class="wikitable" | |||
|+ Shining Armor | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb) | |||
|} | |||
You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration: | |||
*When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage. | |||
*Attacks made against you have disadvantage. | |||
*You have resistance to radiant damage. | |||
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.<br> | |||
When the spell ends, the magical plates vanish. | |||
{| class="wikitable" | |||
|+ Steel Wind Strike | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon) | |||
|} | |||
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br> | |||
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. | |||
{| class="wikitable" | |||
|+ Taboo | |||
|- | |||
| Level: 5 || Casting Time: 1 Minute || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 30 Days || Components: V | |||
|} | |||
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.<br> | |||
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.<br> | |||
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. |
Revision as of 01:07, 7 November 2022
Paladin Spells
Level 1
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 30ft | Duration: 10 Minutes (Concentration) | Components: VSM (a sprinkling of holy water) |
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Level: 1 | Casting Time: 1 Hour (Concentration) | Abjuration |
Range: Touch | Duration: Instant | Components: VSM (25 gp worth of powdered silver, which the spell consumes) |
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
- Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
- Bless Water. You touch one vial of water and cause it to become holy water.
- Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
- Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
- Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
- Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 1 Round | Components: V |
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- Silence. The target stops speaking for the duration of the spell.
- Speak. The target speaks for the duration of the spell.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Level: 1 | Casting Time: 1 Bonus Action | Enchantment |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: V |
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Level: 1 | Casting Time: 1 Action | Necromancy |
Range: Touch | Duration: 1 Instant | Components: VS |
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.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
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.
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.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VS |
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
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.
Level: 1 | Casting Time: 1 Action (Ritual) | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VSM (a yea leaf) |
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
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.
Level: 1 | Casting Time: 1 Action (Ritual) | Illusion |
Range: Self | Duration: 1 Hour | Components: VS |
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: VS |
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 5ft | Duration: 1 Round | Components: VSM (a bit of phosphorus) |
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 10 Minutes | Components: VS |
A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.
If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 Radiant Damage. The spell ends after shooting one ray.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS |
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.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Abjuration |
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, elementals, fey, 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.
Level: 1 | Casting Time: 1 Action (Ritual) | Transmutation |
Range: 10ft | Duration: Instant | Components: VS |
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Level: 1 | Casting Time: 1 Bonus Action | Abjuration |
Range: 60ft | Duration: 10 Minutes (Concentration) | Components: VSM (a small parchment with a bit of holy text written on it) |
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
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.
Level 2
Level: 2 | Casting Time: 1 Action | Abjuration |
Range: 30ft | Duration: 8 Hours | Components: VSM (a tiny strip of white cloth) |
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.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Level: 2 | Casting Time: 1 Action | Enchantment |
Range: Touch | Duration: 8 Hours | Components: V |
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration.
Level: 2 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Level: 2 | Casting Time: 1 Action | Enchantment |
Range: Touch | Duration: Instant | Components: V |
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding.
Level: 2 | Casting Time: 1 Action | Transmutation |
Range: Self | Duration: 1 Hour | Components: V |
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.
Level: 2 | Casting Time: 10 Minutes | Conjuration |
Range: 30ft | Duration: Instant | Components: VS |
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a Pony, a Camel, an Elk, Mastiff, or a Moorbounder. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a fey or highling (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Level: 2 | Casting Time: 1 Bonus Action | Transmutation |
Range: Touch | Duration: 1 Hour (Concentration) | Components: VS |
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it.
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged
Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.
Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property.
Level: 2 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: Instant | Components: VS |
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
Level: 2 | Casting Time: 1 Action | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VSM (a forked twig) |
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Level: 2 | Casting Time: 1 Bonus Action | Transmutation |
Range: Touch | Duration: 1 Hour (Concentration) | Components: VS |
You touch a weapon. Until the spell ends, that weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls.
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Level: 2 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 1 Hour | Components: VS |
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
Level: 2 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 10 Minutes | Components: VS |
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Level 3
Level: 3 | Casting Time: 1 Action (Ritual) | Transmutation |
Range: 30ft | Duration: 24 Hours | Components: VSM (A sample of contaminant or spores) |
Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.
Level: 3 | Casting Time: 1 Action | Evocation |
Range: 30ft Emanation | Duration: 1 Minute (Concentration) | Components: V |
Healing energy radiates from you in a 30ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 Hit Points.
Level: 3 | Casting Time: 1 Action | Necromancy |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: V |
You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
Level: 3 | Casting Time: 1 Action | Divination |
Range: 30ft | Duration: Instant, 1 Minute (Concentration) | Components: S |
You point to at willing creature within range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated. You and the target take the higher of your two's Initiative rolls.
- If you and the target both make melee attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
- If you and the target both make ranged attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
- If you both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.
This spell ends if you and the target cannot see each other, or if one of you falls unconscious or dies.
Level: 3 | Casting Time: 1 Bonus Action | Enchantment |
Range: 30ft | Duration: Instant | Components: VS |
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.
Level: 3 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 Radiant Damage to the target. Additionally, the target must succeed on a Constitution Saving throw or be Blinded until the spell ends.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.
Level: 3 | Casting Time: 1 Action | Conjuration |
Range: 30ft | Duration: Instant | Components: VS |
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Level: 3 | Casting Time: 1 Action | Evocation |
Range: 30ft Emanation | Duration: 1 Minute (Concentration) | Components: V |
Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.
Level: 3 | Casting Time: 1 Action | Evocation |
Range: 60ft | Duration: 1 Hour | Components: VS |
A 60ft radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Level: 3 | Casting Time: 1 Action | Divination |
Range: Touch | Duration: 1 Hour (Concentration) | Components: VS |
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
Level: 3 | Casting Time: 1 Action | Abjuration |
Range: 120ft | Duration: Instant | Components: VS |
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Level: 3 | Casting Time: 1 Action | Transmutation |
Range: Touch | Duration: Instant, 1 Hour (Concentration) | Components: VS |
A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.
