Spell Cheat Sheet

This is a cheat sheet for campaign spells not already on the web

Aspect of the Wolf
1st-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a wolf’s whisker)

Duration: 1 hour

This spell allows you to transform into a wolf. The spell lasts for the duration, or until you choose to end it, or until your wolf form drops to 0 hit points. While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of a wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.

When you transform, you assume the wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of a wolf. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the wolf form is physically capable of doing so.

You choose whether your equipment falls to the ground in your space, merges into your wolf form, or is worn by it. Your equipment doesn’t change size or shape to match the wolf form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. You can't activate, wield, or otherwise benefit from any of your equipment that merges with your wolf form until you leave wolf form.

Blazing Starfall
Conjuration cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 radiant damage if it fails. Until the start of your next turn, the area of the cube is lightly obscured, and the next time a creature leaves the area, it takes 1d4 fire damage and the spell ends.

At Higher Levels. When you reach 5th level, the radiant damage and fire damage both increase to 2d4. Both damage rolls increase to 3d4 at 11th level, and 4d4 at 17th level.

Blood Frenzy
2nd-level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S Duration: Special

You touch a creature that has the Rage class feature (such as a barbarian). The next time it uses this feature to Rage, that use does not count against any limit that feature imposes on how often it can be used.

Bloodlust Cloud
3rd-level enchantment

Casting Time 1 action

Components V, S, M (a tiny vial of blood)

Range 120 feet

Duration concentration, up to 1 minute

A cloud of red vapors rises at your command in a 20-foot-radius sphere that spreads around corners. The area within the cloud is heavily obscured, and also obscures darkvision beyond 5 feet. The cloud can be dispersed by a moderate wind. Any creature below half its maximum hit points that ends its turn in the bloodlust cloud makes a melee attack against a random adjacent creature unless it makes a successful Wisdom save.

Celestial Fist
1st -level Conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a holy symbol)

Duration: Concentration, up to 1 minute

You conjure a great fist of light that smashes down on your enemy and seeks to hold that foe fast in its grip. Choose a large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 radiant damage and is restrained until the end of its next turn. On a successful save, it takes half as much damage, and isn’t restrained.

A creature restrained by this spell makes a Dexterity saving throw at the end of each of its turns. On a failed save, it remains restrained until the end of its next turn. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d8 for each slot level above 1st.

Command Minor Beast
2nd-level enchantment

Casting Time: 1 action

Components: V

Range: 50 feet

Duration: Concentration, up to 1 hour

You target a Medium or smaller beast within range and force it to make a Wisdom saving throw. The beast you target must be CR 3 or less. If the beast fails its save then it is charmed by you So long as the beast is charmed, you have a telepathic link with it and can issue simple commands. If the beast receives no commands from you, it waits and defends itself if attacked. Any time the beast takes damage, it is allowed a new Wisdom saving throw. If the save is successful, the spell ends.

Creeping Cold
2nd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 3 rounds

You point at a target within range and begin to turn its body moisture into ice. The target makes a Constitution saving throw. If the creature fails, at the beginning of its next turn, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. The creature takes cold damage at the beginning of its next two turns as well, equal to 2d6 + your spellcasting ability modifier at the beginning of its second turn after the spell is cast, and 3d6 + your spellcasting ability modifier at the beginning of its third. If the creature succeeds on its saving throw, it still takes damage at the start of its next three turns, but the damage is halved.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of cold damage taken at the start of each turn increases by 1d6 for each slot level above 2nd.

Decomposition
2nd-level Necromancy

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute

When you cast this spell, an aura of decay surrounds you. For the duration, whenever a hostile creature within range takes damage, it must make a Constitution saving throw. On a failed saving throw, it suffers a festering wound. This wound inflicts 5 necrotic damage on the creature at the start of each of its turns.

A creature suffering from a festering wound can make a new Constitution saving throw at the end of each of its turns. A successful saving throw stops the ongoing necrotic damage from that wound and causes the creature to be immune to the effects of this spell for 1 minute. A creature can suffer from only one festering wound at a time.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of necrotic damage increases by 5 for each slot level above 2nd.

