5th-Level Spells

5th Level

Alkahest

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the lymph nodes of a Large Beast)
  • Duration: 1 hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You touch a target, applying it to a universal solvent and it begins to dissolve. A creature targeted in this way takes 3d8 acid damage at the start of each of its turns for the duration. At the end of each of its turns, the target can make a Constitution saving throw, noting each success. Once the target has succeeded on three saving throws against this spell, the spell ends for the target.

This spell deals 6d8 acid damage to a nonmagical object targeted with this spell at the start of each of your turns. If you target an object of Large size or larger, the spell dissolves a 5-foot cube hole in the object.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt each time increases by 1d8 for each slot level above 5th.

Ancestral Weapon

5th-level divination


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Shaman,
  • Origin: Jack Weighill

You call upon a spirit from the distant past to lend its strength to a weapon you touch. Until the spell ends, whenever a creature makes a weapon attack using the target weapon, they roll a d6 and add the result to their attack roll. In addition, weapon attacks made with it deal an extra 3d4 force damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

Animate Objects

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. Each of the objects are your Companion.

Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a Construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Antilife Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: 10-foot radius
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Druid, Odic
  • Origin: Player's Handbook

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Arcane Seal

5th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (gold dust and fine wax worth at least 50 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Runeshaper, Wizard
  • Origin: Jack Weighill

You touch a closed door, window, gate, chest, letter, bag or other entryway or container, and it becomes locked for the duration with a magical seal that is visible on the object. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for as long as the speaker chooses, up to 1 hour. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock using a spell slot of 5th level or higher on the object suppresses arcane seal for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it, force it open or pick any locks on it increases by 15.

Atropal Star

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of rotting amniotic fluid)
  • Duration: Instantaneous
  • Classes: Warlock,
  • Origin: Jack Weighill

You invoke the power of Atropus, the World Born Dead. A rotting core of necrotic energy forms at a point that you can see within range, sucking in the lifeforce of each creature within 20 feet of it. Each creature within the area must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.

The core then explodes, unleashing the stored lifeforce in a 20-foot-radius sphere around it. Each creature within the area must make a Dexterity saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.

Awaken

5th-level transmutation (ritual)


  • Casting Time: 8 h
  • Range: Touch
  • Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Druid, Odic
  • Origin: Player's Handbook

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller Beast, Plant, or noncreature plant. The target must have either no Intelligence score or an Intelligence of 9 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Banishing Smite

5th-level abjuration (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Invoker, Paladin
  • Origin: Player's Handbook

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.

If this attack reduces the target to 50 hit points or fewer, you banish it to a harmless demiplane. While there, it is incapacitated.

When the spell ends, if the target is native to the plane of existence you're on, or the spell ends before 1 minute has passed, it reappears in the space it left, or the nearest unoccupied space if that space is occupied. Otherwise, the target returns to a random location that it is familiar with on its home plane, usually a place of significance to the creature, such as their birthplace.

Bestow Greater Curse

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Accursed
  • Origin: Jack Weighill

You touch a creature, cursing them for the spell’s duration. The target can make a Wisdom saving throw at the start of each of its turns, recording the result. If the target succeeds on three saving throws before accruing three failures, the spell ends. If the target fails three saving throws before accruing three successes, they stop making saving throws and the spell persists for its full duration.

When you cast this spell, choose the nature of the curse from the following options:

  • While cursed, the target has disadvantage on ability checks and saving throws that use Strength or Constitution.
  • While cursed, the target has disadvantage on ability checks and saving throws that use Dexterity or Intelligence.
  • While cursed, the target has disadvantage on ability checks and saving throws that use Wisdom or Charisma, except those made against this spell.
  • While cursed, the target has disadvantage on attack rolls.
  • While cursed, the target must succeed on a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its entire turn doing nothing.
  • While the cursed, the target takes an extra 1d8 necrotic damage whenever it takes damage.

At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

A successful remove curse spell or similar magic ends the curse early.

Bigby's Hand

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an eggshell and a snakeskin glove)
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Binding Burst

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Paladin, Prism, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a burst of powerful energy that extends in a 10-foot-radius around you. Each creature within caught in the area must make a Strength saving throw. On a failure, a creature suffers 5d8 force damage and is pushed 10 feet away from you and up into the air. It is then suspended in place in the air, paralyzed. On a success, a creature suffers half damage and is instead pushed only 10 feet away from you.

A creature paralyzed in this way remakes the saving throw at the end of each of its subsequent turns or whenever it would suffer damage. On a success, it is pushed 10 feet away from the spell’s original point of origin before ending the spell’s effect altogether.

At Higher Levels. If you cast this spell using a 6th level spell slots or higher, the damage increases by 1d8 for each spell slot level expended above 5th.

Blast of Darkness

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Accursed, Astromancer, Odic, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You unleash a wave of shadow out in a 30-foot cone in front of you that saps the life from all creatures it touches. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 5d8 necrotic damage, or half as much on a success.

For the remaining the duration, the area is covered in magical darkness. Any creature that starts their turn within the darkness is blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a 6th level spell slot or higher, the damage increases by 1d8 for every spell slot expended above 5th.

Bowgentle's Fleeting Journey

5th-level conjuration


  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (a weight from a pendulum)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You teleport yourself to an unoccupied space that you can see, or a location that you have been to at least once. When the spell ends, you reappear in the nearest unoccupied space to where you first cast the spell. If you try to target a location on another plane, the spell fails.

Brimstone

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of sulphur)
  • Duration: Instantaneous
  • Classes: Alchemist, Cleric, Inquisitor, Warlock,
  • Origin: Blackstaff's Book of 1000 Spells

You unleash a sickening flame in a 20-foot radius, 40-foot high cylinder. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature takes 8d6 fire damage and becomes poisoned for 1 minute. On a success, it takes half as much damage and is not poisoned. A poisoned target can repeat its saving throw at the end of each of its subsequent turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 2d6 for each slot level above 5th.

Cacophony

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash a sound of such magnitude that it shakes the very earth. Each creature within a 20-foot radius around you must succeed on a Constitution saving throw. On a failure, a creature takes 5d10 thunder damage and is deafened for 1 minute. A creature that is reduced to 0 hit points by this spell suffers permanent deafness that can only be cured by a greater restoration spell or similar magic. On a successful saving throw, a creature takes half damage and is not deafened. The sound created by the spell can be heard from up to 1 mile away.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage dealt increases by 1d10 for each spell slot level expended above 5th.

Chaos Combustion

5th level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Alchemist, Odic, Sorcerer
  • Origin: Jack Weighill

A shimmering beam of multicoloured light appears above you, before slamming into the ground, exploding into a burst of chaotic energy. Each creature within 30 feet of you must make a Constitution saving throw. A creature that fails its saving throw takes 6d10 damage, or half as much on a success.

Then, roll 2d10, choosing one result. The damage dealt by the spell is determined by the chosen number, as shown below.

⠀d10⠀ Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
6 necrotic
7 poison
8 psychic
9 radiant
10 thunder

Each time you roll a d10 as a part of this spell (for damage, or determining the spell's damage type), record the number rolled. After you have rolled all d10s, sort all results into pairs, pairing matching numbers wherever possible. For each pair of matching numbers, roll 1d6, adding the result to the spell's damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 for each spell slot level expended above 5th.

Chilling Frost

5th level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Sorcerer, Warden, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You choose to envelop a target within range with a swirling frost. The target takes 7d6 cold damage, and is covered by a chilling frost for the duration. The target must make a Dexterity saving throw. On a success, it only takes half the cold damage, and the spell ends.

However, if the target fails the saving throw, it must continue to make Dexterity saving throws at the beginning of each of its turns or take 3d6 cold damage. On a successful save, the spell ends. A target reduced to 0 hit points by this spell becomes a frozen statue.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of initial and ongoing cold damage increases by 1d6 for each slot level above 5th.

Cindervine

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the ashes from a burnt tree)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Odic, Sorcerer, Warden, Warlock, Wizard
  • Origin: Jack Weighill

You conjure forth a writhing tendril of burning ashes at a point that you can see within range. The tendril can lashout at any creature that comes within 30 feet of it. Whenever a creature enters this area for the first time, or starts its turn there, you can choose for the cindervine to lash out at that creature. A target must make a Dexterity saving throw. On a failure, the target takes 5d8 fire damage and has its movement reduced by half until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the spell’s damage increases by 1d8 for every slot level expended above 5th.

Circle of Power

5th-level abjuration


  • Casting Time: 30 minutes
  • Range: 30-foot radius
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Paladin, Runeshaper
  • Origin: Player's Handbook

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.

