Thunderous Smite 5e The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you,
Catapult 5e Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in
Sleet Storm 5e Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area
Shield of Faith 5e A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Casting Time: 1
Infestation 5e You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution
Feather Fall 5e Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature
Fire Bolt 5e You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes
Crown of Madness 5e One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
Green-Flame Blade 5e You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit,
Booming Blade 5e You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit,
Mind Sliver 5e You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving
Thorn Whip 5e You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the
Dispel Magic 5e Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or
Searing Smite 5e The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an
Chromatic Orb 5e You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the
Ray of Sickness 5e A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target
Burning Hands 5e As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot
Absorb Elements 5e The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering
Scorching Ray 5e You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack
Concentration 5e Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained
Two-Weapon Fighting 5e Two-Weapon Fighting 5e Basic Rules When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use
Shove 5e Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re
Disengage 5e Disengage Rules: If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. Player’s Handbook, pg. 192 Normal Opportunity Attack Rules:
Flanking 5e If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. A creature can’t flank an enemy that
Restrained 5e A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls
Spell Save DC 5e This is how you calculate a character’s spell save DC in DnD 5e: Spell save DC = 8 + spellcasting ability modifier + proficiency bonus What’s
Short Rest 5e A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending
Passive Perception 5e Relevant rules on Passive Perception in DnD 5e, from the Player’s Handbook: Passive Checks A passive check is a special kind of ability check that doesn’t involve
The Frightened Condition DnD 5e A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t
Identify 5e You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its
Phantasmal Force 5e You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw.
31 DnD 5e Spell Statistics Magic is my favorite part of Dungeons and Dragons. From soiling your friend’s pants with Prestidigitation to exploding heads with Psychic Scream, DnD spells are
Sanctuary 5e You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first
Disguise Self 5e You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to
Lesser Restoration 5e You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Casting Time: 1
Sacred Flame 5e Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
Thunderwave 5e A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,
The School of Transmutation involves altering matter, modifying creatures, and weaving energy to create brand new forms. True Transmuters aren’t satisfied with mere alchemical tricks — they seek out ways
Minor Illusion 5e You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an
Pass Without Trace 5e A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet
Necromancers make people uncomfortable. In the most permissive societies that tolerate such experimentation, their actions are taboo. In more conservative climes, anyone associated with necromantic magic could be considered evil
Mirror Image 5e Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible
Detect Thoughts 5e For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,
Toll the Dead 5e You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The
Illusionists study magic that creates confounding mirages, shimmering spectacles, and phantasmal apparitions designed to befuddle the senses. They can create realities out of nothing, attack their foes’ mental fortitude, and
Faerie Fire 5e Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is
Suggestion 5e You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
Controlling elemental forces, channeling healing energy, and badass combat magic is what the School of Evocation is all about. Evokers are the classic war-mages — the fireball-tossing, wound-suturing, earth-shaking mages
Sleep 5e This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of
Eldritch Blast 5e A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force