Level 1: Difference between revisions

5,544 bytes added ,  02:03, 28 July 2022
Line 290: Line 290:


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.
{| class="wikitable"
|+ Detect Poison (Cleric, Druid, Paladin)
|-
| 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.
{| class="wikitable"
|+ Disguise Self (Cleric, Druid, Paladin)
|-
| 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.
{| class="wikitable"
|+ Dissonant Whisper (Bard)
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment
|-
| Range: Self || Duration: Instant || Components: V
|}
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
:'''At Higher Levels.''' When 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"
|+ Distort Value (Bard, Sorcerer, Wizard, Warlock)
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
|-
| Range: Toch || Duration: 8 Hours || Components: V
|}
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
{| class="wikitable"
|+ Divine Favor (Cleric, Paladin)
|-
| 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.
{| class="wikitable"
|+ Earth Tremor (Bard, Druid, Sorcerer, Wizard)
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
:'''At Higher Levels.''' When 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)
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS
|}
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
{| class="wikitable"
|+ Expeditious Retreat (Sorcerer, Warlock, Wizard)
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.