Cloak of Stars

5th-level illusion


  • Casting Time: 1 bonus action or 1 reaction; which you take when a creature that you can see within range becomes the target of an attack
  • Range: 60 feet
  • Components: V, S, M (a pinch of stardust)
  • Duration: 1 round
  • Classes: Astromancer
  • Origin: Jack Weighill

You cloak the target with a shimmer of stardust, causing it to become invisible until the end of its next turn, or until after it attacks or casts a spell.

Cloudkill

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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.

Commune

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (incense and a vial of holy, or unholy water)
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Occultist
  • Origin: Player's Handbook

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Commune with Civilisation

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Wizard
  • Origin: Player's Handbook

You briefly become one with civilization and gain knowledge of the surrounding territory. In a civilized area, the spell gives you knowledge of the area within 3 miles of you. The spell doesn’t function where there is no construction, such as in the wilderness. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Road layout and landmarks
  • Prevalent goods, services, factions, or cultures
  • Powerful celestials, fey, fiends, elementals, or undead
  • Influence from other planes of existence
  • Building types of your choice

For example, you could determine the fastest route to the city center, the popular local foods, and the location of any blacksmiths in the area.

Commune with Nature

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Odic, Ranger
  • Origin: Player's Handbook

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent plants, minerals, animals, or peoples
  • Powerful celestials, fey, fiends, elementals, or undead
  • Influence from other planes of existence
  • Buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Cone of Cold

5th-level evocation


  • Casting Time: 1 action
  • Range: 60-foot cone
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

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.

Conjure Volley

5th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (one piece of ammunition or one thrown weapon)
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Player's Handbook

You fire a piece of ammunition from a ranged weapon or throw a weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 60-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 10d8 piercing damage on a failed save, or half as much damage on a successful one.

Contact Other Plane

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Astromancer, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You mentally contact a demi god, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Contagion

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 7 days
  • Classes: Alchemist, Cleric, Druid, Odic
  • Origin: Player's Handbook

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and Charisma saving throws. Additionally, whenever the creature takes damage that isn't psychic damage for the first time on a turn, it takes an extra 2d10 necrotic damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature must succeed on a Wisdom saving throw at the start of each of its turns or suffer the effects of the confusion spell until the start of its next turn.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws, unless it's a saving throw made against this spell. Additionally, it starts bleeding (1d6) at the start of each of its turns.

Control Lesser Weather

5th-level transmutation


  • Casting Time: 10 minutes
  • Range: 5-mile radius
  • Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration, up to 8 hours
  • Classes: Cleric, Druid, Shaman, Warden, Wizard
  • Origin: Jack Weighill

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Tempuration
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 None
2 Breeze
3 Strong wind
4 Gale force winds

Control Winds

5th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You take control of the air in an up to 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later. You can also use your action to temporarily halt the effect or to restart one you’ve halted.


  • Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
  • Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Corona of Battle

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a iron ring)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Invoker, Paladin
  • Origin: Swordmeow

You awaken and spread power and might within your allies. You and any creatures of your choice who are within a 30-foot radius can reroll one attack or damage roll they make on each of their turns.

Corrosive Slime

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a clump of black pudding)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Sorcerer, Wizard
  • Origin: Jack Weighill

You gesture and a geyser of black slime bursts from the ground around a creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target suffers 5d6 acid damage and is coated in acid. A creature that starts its turn coated in this way takes the damage again. On a success, the target suffers half damage and the spell ends.

A creature, the target or otherwise, can use their action to try to remove the slime. The creature must succeed on a Strength or Dexterity check (the targets choice) against your spell save DC. On a success, the spell ends. A creature that attempts, succeeding or otherwise, to remove the slime takes 2d6 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the spells damage increase by 1d6 per spell slot level after 5th.

Create Spell

5th-level transmutation


  • Casting Time: 1 reaction, which you take when you cast modify spell
  • Range: Self
  • Components: V, S, M (an arcane focus worth at least 1,000 gp per level of the spell altered with modify spell, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Wizard
  • Origin: One D&D

Synthesizing your arcane power, you strive to create a new spell. To succeed, you must concentrate on this spell for its full duration without moving or taking actions as you meditate on the desired spell, otherwise the spell fails.

If you succeed, you gain the ability to learn that spell in a manner depending on your class. If you're a sorcerer, you immediately learn the created spell, replacing the original spell that you modified using modify spell. It becomes a sorcerer spell for you. If you're a wizard, you must add the created spell to your spellbook within the next 24 hours or lose the ability to learn it, after which it becomes a wizard spell for you.

The created spell gains a new name of your choice, but for the purposes of combining magical effects, it's considered to be the same spell as whatever spell it was originally modified from using modify spell.

Creation

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
  • Duration: Special
  • Classes: Artificer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Animal products or vegetable matter 1 day
Stone or crystal 12 hours
Common metals 8 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using any material created by this spell as another spell’s material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Danse Macabre

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Alchemist, Odic, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. Their weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and they gain a bonus to its attack and damage rolls equal to your spellcasting ability modifier. Your DM decides whether they're zombies or a skeletons. Regardless, they are your companions, though you may issue commands to them only while they're within 60 feet of you.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Dawn

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sunburst pendant worth at least 100 gp)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Cleric, Inquisitor, Invoker, Prism, Wizard
  • Origin: Xanathar's Guide to Everything

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30—foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Deadsight

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a glass lens)
  • Duration: 1 hour
  • Classes: Accursed, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You warp a creature’s senses, forcing it to hallucinate vividly. The target creature must succeed on a Wisdom saving throw. On a failure, it perceives all creatures and corpses it sees as terrifying, ghoulish, phantom-like versions of that creature or corpse.

Whenever the target creature starts its turn with a phantom creature in sight, it becomes frightened until the end of its next turn.

If the creature ends its turn in a space where it cannot see any phantoms, it can repeat its saving throw against the spell, ending the effects on a success.

A creature with truesight is unaffected by this spell.

Destructive Wave

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Accursed, Paladin
  • Origin: Player's Handbook

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.

Devolution

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an onyx dagger worth at least 100 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Druid, Ranger, Shaman,
  • Origin: Jack Weighill

You touch a creature, regressing its mind back to a primal state, whilst boosting its physical prowess. The target is altered in the following ways for the duration:

  • It gains a 1d4 + 2 bonus to its Strength, Dexterity, and Constitution scores, to a maximum of 25.
  • It suffers a 1d4 + 2 penalty to its Intelligence, Wisdom, and Charisma scores, to a minimum of 4.
  • Its speed increases by 10 feet.
  • It can take the Dash action as a bonus action on each of its turns.

An unwilling creature can resist the effect of the spell with a successful Intelligence saving throw.

Dispel Evil and Good

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (holy water or powdered silver and iron)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Invoker, Paladin, Prism, Shaman, Voyager
  • Origin: Player's Handbook

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, 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 a celestial, an elemental, a fey, a fiend, 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 a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. 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.

Divine Shield

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a hollow golden sphere worth at least 50 gp)
  • Duration: Concentration, up to an hour
  • Classes: Paladin,
  • Origin: Jack Weighill

You touch a creature, imparting them with holy barrier that protects them from harm. Until the spell ends, the target gains a +5 bonus to AC and takes no damage from magic missile.

Additionally, at the start of each of the target turns for the duration, it gains temporary hit points equal to 2d8 + your spellcasting ability modifier, which last until the spell ends.

A creature under the effects of this spell cannot gain the benefits of the shield spell.

Dogmatic Edict

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Paladin
  • Origin: Swordmeow

You utter an edict of law against the chaotic. Choose one point that you can see within range. Four 15-foot lines stretch out from the point, facing in the exact cardinal directions. Each creature caught in one or more of the lines must succeed on a Charisma saving throw. A creature takes 40 psychic damage on a failed save, or 20 on a success.

Dominate Person

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Bard, Inquisitor, Odic, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

5th-level illusion


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
  • Duration: 8 hours
  • Classes: Alchemist, Bard, Bonded, Cleric, Warlock, Wizard
  • Origin: Player's Handbook

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3D6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Dusk

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black gemstone worth at least 100 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Wizard
  • Origin: Devout Handbook

The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normally darkness become magical darkness.

When the cylinder appears, each undead creature within the cylinder gains 1d12 temporary hit points and each non-undead creature within the cylinder takes 1d12 necrotic damage. While a non-undead creature is in the cylinder, it takes an additional 1d12 necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain 1d12 temporary hit points.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

If the spell’s area ever overlaps with the area of a dawn spell, both spells immediately end.

Electromagnetic Pulse

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a coil of platinum wire worth at least 50 gp)
  • Duration: Concentration, up to a minute
  • Classes: Artificer,
  • Origin: Jack Weighill

You create a 1-inch-wide orb of energy at a point that you can see within range that lets off a quiet humming that can be heard from up to 30 feet away. When the spell ends, the charge erupts in a 30-foot radius sphere of electromagnetic energy. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much on a successful one.