Level: 3 | Casting Time: 1 Action | Necromancy |
Range: 15ft | Duration: 1 Round (Concentration) | Components: VS |
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.
This spell has no effect on undead, constructs, or creatures that have 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
Level: 3 | Casting Time: 1 Action | Necromancy |
Range: 30ft | Duration: Instant | Components: VS |
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Level: 3 | Casting Time: 1 Reaction when you re forced to make a Saving Throw against a damaging effect | Abjuration |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: V |
Among the faithful followers of the Three, the purity martyr’s bargain represents true faith and true sacrifice. You bear a damaging effect upon yourself to shield your allies. When you and any number of creatures within range are subjected to a saving throw against a damaging effect, you prevent that damage. When this spell ends, you suffer the maximum possible damage that the effect could have caused you. This damage cannot be reduced or prevented in any way.
Level: 3 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: Instant | Components: VS |
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Level: 3 | Casting Time: 1 Action | Necromancy |
Range: Touch | Duration: Instant | Components: VSM (diamonds worth 300GP, which the spell consumes) |
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Level: 3 | Casting Time: 1 Bonus Action | Necromancy |
Range: 10ft Moving Emanation | Duration: 1 Minute (Concentration) | Components: VS |
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Level 4
Level: 4 | Casting Time: 1 Action | Illusion |
Range: 15ft Moving Emanation | Duration: 1 Minute (Concentration) | Components: V |
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.
Level: 4 | Casting Time: 1 Action | Necromancy |
Range: 30ft Moving Emanation | Duration: 10 Minutes (Concentration) | Components: V |
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Level: 4 | Casting Time: 1 Action | Abjuration |
Range: 30ft Emanation | Duration: 10 Minutes (Concentration) | Components: V |
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: Blinded, Burning, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Slowed, and Stunned.
Level: 4 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 10 Days | Components: V |
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.
Level: 4 | Casting Time: 1 Action | Abjuration |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VSM (an item distasteful to the target worth at least 1CP) |
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Level: 4 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VS |
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Level: 4 | Casting Time: 10 Minutes | Conjuration |
Range: 30ft | Duration: Instant | Components: VS |
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a Griffon, a Pegasus, a Peryton, a Dire Wolf, a Rhinoceros, or a Saber-Toothed Tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a fey or highling (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Level: 4 | Casting Time: 1 Bonus Action | Evocation |
Range: 10ft Moving Emanation | Duration: 1 Minute (Concentration) | Components: V |
With a word, you begin to glow with a circular aura of swirling light that sears and rebukes your foes. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature ends its turn within 10 feet of you, you can force it to make a Constitution saving throw.
On a failed saving throw, it takes 3d6 radiant damage and it has disadvantage on any attack rolls made against you before the end of its next turn. On a success, a creature takes half damage and suffers no other effects.
Creatures of your choice within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on sight and on saving throws to maintain concentration.
Level: 4 | Casting Time: 1 Action | Necromancy |
Range: 60ft | Duration: Instant | Components: VS |
A burst of healing energy blooms into existence in a 15-foot radius sphere centered on a point you can see within range. Up to four creatures of your choice within the area each regain hit points equal to 2d6 + your spellcasting ability modifier. Any creature that has more than 0 hit points when it is affected by this spell also gains temporary hit points equal to your spellcasting ability modifier (minimum of one)
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 2 and the healing increases by 1d6 for each slot level above 4th.
Level: 4 | Casting Time: 1 Action | Divination |
Range: Self | Duration: 1 Hour (Concentration) | Components: VSM (a bit of fur from a bloodhound) |
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Level: 4 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Level 5
Level: 5 | Casting Time: 1 Bonus Action | Abjuration |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.
Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Level: 5 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire).
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th.
Level: 5 | Casting Time: 1 Action | Abjuration |
Range: 30ft Moving Emanation | Duration: 10 Minutes (Concentration) | Components: V |
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Level: 5 | Casting Time: 1 Action | Evocation |
Range: 30ft Still Emanation | Duration: Instant | Components: V |
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Level: 5 | Casting Time: 1 Action | Abjuration |
Range: Self | Duration: 1 Minute (Concentration) | Components: VSM (holy water or powdered silver and iron) |
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond Drakomere Plane. For the duration, elementals, fey, highlings, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by an elemental, a fey, a highling, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against an elemental, a fey, a highling, or an undead you can reach. On a hit, you attempt to drive the creature past the First and Second Wards out of Drakomere. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
This is one of the few commonly known planar travel spells, and pierces the First and Second Wards, for they send invaders out of Drakomere.
Level: 5 | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: 1 Round | Components: VS |
You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 5d8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned
If the target is outside and underneath the sky, the spell's damage increases by 2d8.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Level: 5 | Casting Time: 1 Bonus Action | Evocation |
Range: Touch | Duration: 1 Hour (Concentration) | Components: VS |
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Level: 5 | Casting Time: 1 Action | Necromancy |
Range: Touch | Duration: 1 Minute (Concentration) | Components: VS |
You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier.
Level: 5 | Casting Time: 1 Action | Evocation |
Range: Self | Duration: 1 Hour (Concentration) | Components: VSM (a glass orb) |
You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage.
- Attacks made against you have disadvantage.
- You have resistance to radiant damage.
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.
When the spell ends, the magical plates vanish.
Level: 5 | Casting Time: 1 Action | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (a melee weapon) |
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Level: 5 | Casting Time: 1 Minute | Enchantment |
Range: 60ft | Duration: 30 Days | Components: V |
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.