Dome of Night
2nd-level transmutation (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (owl feathers) Duration: Concentration, up to 1 minute You create a 10-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Elemental Blade
2nd-level evocation

Casting Time: 1 action Range: Touch

Components: V, S, M (a plum blossom) Duration: Concentration, up to 1 minute

When you cast this spell, a blade of elemental energy appears in the hand of a willing creature you touch. You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. The elemental blade is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but until the spell ends, you can evoke it for the creature again as a bonus action.

The wielder can use its action to create one of two effects:

□ The wielder can make a melee attack with the blade, rolling the attack as if it were attacking with a regular shortsword. On a hit the target takes 5d4 damage of the type chosen when this spell was first cast. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack).

□ The wielder can unleash energy on a single target within 30 feet. The wielder’s chosen target makes a Dexterity saving throw against your spellcasting DC. The target takes 4d4 damage of the type chosen when this spell was cast if it fails, or half as much damage on a success.

The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows:

□ Acid. The creature cannot take reactions until the beginning of the wielder’s next turn.

□ Cold. The creature’s speed is reduced by half until the end of its next turn.

□ Fire. The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect.

□ Lightning. The creature takes an extra 1d4 lightning damage if it is wearing metal armor.

□ Poison. The creature is poisoned until the end of its next turn.

At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each slot level above 2nd.

Lifetap
2nd-level necromancy

Casting Time: 1 action

Range: Self

Components: S, M (two identical needles)

Duration: Instantaneous

You launch two magical darts, one at an ally and one at an adversary, and the foe’s dart transfers life force to your friend in a golden flash. Make a ranged spell attack against a hostile creature. On a hit, the target takes necrotic damage equal to 2d10 plus your spellcasting ability modifier, and a friendly creature of your choice within range gains temporary hit points equal to the damage inflicted. If the attack misses, a friendly creature of your choice within range gains temporary hit points equal to your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd.

Moon Blade
3rd-level evocation Casting Time: 1 action

Range: Touch Components: V, S, M (a small candy made with wintergreen oil) Duration: Concentration, up to 1 minute You cause a glowing white blade of force to spring from your hand. The blade can take the form of any bladed weapon you are proficient with. You can attack with the blade using your spellcasting ability modifier instead of the normal ability modifier used for the attack. If you score a hit with the blade against a living creature, it takes 2d8 radiant damage. If you hit an undead with the blade, it takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for every two slot levels above 3rd.

Punishing Strike
Necromancy cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: 1 round

As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Scattered Form
1st-level transmutation

Casting Time: 1 action

Range: 5 feet

Components: V

Duration: Instantaneous

Your body briefly transforms, shattering into a horde of insects to attack nearby creatures before instantly reforming. Each creature within range, other than you, must succeed on a Dexterity saving throw, taking 2d10 piercing damage on a failure, or half as much on a success. If at least one creature fails its saving throw, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by a 1d10 for each slot level above first.

Tearing Claws
1st-level Conjuration

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V)

Duration: Instantaneous

Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed.

Creatures that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw and are pushed back 15 feet on a failed saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st.

Vigor
1st-level evocation

Casting Time: 1 action

Components: V, S

Range: Touch

Duration: Concentration, up to 1 minute

The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing the subject at the start of each turns increases by 1 hit point for every slot level above 1st

Word of Authority
1st-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 10 minutes

You attempt to instantly convince one creature within range who can hear and see you not to act against your authority. The target must make a Charisma saving throw, which it makes with advantage if its current hit points are more than half its hit point maximum. If the target has an Intelligence of 5 or lower, it automatically succeeds.

On a failure, the target becomes indifferent to creatures of your choice that it was hostile toward for the duration. For the same duration, the speed of the target that failed the save is also reduced to 0, and every time it makes an attack roll against you or any ally you choose to include in this effect, it takes psychic damage equal to 1d4 + your spellcasting ability modifier.

A target that failed its saving throw can make the save again at the end of each of its next two turns. On a success, the spell ends. Once a target has failed its Charisma saving throw against this spell three times, the effects of this spell last the full duration.

If you or any ally you included in this effect attack the target or harm it with a spell, the spell ends.

If your campaign uses the optional Morale rules described in Chapter 9 of the Dungeon Master's Guide, a creature under the effects of this spell makes a morale check at the start of each of its turns. If it is not hostile towards you when it fails a morale check, it surrenders rather than fleeing.

At Higher Levels. When you cast this spell using a spell slot of 2nd level of higher, the psychic damage increases by 1d4 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 hour.