Any spell in the area when the charge detonates ends, as does any magical effect susceptible to the dispel magic spell. Any other magical effect or object caught in the area has its effects suppressed until the end of your next turn.

If the orb is touched before the spell ends, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends.

Elemental Burst

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an item from nature based on your primal element)
  • Duration: Instantaneous
  • Classes: Warden,
  • Origin: Jack Weighill

You release a powerful burst of primal energy in a 30-foot radius around you. The effect of this burst is determined by your prime element, as shown below.

Earthen Bulwark. Shattering stones and swirling dust fill the area. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 slashing damage on a failed save, or half as much on a successful one.

Additionally, the affected area becomes heavily obscured to all creatures except you until the end of your next turn.

Flaming Bravery. A vortex of flame surrounds you, propelling you into the sky. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a successful one.

Additionally, you may immediately fly up to twice your speed.

Putrid Corrosion. You release a cloud of acidic mist. Each creature you choose in the area must make a Constitution saving throw. A target takes 8d6 acid damage on a failed save, or half as much on a successful one.

Additionally, a creature that fails its saving throw suffers disadvantage on attack rolls until the end of your next turn.

Stoic Chill. Icy wind blasts out from you. Each creature you choose in the area must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much on a successful one.

Additionally, the area becomes icy until the end of your next turn. A creature must spend 4 feet of movement for every 1-foot it moves across this icy terrain.

Unrelenting Storm. Arcing lightning shoots from your body. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much on a successful one.

Additionally, each affected creature can’t take reactions until the end of your next turn.

Enervation

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. Make a ranged spell attack against that creature. On a hit, the target takes 4d8 necrotic damage, and until the spell ends, you can use your bonus action on each of your turns to automatically deal 2d8 necrotic damage to the target. The spell ends if you end your turn whilst the target is outside the spell's range or if it has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

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.

Fact/Fiction

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V
  • Duration: Until dispelled
  • Classes: Bard, Bonded, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You speak beguiling words to a creature, warping its sense of reality and filling its mind with lies. The target must succeed on a Wisdom (Insight) check against your spell save DC. On a failure, the creature irrationally believes one piece of information you tell it to be either true or false, rationalising any evidence as to otherwise. On a success, the target does not believe the information you tell it, but is unaware that you tried to affect its mind with magic. Once you have failed to cast this spell on a creature, you cannot use this spell to try and convince it of the same piece of information again for 7 days.

The information you give has to be something believable, and not something that can be effortlessly disproven with a creature’s natural senses. For example, you cannot convince a creature that the sky is red, they are an orc, or that they are currently on fire. Attempting to give such information results in the spell failing, but especially creative application could yield similar results. The DM is the ultimate mediator for what is acceptable.

Fallen Meteor

5th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a hunk of meteorite)
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: None

A 5-foot wide chunk of burning rock plummets from the sky that slams into the earth at a point that you can see within range, creating a cacophonous crash that can be heard 300 feet away. Each creature within a 10-foot radius of the impact must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage plus 2d8 fire damage and is thrown 10 feet away from the point of impact. On a success, a creature takes half as much damage and is pushed only 5 feet. Regardless, creatures in the area fall prone.

If you target a space occupied by a creature of Huge size or larger, it automatically fails its saving throw and is not pushed away.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the affected area increases by 5 feet and the fire damage dealt increases by 1d8 for each slot level above 5th.

Find Greater Familiar

5th-level conjuration


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (250 gp worth of charcoal, incense, and rare herbs that must be consumed by fire a crystal brazier worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Jack Weighill

You gain the service of an extraplanar spirit, binding it to you as your familiar. The familiar takes on the form of any Tiny creature of Challenge Rating 1 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form. 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. The familiar is your Companion.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 1-mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Firestride

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a charred lump of coal)
  • Duration: 1 hour
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You imbue a creature you touch with the power to pass through fire unscathed. For the duration, the target gains immunity to fire damage from nonmagical sources and can walk on magma as if it were solid earth.

Additionally, the target can use a bonus action to gain the speed and destructive capabilities of a raging wildfire. Until the end of its turns, its speed increases by 10 feet and whenever it moves out of a space, it leaves behind a flame that fills the space it left and lasts until the start of the target's next turn. Whenever a creature enters one of these flames for the first time on a turn or starts their turn there, they must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.

Flame Strike

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Cleric, Warden
  • Origin: Player's Handbook

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Regardless, each creature in the area takes 4d8 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d10 for each slot level above 5th.

Flaming Vortex

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Warden
  • Origin: Devout Handbook

You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.

While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.

If a creature has taken damage from this spell since the beginning of your last turn, it can’t take damage from the spell again until the beginning of your next turn.

At Higher Levels. When you cast the spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Forceful Blast

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Paladin, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You send forth a burst of powerful magical energy that slams into all creatures in a 30-foot cone in front of you. Each creature within the area must make a Strength saving throw. On a failure, a creature suffers 5d6 force damage and is pushed 50 feet away from you. On a success, a creature suffers half damage and is pushed only half that distance.

Creatures pushed this way suffer an additional 1d6 bludgeoning damage for every 10 feet pushed.

At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the force damage dealt by 1d6 and the distance pushed increases by 10 feet for each spell slot level expended above 5th.

Forgotten Pain

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Bonded, Cleric, Inquisitor, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You remind a creature of the greatest pain it has ever suffered, and magnify that agony tenfold. You may use a bonus action on your turn to force the target to make a Charisma saving throw if it is within range. On a failure, the target takes 3d8 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 for each slot level above 5th.

Galder's Tower

5th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a fragment of stone, wood, or other building material)
  • Duration: 24 hours
  • Classes: Artificer, Wizard
  • Origin: Lost Laboratory of Kwalish

You conjure a three-story tower made of stone and wood, or similar suitably sturdy materials in an area on the ground that you can see within range. The area must not have any buildings or other structures on it. The tower can be round or square in shape and its walls are 6 inches thick. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch, while the bottom level of the tower is accessed by an iron-banded wooden door. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magically-sustained fireplace.
  • A study with desks, books, bookshelves, parchments, ink, and ink pens.
  • A dining space with a table, chairs, magically-sustained fireplace, containers, and cooking utensils.
  • A lounge with couches, armchairs, side tables and footstools.
  • A washroom with toilets, washtubs, a magically-sustained brazier, and sauna benches.
  • An unfurnished, empty room.

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower appear and are orientated however you choose, but they dissipate into smoke if removed from it.

The walls of the tower are made of stone and wood that can be damaged. Each 10-by-10-foot section of the tower has AC 15, 60 hit points, and immunity to poison and psychic damage. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. The door is a Medium object with AC 17, 45 hit points, and immunity to poison and psychic damage. The door can't be locked, but it can be barred from the inside. The DC for forcing the door open while its barred is equal to your spell save DC.

When the spell ends or when you cast this spell again in a different location, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the tower can have two additional stories for each slot level beyond 5th.

Galoran's Glorious Gambit

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (An ivory caltrop)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You sent out a field of arcane traps that fill a 20-foot-radius centred on your space, which last for 1 minute. The spell's area is difficult terrain. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 5d6 force damage on a failed save, or half as much damage on a successful one.

Immediately after creating the traps, you teleport up to 30 feet to an unoccupied space that you can see.

At Higher Levels. When you cast this spell using a 6th level spell slot or higher, the radius increases by 5 feet, and the damage increases by 1d6 for every spell slot level expended above 5th.

Geas

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days
  • Classes: Alchemist, Bard, Cleric, Druid, Inquisitor, Odic, Paladin, Wizard
  • Origin: Player's Handbook

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 gains one level of exhaustion each time it acts in a manner directly counter to your instructions and it then takes 1d10 psychic damage for each level of exhaustion it has. This effect can't cause a creature to exceed five levels of exhaustion. 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.

Geomagnetic Aurora

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer
  • Origin: Jack Weighill

You form a magnetic field around you, which takes the form as an aurora of light. Until the spell ends, you shed bright light in a 15-foot-radius around you and dim light for an additional 15 feet.

Additionally, as a part of your bonus action to cast this spell, or as a bonus action on subsequent turns, you can release a magnetic pulse in a 15-foot radius around you. Each creature within the aura must make a Constitution saving throw. On a failure, a creature takes 4d8 lightning damage and until the start of your next turn, it can’t take reactions and its speed is halved. On a success, a creature takes half as much damage and it’s otherwise unaffected.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 for each slot level above 5th.

