A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half
Category: DnD 5e Spell Guides
Guides on the spells from DnD 5e. From how to use certain spells to the greatest effect to the rules questions that surround each spell, this covers everything you need to know about each spell in Dungeons and Dragons 5e.
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end
Clerics are the undisputed champions of divine magic in Dungeons and Dragons. But that doesn’t mean they’re locked into one category. On the contrary, from your classic healing spells to
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine
Cantrips are important in 5e — they’re the basic attacks and minor utility effects that define how a spellcasting class is going to spend a lot of their time. It’s