Godly Shelter

5th-level abjuration


  • Casting Time: 1 reaction, which you take when one or more creatures within 30 feet of you taking damage or being targeted by an effect
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Invoker
  • Origin: Jack Weighill

You unleash a wave of divine energy that shields all others from harm. Each creature you choose within 30 feet of you gains immunity to all damage and effects of the triggering effect. If the effect requires a chosen creature to make a saving throw, it automatically succeeds on that saving throw.

Grace Insignia

5th-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You conjure a rune of glimmering light, which hovers at a point that you can see within range. The rune exudes an aura of protection in a 10-foot radius around it, which affects you and creatures allied to you. Whenever an affected creature starts its turn in the area, it gains 2d10 + your spellcasting ability modifier temporary hit points, which last until the start of their next turn. For as long as a creature has these temporary hit points, they have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Gravity Pulse

5th-level dunamancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure the energies of the stars to create a 20-foot radius sphere of gravitational energy around a point that you can see within range. Each creature within the field must make a Strength saving throw, suffering 10d6 force damage on a failed save, or half as much on a success. Regardless, each creature in the area is pulled into the nearest unoccupied space within 5 feet of the spell’s point of origin.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the spell increases by 1d6 and the spell’s overall radius increases by 5 feet for each slot level above 5th.

Greater Ceremony

5th-level abjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a silver statuette of your deity worth at least 250 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Paladin, Shaman,
  • Origin: Jack Weighill

You perform a great religious ceremony that is infused with powerful magic prayer. When you cast this spell, choose one of the following rites, any targets of which must be within 10 feet of you throughout the casting.

Atonement. You touch up to six willing creatures whose alignments has changed and restore it to its original alignment.

Bless Water. You touch container holding up to 40 gallons of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 30 days, 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 7 days, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save.

Funeral Rite. You touch one corpse. The target can’t become undead by any means short of a wish spell.

Investiture. You touch one willing humanoid. Choose one spell of 5th-level or lower you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 8 hours, the invested spell is lost.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 30 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.

Greater Restoration

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Bard, Cleric, Druid, Inquisitor, Odic, Prism, Ranger, Shaman
  • Origin: Player's Handbook

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level to zero, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum
  • All on-going injuries the target is suffering from
  • Long long-term wound the target is suffering from

Hallow

5th-level evocation


  • Casting Time: 1 action
  • Range: 24 hours
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric, Inquisitor
  • Origin: Player's Handbook

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Harmonize

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a tuning fork)
  • Duration: Instantaneous
  • Classes: Bard,
  • Origin: Jack Weighill

You sing or hum a harmonising tune, linking your spirit with a creature that you can see within range. If you have more hit points than the target, the target regains hit points equal to the difference. If the target has more hit points than you, you regain hit points equal to the different.

If a creature would regain more than 50 hit points in this way, it gains any excess as temporary hit points, which last for until the end of your next turn.

This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the limit of healing this spell can provide increases by 10 for each slot level above 5th.

Haunting Shade

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of pitch)
  • Duration: Instantaneous
  • Classes: Accursed,
  • Origin: Jack Weighill

You unleash a horrific shade at a point that you can see within range, which lashes out at the minds of creatures around it, before vanishing. Any creature you choose that can see the shade must make a Wisdom saving throw. On a failure, a target takes 8d6 psychic damage and becomes frightened of you for 1 minute. On a success, a target takes half as much damage and is not frightened.

A creature frightened in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success. 

Hold Monster

5th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Astromancer, Bard, Invoker, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Holy Weapon

5th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Inquisitor, Invoker, Paladin, Prism
  • Origin: Xanathar's Guide to Everything

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 you 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.

Immolation

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Alchemist, Astromancer, Sorcerer, Warden, Warlock, Wizard
  • Origin: Elemental Evil

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Regardless, the target burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If a creature dies while burning in this way, its body is reduced to ash.

Insect Plague

5th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a small smear of fat)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Cleric, Druid, Odic, Sorcerer
  • Origin: Player's Handbook

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Invoke Atonement

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Invoker
  • Origin: Jack Weighill

You are granted atonement for your theft of godly power. You regain 35 hit points. Additionally, the spell also ends bleeding affecting you.

Kindle Life

5th-level abjuration


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (a piece of malachite cut into the shape of a small shield worth at least 200 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Invoker, Odic, Paladin, Shaman
  • Origin: Jack Weighill

You conjure the magic of life, calling it to protect a creature or plant, granting it immunity to a variety of ailments. You can invoke one of the following benefits depending on what you target with the spell:

  • A 30-foot radius area of inanimate plant-matter, or a plant creature gains resistance to fire and lightning damage, as well as immunity to both poison and disease for 1 month.
  • A young creature gains immunity to poison and disease, as well as advantage on death saving throws. These benefits last for 1 week. The DM is the ultimate mediator on whether a creature is “young” or not.
  • A pregnant creature is guaranteed a successful birth with minimal pain, and no complications. Both the target creature, and its spawn are immune to poison and disease. These effects last until the young has been born.

Legend Lore

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous
  • Classes: Bard, Bonded, Cleric, Inquisitor, Odic, Runeshaper, Shaman, Wizard
  • Origin: Player's Handbook

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Lemalu's Iron Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adamantine band worth at least 200 gp)
  • Duration: 1 round
  • Classes: Artificer, Druid, Sorcerer, Warden
  • Origin: Jack Weighill

You briefly encase up to three creature you choose within 30 feet of you in a metallic shell, protecting them against harm. Each target gains resistance to the following damage types until the start of your next turn: acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder. However, each target has its speed halved for the duration.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of targets you can affect with this spell increases by 1 for each spell slot level expended above 5th.

Litany of Insight

5th-level divination


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You speak divine words of precognition and understanding, revealing the future to your target. Choose a creature that you can see within range. If the target can hear and understand you, it gains advantage on attack rolls ability checks and saving throws, and other creatures have disadvantage on attack rolls made against it. These benefits last until the end of your next turn.

Lotus of Death

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic
  • Origin: Jack Weighill

An explosion of death energy blooms in a 30-foot-radius around you, invading the hearts of your foes and stealing their life for yourself. Each creature you choose that’s caught in the area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this spell or is dealt damage by this spell at 0 hit points, it dies.

You then regain hit points equal to the half the damage dealt, plus an extra 10 hit points for each creature killed by the spell. If this healing would cause you to exceed your hit point maximum, you gain any excess as temporary hit points, which last for 10 minutes.

Lotus of Life

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic,
  • Origin: Jack Weighill

An explosion of life energy blooms in a 30-foot-radius around you, pulling the life from your foes and healing your allies. You and allied creatures within the area regain hit points equal to 1d8 + your spellcasting ability modifier, then gain an equal number of temporary hit points, which last until the start of your next turn.

Additionally, each hostile creature caught in the area must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Lunar Passage

5th-level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: S, M (a white hankerchief)
  • Duration: Concentration, up to 8 hours
  • Classes: Astromancer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Origin: None

The spell creates a ribbon of glowing white, translucent force like a glass strip that starts at a point that you can see and ends at another point that you can see. It sticks to its endpoints unshakably, even if these endpoints are in midair and lasts for the duration. The path can be from 3 to 20 feet wide, and it's width can vary over the path's length if you desire.

Nothing can physically pass through the path, and it is immune to all damage, but a disintegrate blasts a 10-foot hole, leaving the rest of the path intact. The path also extends into the Ethereal Plane, blocking ethereal travel through the path.

The path must be straight, continuous, and unbroken when formed.

Maelstrom

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Paper or leaf in funnel shape)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid, Warden
  • Origin: Elemental Evil

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must make a Strength saving throw. On a failure, a creature takes 6d6 bludgeoning damage and is pulled 10 feet toward the center. On a failure, a creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.

Malefic Prophecy

5th-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Warlock,
  • Origin: Jack Weighill

You place a nightmarish vision from the Corpse Star into the mind of a creature that you can see within range, accosting their minds with horrifying images of their worst fears. Whenever a target makes an attack roll or an ability check before the spell ends, the target must roll a d6 and subtract the number rolled from the attack roll or ability check.

Additionally, the target suffers 4d6 psychic damage at the start of each of its turns.

An affected creature can make a Wisdom saving throw at the end of each of its turns, ending the spell on itself on a success.

Mass Cure Wounds

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Cleric, Druid, Inquisitor, Invoker, Odic, Shaman,
  • Origin: Player's Handbook

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 6d4 + 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 6th level or higher, the healing increases by 2d4 for each slot level above 5th.

Mass Sending

5th-level evocation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (six short pieces of fine copper wire intertwined)
  • Duration: 1 round
  • Classes: Astromancer, Bard, Cleric, Runeshaper, Wizard
  • Origin: Jack Weighill

You transmit a short message of fifty words or less to up to six creatures you choose with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Mechanical Enhancement

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small ruby embedded into the back of a tiny insectoid sculpture)
  • Duration: Concentration, up to an hour
  • Classes: Artificer,
  • Origin: Jack Weighill

You touch a creature, imparting it with the strength, speed, and durability of the greatest machines. For the duration, the target gains the following benefits:

  • Its AC can’t be less than 20, regardless of what kind of armour it is wearing.
  • Its speed and its jumped distance are doubled.
  • It gains advantage on Strength checks and saving throws.
  • It gains resistance to bludgeoning, piercing, and slashing damage.
  • It gains immunity to disease and poison.
  • It gains advantage on weapon attacks.
  • Its weapon attacks deal an extra 2d6 force damage.

Mind Palace

5th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ring made entirely from a perfectly cut diamond worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Bonded, Sorcerer, Wizard
  • Origin: Jack Weighill

You transmute your mind into clear, crystalline thought channels, capable of processing, storing and comprehending information with perfection. For the duration, you gain advantage on Intelligence and Wisdom ability checks, you are immune to the charmed and frightened conditions, you perfectly remember anything you see, hear, smell, taste, or touch for the duration. The memory never fades or becomes confused and it can't be affected by the modify memory spell.

Additionally, whenever you make an attack roll or another creature makes an attack roll against you, you can impose either advantage on disadvantage on that attack. Once you do so, you can't do so again until the start of your next turn. You can't affect an attack roll in this way if you can't take reactions.

Mind Spore

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until dispelled
  • Classes: Bard, Druid
  • Origin: Sprouting Chaos

You place a magical spore in someone’s brain. The creature must succeed on a Constitution saving throw or become affected by a Mind Spore. On a successful save, the creature knows that it has been targeted by a spell. On a failed save, it is completely oblivious as the spore enters its brain.

Another creature can attempt to discover the spore by looking into the affected creature’s eyes. They must make an Intelligence (Investigation) check against your spell save DC. On a successful check, they discover the spore, which causes yellowish green specks to appear in the creature’s eyes. Once discovered, it can be removed with anything that removes a disease.

At first, the spore has no effect on the target. However, it slowly grows over time, infecting the target’s brain and eventually giving you control over them. The effects are listed below in the order they are given:

After 10 days. You always know the general location of the infected creature as long as you are on the same plane of existence, though you do not know any specific information about that location.

After 30 days. As a bonus action, you can read the infected creature’s surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) as long as you are on the same plane of existence. If you perform a 1 hour ritual, you instead gain access to any of that creature’s thoughts since your initial casting of the spell. If the spell is dispelled at this point, the creature takes 5d10 psychic damage, as the spore has partially melded with their brain.

After 1 year. You gain the ability to cast suggestion on the infected creature, without expending a spell slot or material components, as long as you are on the same plane of existence. The creature automatically fails the saving throw. If the spell is dispelled at this point, the creature takes 10d10 psychic damage, as the spore has near completely melded with their brain.

Mislead

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes
  • Classes: Astromancer, Bard, Warlock, Wizard
  • Origin: Player's Handbook

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

Immediately after you become invisible, you become hidden until the end of your next turn, or until you attack or cast a spell.

You can use your bonus action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Modify Memory

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Bard, Wizard
  • Origin: Player's Handbook

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Mooncloak

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of moon rock)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Cleric, Druid, Prism, Sorcerer
  • Origin: Jack Weighill

You release a faint moonlight that encases and protects a 20-foot radius, 60-foot high cylinder around you. For the duration, creatures you choose add your spellcasting ability modifier to saving throws, and reduce all damage they take by 2d6.

Mortal Smite

5th-level necromancy (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Paladin
  • Origin: Jack Weighill

The next time you hit with a melee weapon attack during this spell’s duration, you draw the very life force from a creature, reducing the weak to a lifeless husk. If the target creature has 30 hit points or fewer, it dies. Otherwise, the target takes 30 necrotic damage. Regardless of the outcome, the spell then ends.

Negative Energy Flood

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a broken bone)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Odic, Shaman, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You send ribbons of negative energy at one creature you can see within range. Unless the target is Undead. it must make a Constitution saving throw, taking 8d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.

If you target an Undead with this spell, the target doesn’t make a saving throw. Instead, roll 8d12. The target gains the total as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt and temporary hit points provided increase by 1d12 for each slot level above 5th.

Noktyn's Binding Shard

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal talisman worth at least 20 gp)
  • Duration: 1 minute
  • Classes: Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure forth a crystalline bolt of energy and fire it forth at a creature that you can see within range. Make a ranged spell attack. On a hit, the target takes 2d10 piercing damage and become tethered to you by a ribbon of magical blue light. Whilst tethered, the creature takes 4d10 force damage at the start of each of its turns and it gains no benefits from being hidden or invisible.

Additionally, whenever a creature tethered to you moves away from you, it must expend 2 feet of movement for every 1-foot it moves.

At the end of each of the target’s turns, it can make an Intelligence saving throw. On a successful save, it breaks the tether and the spell ends. The spell also ends if the target ends its turn more than 60 feet away from you or you cast this spell again.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the force damage dealt by the tether increases by 1d10 per spell slot level above 5th.

Noor's Armistice

5th-level abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a piece of parchment and a silver ink pen, worth at least 25 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Cleric, Paladin, Shaman
  • Origin: Jack Weighill

You place a ward of protection at a point that you can see within range. The point emanates an aura of peace in a 30-foot radius sphere.

When a creature first enters the aura for the first time, they must succeed on a Wisdom saving throw or be unable to take any action that could cause harm to another creature whilst inside the sphere. The caster knows of any creature that tried to resist the saving throw and any creature that succeeded.

Additionally, any creature that makes an attack roll against a creature inside the sphere makes their attack at disadvantage.

A creature that is immune to the charmed condition may choose to suffer none of the spells effects. If they choose to do so, the caster is informed they resisted and succeeded on their saving throw.

Obstinate Grounds

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Invoker, Paladin, Shaman,
  • Origin: Jack Weighill

Your words bring forth a field of pure hope and vigour that fills a 20-foot sphere centred at your feet. After a creature you choose suffers damage whilst in the area, that creature can use its reaction to grant itself temporary hit points equal to the damage taken. These temporary hit points last until the end of that creatures next turn.

Omnividence

5th-level divination


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted mirror worth at least 250 gp, which the spell consumes)
  • Duration: 8 hours
  • Classes: Cleric, Shaman, Wizard
  • Origin: Miscellaneous

You forge a visual link among up to eight willing creatures of your choice within range, psychically linking each creature all others for the duration.

Each target of the spell gains several benefits. The target can't be surprised and attack rolls against it can't gain advantage while at least another can see the attacker. It also makes all Intelligence (Investigation) check and Intelligence saving throws with advantage. Each affected creature can also see through the eyes of other targets at will as long as the two are on the same plane of existence.

Otto's Hypnotising Tune

5th-level enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Bard,
  • Origin: Jack Weighill

You sing or play a jaunty tune to lulls the minds of those around you into an aimless stupor. The tune can be heard from up to 60 feet away. Any creature that starts its turn able to hear the tune must make a Wisdom saving throw. On a failure, a creature becomes charmed by you for the duration. On a success, a creature is unaffected and becomes immune to the effects of this spell for the next 24 hours. A creature hostile to you or a creature engaged in extreme physical actively–such as a chase or combat–succeeds on its saving throw automatically.

A creature charmed in this way is incapacitated, can speak only falteringly, and must move towards you by the safest available route on each of its turns, unless there is nowhere to move.

The spell ends for an affected creature if it takes any damage, if someone else uses an action to shake the creature out of its stupor, or if it ends its turn unable to hear the tune.

As a part of concentrating on this spell, you must continuously sing or play the tune, else the spell ends.

P'an Ku's Breath of Madness

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (the fang of a mad gemstone dragon)
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Shaman, Warlock
  • Origin: Jack Weighill

You unleash the breath of the mad dragon P’an Ku, inducing insanity in those who breath its mist. You unleash a greenish purple mist in a 30-foot cone in front of you. Each creature caught in the area must succeed on a Wisdom saving throw. On a failure, a creature takes 5d8 psychic damage and suffers a random bout Long-Term Madness until the end of your next turn. On a success, a creature takes half as much damage and is otherwise unaffected

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 per spell slot level expended above 5th.

Parasite

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a tick or mosquitoes preserved in amber)
  • Duration: 1 minute
  • Classes: Alchemist, Druid, Ranger, Warlock
  • Origin: Jack Weighill

You touch a creature, plaguing them with a vile parasite that eats away at their life-force. At the start of each of its turns for the duration, the target must make a Constitution saving throw. On a failure, the target suffers 2d6 necrotic damage. On a success, the target takes half damage. Once the creature has succeeded on three saving throws against the spell’s effects, the spell ends. This spell and its effects are considered a magical disease.

When you damage a creature with this spell, you regain hit points equal to half the damage dealt.

Passwall

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Wizard
  • Origin: Player's Handbook

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Perfection Expression

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Bonded
  • Origin: Jack Weighill

You join with your Manifestation into a single being of one perfect soul. If your Manifestation is in its Ultimate True Expression form, your body vanishes and your consciousness merges with your Manifestation, transforming its shape in a manner of your choosing. You count as both yourself and your Manifestation simultaneously.

You and your Manifestation become a single creature. You use your Manifestation’s statistics, but it's either one size larger or one size smaller (your choice) and its personality becomes a fusion of yours and your Manifestation’s. If any of your ability scores would be higher than your Manifestation’s, you uses your ability scores in their place. You also retain all your skill and saving throw proficiencies, as well as your vulnerabilities, resistances, immunities, creature type, creature tags, racial traits, class features, and feats, in addition to retaining those of your Manifestation. When you fuse, you gain 50 temporary hit points.

While the spell lasts, you can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of each of your turns.


  • Cast a Cantrip. You cast a cantrip.
  • Attack. You make one attack roll on your Manifestation’s stat block that lacks Recharge.
  • Move. You move up to half your speed.
  • Cast a Spell (Costs 2 Actions). You cast a spell of 1st level or higher with a casting time of 1 action or 1 bonus action.

When the spell ends, you and your Manifestation’s consciousnesses harmlessly separate and your body reappears in an unoccupied space of your choice within 10 feet of your Manifestation. Both you and your Manifestation then each gain one level of exhaustion. The spell ends early if your Manifestation leaves its Ultimate True Manifestation form.

If your Manifestation is not in range or not in its Ultimate True Expression form when you cast this spell, the spell fails.

Permanency

5th-level dunamancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (pinches of gold, platinum, and silver worth 500 times the affected spell's level in gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Jack Weighill

You suspend a spell in permanence, allowing its effects to last forever. One spell effect of 1st-level that you are aware of within 10 feet of you changes its duration to Until Dispelled. The target spell must have a duration of 1 minute or longer.

A spell affected by permanency can still end early if all of its tangible effects have ended, such as all of the berries created by goodberry being consumed or the creature summoned by summon elemental being reduced to 0 hit points.

A creature, object, or area can have no more than one spell affected by permanency affecting it at once. Any attempt to make a second spell affecting the same target permanent causes the original to end.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spell that permanency can effect increases by one for each slot level above 5th.

Photosynthesis

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a plant root wrapped in goldleaf worth at least 5 gp)
  • Duration: 10 minutes
  • Classes: Druid,
  • Origin: Jack Weighill

You touch a creature granting it power to feed on sunlight to restore and invigorate its body. For every minute the target remains in sunlight for the spell’s duration, it regains 1d8 hit points.

Additionally, if the target remains in sunlight for the spell’s full duration, it gains the required food and drink for the next 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing the spell provides each limit increases by 1 for each slot level above 5th.

Planar Binding

5th-level abjuration


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  • Duration: 24 hours
  • Classes: Astromancer, Bard, Druid, Prism, Warlock, Wizard
  • Origin: Player's Handbook

With this spell, you attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature becomes your Companion. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Prismatic Rain

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Bard, Prism, Wizard
  • Origin: Layhnet

You point towards the sky, and a cloud made of a myriad of colors forms at a point in the sky within range. A column of light showers down from the cloud covering 20-foot radius area directly beneath the cloud. When you cast this spell, and at the start of each of your turns afterwards, roll a d8 to determine the color of the light. A creature that starts its turn within the area of this spell, or enters it for the first time on its turn, must make a Constitution saving throw. The creature takes 5d10 damage of a type associated with the color of the rain on a failure, or half as much on a success, as shown on the Prismatic Color table below.

d8 Color Damage Type
1 Red Fire
2 Orange Acid
3 Yellow Lightning
4 Green Poison
5 Blue Cold
6 Indigo Necrotic
7 Violet Psychic
8 Special A color of your choice

Projection Flare

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Prism,
  • Origin: Jack Weighill

Channelling your inner light into a destructive beam of pure radiant power, you unleash a 15-foot-wide, 120-foot-long line of light that goes around corners. Each creature caught in the area must make a Dexterity saving throw. A target takes 10d6 radiant damage on a failed save, or half as much on a successful one. If the save fails, the target must succeed a Constitution saving throw or be stunned for 1 minute.

A creature stunned in this way can repeat its Constitution saving throw at the end of each of its turns, ending the effect on a success.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Purge

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You unleash a wave of divine wroth in a 20-foot radius sphere centred on a point that you can see within range. Each creature caught in the area that you choose must make a Charisma saving throw. A creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one.

Additionally, a creature that fails its saving throw is teleported into the nearest unoccupied space outside of the area and is incapacitated until the start of your next turn. A creature incapacitated in this way has a speed of 0.

Purify

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric,
  • Origin: Jack Weighill

You release a wave of holy energy in a 20-foot-radius around you, curing the ails of those in need. This spell ends any of the following conditions on allied creatures that you can see within the area: blinded, deafened, frightened, paralyzed, poisoned, and stunned.

Raise Dead

5th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Cleric, Inquisitor, Invoker, Odic, Paladin, Shaman
  • Origin: Player's Handbook

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Rary's Telepathic Bond

5th-level divination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pieces of eggshell from two different kinds of creatures)
  • Duration: 1 hour
  • Classes: Alchemist, Bard, Cleric, Druid, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Ray of Fatigue

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Bard, Druid, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one.

Rending Strike

5th-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Ranger,
  • Origin: Jack Weighill

The next time you hit a creature with a weapon attack during the spell’s duration, your weapon tears into their defences, and the attack deals an extra 4d8 slashing damage. The target’s AC is then reduced to 10 + their Dexterity modifier until the end of your next turn and cannot be increased through other means, after which the spell ends.

Reverent Rampart

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Inquisitor, Paladin,
  • Origin: Jack Weighill

You release a burst of energy from your being, forcing back all adversaries. Each creature you choose within 30 feet of you must make a Strength saving throw. On a failure, a creature takes 6d8 force damage, is pushed into the nearest unoccupied space exactly 30 feet away from you, and is then knocked prone. A successful saving throw halves the damage, the distance pushed, and the creature is not knocked prone.

Until the end of your next turn, a 30-foot radius sphere centred on the point where you cast this spell is difficult terrain for the targets.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the distance pushed, and radius of the difficult terrain both increases by 5 feet per spell slot level expended above 5th.

Revitalise

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Alchemist, Cleric, Druid, Paladin, Prism, Shaman,
  • Origin: Jack Weighill

You unleash a pulse of invigorating energy that imbues itself into allies within range, restoring their vitality. Each creature you choose within a 20-foot radius around you is imbued with a healing power that lasts for the duration, causing an affected creature to regain 3 hit points at the start of each of its turns for the duration.

Scrying

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with with holy water)
  • Duration: Concentration for up to 10 minutes
  • Classes: Astromancer, Bard, Cleric, Druid, Inquisitor, Runeshaper, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Seeming

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours
  • Classes: Alchemist, Artificer, Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

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 a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s 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.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Semantic Satiation

5th-level enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Bonded, Wizard
  • Origin: Jack Weighill

You begin to speak, repeating the same phrase or concept – such as a name, location, object, concept, or creature – interwoven into your conversation, lacing it with blanketing magic. On the spell’s completion, each creature you choose within 30 feet of you that hears you speak must make an Intelligence saving throw. On a failure, the chosen concept means nothing to the listener. They believe that they know nothing about it and will be confused whenever they hear of it. Affected creatures automatically fail on Intelligence or Wisdom checks to determine information about the chosen concept, even if they would otherwise have a chance to succeed.

A creature regains its lost knowledge through the use of remove curse spell, or greater magic.

The concept presented must not be overly vague, or something that requires no real thought to understand. For example, you cannot speak to a crowd of priests and cause them to know nothing about their own deity, or about organised religion as a whole, nor can you use the spell to cause someone to not understand how to walk, breath or perform other largely involuntary actions.

The DM is the ultimate mediator of the application of this spell, but is obliged to work with you on what would be acceptable before or during your casting of the spell.

Shadow Stride

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Ranger, Sorcerer, Warlock,
  • Origin: Dark Arts

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. Once you have teleported in this way twice, you cannot do so again until the start of your next turn.

Shame the Weak

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a golden ring, worth at least 100 gp)
  • Duration: Instantaneous
  • Classes: Accursed, Bard, Paladin, Shaman, Warlock
  • Origin: Jack Weighill

You touch a creature, breaking their mind with cruelty and disdain. Make a melee spell attack against a target creature within range. On a hit, the target takes up to 6d8 psychic damage and must make a Wisdom saving throw. On a failure, the target suffers long term madness. A creature that fails its saving throw by 5 or more instead suffers indefinite madness. On a success, a creature cannot be affected by this spell again for 1 week.

A creature that cannot hear or understand you is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage you can deal increases by 1d8 per slot level expended above 5th.

Shooting Stars

5th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a thread of unicorn hair)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Druid, Prism,
  • Origin: Jack Weighill

You channel the wrath of the stars into tiny comets of celestial energy. As a part of your action to cast this spell, and as a bonus action on subsequent turns, you can cause three tiny motes of star energy to crash down and explode at a point that you can see within range. Each creature within 5 feet of the point musts succeed on a Dexterity saving throw or take 2d6 radiant damage, taking half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of comets created by the spell for each action increases by one for each spell slot level expended above 5th.

Skill Empowerment

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Bard, Bonded, Invoker, Prism, Runeshaper, Shaman, Sorcerer, Warden, Wizard
  • Origin: Xanathar's Guide to Everything

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Sorcerous Ward

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of your own blood)
  • Duration: 1 minute
  • Classes: Sorcerer,
  • Origin: Jack Weighill

You surround yourself in a barrier of arcane energy that remains for the duration. The barrier is a ward with a hit point maximum of 25. Whenever you expend one or more sorcery points, the ward regains a number of hit points equal to five times the number of sorcery points expended.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ward’s hit point maximum increases by 10 for each slot level expended above 5th.

Sorcerous Overcharge

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer
  • Origin: One D&D

The magic within you blooms, transforming you into a glimmering being of magical energy for the duration. When you cast this spell, you immediately regain 1d4 expended sorcery points. Additionally, until the spell ends, you gain the following benefits:

  • You can use your Sorcery Incarnate feature without expending a use of that feature.
  • You gain advantage on spell attack rolls of spells you cast.

Spirit Storm

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Shaman,
  • Origin: Jack Weighill

You release a storm of spirits in a 30-foot-radius around you, rending your enemies apart and warding your allies from harm. Each hostile creature within range must make a Wisdom saving throw. On a failure, a creature takes 3d6 necrotic damage plus 3d6 psychic damage and becomes frightened of you until the end of your next turn. On a success, a creature takes half as much damage and is not frightened.

Additionally, you and allied creatures in the area gain 5d6 temporary hit points, which last for 10 minutes.

Static Field

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warden, Warlock, Wizard
  • Origin: Jack Weighill

You exhume an electrifying aura of static for the duration, striking any creature in the area with sparks of lightning. As a part of your action to cast the spell, and as a bonus action on subsequent turns, you unleash a small bolt of lightning that strikes a creature within 20 feet of you. The target creature must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each bolt increases by 1d8 per spell slot level expended above 5th.

Steel Wind Strike

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Astromancer, Invoker, Ranger, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Summon Celestial

5th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Inquisitor, Invoker, Paladin
  • Origin: Tasha's Cauldron of Everything

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Celestial Spirit

Large Celestial, Unaligned


  • Armour Class 11 + the spell's level (natural armor) + 2 (Defender only)
  • Hit Points 40 (Avenger only) or 50 (Defender only) + 10 for each spell level above 5th (the celestial has a number of Hit Dice [d10s] equal to the level of the spell)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

  • Damage Resistances radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Celestial, understands the languages you speak

Aura of Guardianship (Defender Only). The spirit exudes an aura of protection in a 10-foot-radius around it. Each other creature in the aura that's allied to the spirit gains a +2 bonus to AC.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 3 + the spell's level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 30 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.

Summon Draconic Spirit

5th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an object worth at least 500 gp with the image of a dragon engraved onto it)
  • Duration: Concentration, up to an hour
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Fizban's Treasury of Dragons

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Draconic Spirit

Large Dragon, Unaligned


  • Armor Class 14 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

  • Damage Resistances acid, cold, fire, lightning, and poison (Chromatic and Metallic Only); force, necrotic, psychic, radiant, and thunder (Gem Only)
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
  • Languages Draconic, understands the languages you speak

Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon.

Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage.

Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Summon Fiend

5th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (humanoid blood inside a ruby vial worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Fiendish Spirit

Large Fiend, Unaligned


  • Armour Class 12 + the spell's level (natural armor)
  • Hit Points 50 (Demon and Yugoloth only) or 40 (Devil only) + 10 for each spell level above 5th (the fiend has a number of Hit Dice [d10s] equal to the level of the spell)
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Infernal, understands the languages you speak, telepathy 60 ft. __

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell's level fire damage on a failed save, or half as much damage on a successful one.

Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.

Magic Weapons. The fiend's weapon attacks are magical.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 1d8 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Summon Giant Spirit

5th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a precious stone carved with giant runes worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You call forth a giant spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Giant Spirit stat block. When you cast the spell, choose Cloud, Fire, Forest, Frost, Hill, Stone, or Storm. The creature resembles a giant of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

Giant Spirit

Huge Giant, Unaligned


  • Armour Class 10 + the spell’s level (natural armour) +2 (Stone Only)
  • Hit Points 60 + 10 for each spell level above 5th (the giant has a number of Hit Dice [d12s] equal to the level of the spell)
  • Speed 40 ft., swim 50 ft. (Storm Only)

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 10 (+0)

  • Damage Immunities cold (Frost Only), fire (Fire Only), lightning and thunder (Storm Only)
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Giant, understands the languages you speak

Amphibious (Storm Only). The giant can breathe air and water.

Heated Body (Fire Only). A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Magic Weapons. The giant’s weapon attacks are magical.

Siege Monster. The giant deals double damage to objects and structures.

Veil of the Woodlands (Forest Only). At the end of each of its turns, the giant turns invisible until the end of its next turn, or until it attacks or casts a spell.

Warding Cold (Frost Only). The giant exudes an aura of slowing cold magic in a 20-foot-radius around it. Creatures hostile to the giant treat the area as difficult terrain.

Actions

Multiattack. The giant makes a number of Slam attacks equal to half the spell’s level.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + 6 + the spell’s level bludgeoning damage, or 1d10 + 6 + the spell’s level bludgeoning damage plus 1d6 fire damage (Fire Only).

Squash (Hill Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one Medium or Smaller creature. Hit: 1d10 per level of the spell + 6 + the spell’s level bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/240 ft., one target. Hit: 1d10 per level of the spell + 6 + the spell’s level bludgeoning damage.

Lightning Strike (Storm Only). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a Dexterity saving throw against your spell save DC, taking 1d10 + 6 + the spell’s level lightning damage on a failed save, or half as much damage on a successful one.

Rolling Rock (Stone Only). The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a Dexterity saving throw against your spell save DC or take 1d10 + 6 + the spell’s level bludgeoning damage and be knocked prone.

Summon Ouroboros

5th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (a gilded statue of a great serpent worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You call forth the spirit of eternity and life. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Ouroboros Spirit stat block. When you cast the spell, choose an aura: Defense, Power, or Tenacity, which determines the magical aura it exudes, then choose any number of creatures. Only the chosen creatures and the ouroboros itself are affected by the ouroboros’ aura. The creature resembles a great statue of a serpent biting its own tail, crafted from stone and gold. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Ouroboros Spirit

Medium Construct, Unaligned


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points 50 + 15 for each spell level above 5th (the ouroboros has a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 8 (–1) 20 (+5) 1 (–5) 10 (+0) 5 (–3)

  • Damage Resistances poison
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak but can’t speak

Aura of Defense (Defense Only). The ouroboros emits a protective aura in a 30-foot radius around it. Each affected creature within the area gains a bonus to AC and saving throws equal to half the spell’s level.

Aura of Power (Power Only). The ouroboros emits a strengthening aura in a 30-foot radius around it. The first time an affected creature within the area deals damage to one or more creatures each turn, the affected creature may choose one of the creatures it damaged. The chosen creature takes extra damage equal to the spell’s level.

Aura of Tenacity (Tenacity Only). The ouroboros emits a shielding aura in a 30-foot radius around it. Whenever an affected creature starts its turn in the area, roll a number of d10s equal to half the spell’s level. The affected creature gains the result as temporary hit points, which last until the spell ends.

Actions

Ouroboros Influence. The ouroboros targets an affected creature other than itself that it can see within 60 feet of it. If the target is willing, the ouroboros magically pushes it up to 30 feet in a direction of the ouroboros’ choice that is horizontal to it.

Sundering Smite

5th-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Paladin
  • Origin: Grimlore's Grimoire

The next time you hit a creature with a melee weapon attack during the spell's duration, you attack deals an additional 6d8 radiant damage. The target must then make a Strength saving throw. On a failure, it suffers a -5 penalty to its AC until the end of your next turn. This reduction cannot reduce a creature's AC below 10 + its Dexterity modifier + any other ability score's it may add to its AC.

Swift Quiver

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: Concentration, up to a minute
  • Classes: Ranger
  • Origin: Player's Handbook

You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition.

Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Synaptic Static

5th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Bonded, Prism, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You choose a point within range and cause psychic energy to explode there. Each creature in a 20—foot—radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinesis

5th-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Teleportation Circle

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
  • Duration: 1 round
  • Classes: Alchemist, Astromancer, Bard, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Temporal Relapse

5th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You rewind a local stream of time around yourself, sending your body back to the way it was before. You teleport to the location you were in at the start of your previous turn. In addition, you regain any hit points lost since the start of your last turn as temporary hit points.

Temporal Shunt

5th-level dunamancy


  • Casting Time: 1 reaction, which you take when a creature you can see within range makes an attack or begins to cast a spell
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Runeshaper, Wizard
  • Origin: Explorer's Guide to Wildemount

When a creature within range makes an attack roll or casts a spell, you may force them into a time-skip. The target must succeed on a Wisdom saving throw or vanish, causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was, or in the closest space. The target doesn't remember the casting of the spell, or being affected by it.

Thoughtseize

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black card, and a chunk of dried fish brain)
  • Duration: Instantaneous
  • Classes: Bard, Bonded, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch a creature, pouring energies through its mind and tearing answers from its head. Make a melee spell attack against a creature. On a hit, the target takes 5d10 psychic damage and suffers disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma until the end of your next turn.

Additionally, pose three questions. You learn the creature’s own interpreted answer to each of these questions in a single word or short phrase determined by the DM.

Transmute Rock

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clay and water)
  • Duration: Until dispelled
  • Classes: Alchemist, Artificer, Druid, Wizard
  • Origin: Elemental Evil

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Tree Stride

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree.

You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

True Shield

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving throw against a spell or effect and would cause damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Swordmeow

A sphere of energy erupts from you, encasing and protecting you. The sphere is a ward with a hit point maximum of 50 that lasts until the end of your next turn.

Additionally, whenever the ward becomes the target of a magic missile spell, it's unaffected, and the spell is reflected back at the caster as though it originated from you, turning the caster into the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ward's hit point maximum increases by 10 for each slot level above 5th.

Unbreakable Bond

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bonded
  • Origin: Jack Weighill

You forge an indestructible shell of spiritual energy around your Manifestation. Until the spell ends, whenever your Manifestation would be reduced to 0 hit points, it drops to 1 hit point instead. You must then make a Constitution saving throw to maintain concentration on the spell.

If your Manifestation is not in range when you cast this spell, the spell fails.

Unleash Inner Radiance

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Prism,
  • Origin: Jack Weighill

You release the full potential of your inner light. Until the spell ends, you shed bright light in a 30-foot radius around you and dim light for a further 30 feet. This light can illuminate magical darkness created by spells of 5th level or lower.

Additionally, whenever you hit a creature with spell attack, you may release a blast of radiant light in a 10-foot radius around the target. Each creature you choose that is caught in the area must succeed on a Dexterity saving throw or take 2d6 radiant damage.

Uplift/Depress

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a golden pocket watch filled with tears worth at least 200 gp)
  • Duration: 1 hour
  • Classes: Bard, Bonded, Cleric, Shaman, Wizard
  • Origin: Jack Weighill

You cause a shift in the mind of a creature you touch, causing them to experience a sudden change in disposition. Choose one of the options below:


  • Uplift. The target experiences an uplifting happiness, granting them a +1 bonus to AC and saving throws for the duration. Additionally, at the start of each of its turns until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier.
  • Depress. The target creature experiences a dive in self-worth, mood, and outlook on life, suffering a -1 penalty to AC and saving throws for the duration. Additionally, whenever the target takes damage, it takes an extra 1d4 psychic damage.

An unwilling creature can make a Wisdom saving throw to avoid the spell’s effects.

  • It becomes frightened of you.
  • Attack rolls made against the target are made with advantage.
  • Any healing it receives is halved.
  • Its speed is reduced by half.
  • Each time it suffers damage, you may force it to move up to 5 feet in a direction you choose.

At the end of each of its turns for the duration, the target can repeat its saving throw. On a success, the target chooses one of the spell’s currently ongoing effects, causing that effect to end on itself. The target gains advantage on this saving throw if it is more than 60 feet away from you and cannot see you.

When the spell ends, the target ceases making saving throws against the spell’s effects until all penalties are lost. Instead, at the beginning of each of its turns, the target chooses one of the spell’s currently ongoing effects, causing that effect to end on itself.

Visit

5th-level conjuration


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a silver locket containing a portrait of the target worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

Choose a willing creature that you are familiar with. If that creature is on the same plane of existence as you, you teleport to an unoccupied space within 30 feet of the target.

Voltaic Shackle

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You bring down a bolt of electrifying energy that binds and entwines your foes in electrical static. A creature that you can see within range must make a Constitution saving throw. On a failure, a creature takes 5d10 lightning damage and be paralyzed until the end of your next turn. A creature that succeeds the saving throw takes half damage and is not paralyzed.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 for every spell slot level expended above 5th.

Vulnerability Seal

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You place a rune onto the skin of a creature that you can see within range, increasing their pain. The first time the target takes damage each turn, it takes an extra 1d8 necrotic damage.

A creature can use its action to make a Wisdom saving throw, overpowering the seal on a success and ending the spell.

Wall of Force

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Astromancer, Runeshaper, Wizard
  • Origin: Player's Handbook

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. it is shaped as a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall and it is immune to all damage. A disintegrate spell burns a 10-foot-by-10-foot hole in the wall. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall of Light

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hand mirror)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Astromancer, Cleric, Odic, Prism
  • Origin: Xanathar's Guide to Everything

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area 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, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

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.

Wall of Stone

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 17 and 15 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Warding Smite

5th-level abjuration (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Invoker, Paladin,
  • Origin: Devout Handbook

The next time you hit a creature with a weapon attack before this spell ends, your weapon flashes with celestial power before enveloping you in a protective aegis. The attack deals an extra 5d8 radiant damage and a creature you choose within 30 feet of you gains a number of temporary hit points equal to the extra damage you dealt with this spell, which last until the spell ends. A creature with temporary hit points gained this way gains resistance to all damage.

White Ice

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Warden,
  • Origin: Swordmeow

You are enveloped by a coat of living ice. You gain 30 temporary hit points, which fade when the spell ends. Until the spell ends, you gain the following benefits:

  • You can use a bonus action to gain 15 temporary hit points.
  • You become wreathed in an icy aura. Your weapon attacks and unarmed strikes deal an extra 2d6 cold damage.
  • As a bonus action, you can form a bridge of ice, starting in a space within 5 feet of you and extending in a straight line up to 60 feet away, but elevating no more than 5 feet off the ground. You expend only 1 foot of movement for every 2 feet you travel across it. The bridge melts when you make a new bridge, or when the spell ends.
  • You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the temporary hit points gained upon casting the spell, or using a bonus action to gain more, increases by 5 for each slot level above 5th.

Additionally, the extra cold damage granted by your icy aura increases by 1d6 for every two slot levels above 5th.

Wings of Night

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Sorcerer, Warlock
  • Origin: Genuine

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.

As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.

Wings of Steel

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock
  • Origin: Manual of Magical Martial Manoeuvres

You summon 8 glowing hilt-less blades that fan out behind your back. Until the spell ends you can use these blades in magical maneuvers:

Fan of Blades. You can use your action to sweep the blades forward. Creatures in 15 foot cone must succeed on a Dexterity saving throw or take 2d10 slashing damage and half damage on a successful save.

Flying Lance. You can use your bonus action to throw out one of the blades, targeting a creature that you can see within 60 feet. Make a ranged spell attack, dealing 3d10 piercing damage on a hit.

Piercing Volley. You use your action to throw out 4 of your blades. Creatures in 5 foot wide 30 foot line must make a Dexterity saving throw or take 4d10 slashing damage on a failed save and half damage on a successful one.

While you have at least 4 of these blades you gain a flying speed of 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of blades you conjure increases by 1 for each spell slot level expended above 5th.

Wrath of Nature

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger, Shaman, Warden
  • Origin: Xanathar's Guide to Everything

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause. trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Yester

5th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a timepiece worth at least 100 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Shaman, Warlock, Wizard
  • Origin: Synergenesis

You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can be more than 100 years ago.

When viewing the past, it appears dreamlike and shadowy, but you can still discern detail and hear conversation as normal. While perceiving the past, you can look in any direction and move as normal, though you cannot speak and are unable to sense your present surroundings.