A IM T RUE
1st-level divination (cleric, ranger, sorcerer)
Casting Time: 1 bonus action
Range: 600 feet
Components: V, S
Duration: 1 round
Choose a creature you can see within range. Until
the end of your turn, you can’t have disadvantage
on attack rolls against the target, and the next
ranged attack that you make against it before this
spell ends has its range increased to 600 feet if it
were lower.
A RCHMAGE ’ S S WORD
1st-level conjuration (wizard)
Casting Time: 1 bonus action
Range: Touch
Components: S, M (a piece of clothing worth at
least 1 cp, which you must be holding or
wearing when you cast the spell)
Duration: 8 hour
You draw a magic longsword from a hat, a sleeve,
or some other unseen patch of clothing. Any
creature that is able to cast at least one spell is
considered proficient with this longsword. Until
the spell ends, the sword can be stowed in or
drawn from the same place again by any creature
of your choice, but it cannot be found by anyone
else. When the spell ends, the longsword
disappears. The spell ends early if you cast it
again. While wielding the sword, you can use an
action to make a melee spell attack against a
target within the weapon’s reach. On a hit, the
target takes 1d8 + your spellcasting ability
modifier slashing damage.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell attack’s
damage increases by 1d8 for every two slot levels
above 1st. When you cast it using a 3rd or
4th-level slot, the sword becomes a +1 longsword.
When you use a 5th or 6th-level slot, the the
bonus increases to +2. When you use a slot of 7th
level or higher, the bonus increases to +3.
A RMOR OF THE H UNTER
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You bolster yourself with an invisible barrier that
wards you against supernatural forces. You gain
advantage on all saving throws against spells of
3rd level or lower.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher (up to 5th), you
gain advantage against every spell of up to two
level higher than the expended slot.
B ANESLAYER
4th-level abjuration (cleric, druid, paladin, ranger,
warlock)
Casting Time: 1 bonus action
Range: Self
Components: V, M (a holy symbol or an item
made of silver worth at least 25 gp)
Duration: Concentration, up to 1 hour
Until the spell ends, you become imbued with
astral energy, granting you protection against
certain types of creatures: aberrations, celestials,
dragons, elementals, fey, fiends, and undead.
The protection grants several benefits.
• Creatures of those types have disadvantage on
attack rolls against you.
• You can’t be charmed, frightened, or possessed
by them.
• If you are already charmed, frightened, or
possessed by such a creature, you have
advantage on any new saving throw against the
relevant effect.
• Your weapon attacks against them deal an
additional 2d8 force damage on a hit.
E ILISTRAEE ’ S M OONLIT A RROW
2nd level evocation (bard, cleric, paladin, ranger)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bow or crossbow)
Duration: 1 minute
As part of the action used to cast this spell, you
must make a ranged attack with a bow or a
crossbow against one creature within the spell’s
range, otherwise the spell fails. The fired projectile
is imbued in moonlight and shines while flying
through the air. On a hit, the target suffers the
attack’s normal effects, they take an additional
3d10 radiant damage, and the ammunition marks
them with an intense, silvery light for the duration.
During this time, the target cannot hide nor
benefit from half cover, and they can be seen while
invisible as if they were visible.
A shapechanger hit by the spell takes an
additional 1d10 damage and has to make a
Constitution saving throw with disadvantage or
instantly revert to their original form.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, both the starting
damage and the bonus damage to a shapechanger
increase by 1d10 for each slot level above 2nd.
E SSENTIAL I NFUSION
4th-level transmutation (artificer, warlock, wizard)
Casting Time: 1 bonus action
Range: Touch
Components: S, M (coarse paper or quicksilver)
Duration: Concentration, up to 1 minute
You rub a melee weapon that you are holding and
it becomes covered in a shower of sparks, then
choose one of the followings. The spell ends early
if you let go the weapon or stow it.
Essence of Aether. The weapon emits a loud
buzz, and lightning arcs discharge to the
surroundings. Creatures of your choice that start
their turn within 20 feet of you cannot take a
reaction until the start of their next turn. When
you take the Attack action on your turn and you
are holding the charged weapon, make a ranged
spell attack against a creature or object within 60
feet of you. On a hit, the target takes 3d8 lightning
damage.
Essence of Phlogiston. The weapon ignites,
providing bright light in a 20-foot radius and dim
light for an additional 20 feet. While lit, creatures
of your choice within 60 feet of you that can see
the flame must succeed on a Wisdom saving throw
or be frightened by you for the duration, and the
weapon deals an extra 2d6 fire damage on a hit.
An affected creature can repeat this saving throw
at the end of each of their turns, ending the effect
for themselves on a success.
F ROST D AR T
Evocation cantrip (druid, ranger, sorcerer, wizard)
Casting Time: 1 action (special)
Range: 40 feet
Components: V, S
Duration: Instantaneous
You can cast this spell as an action or in place of
another ranged weapon attack, such as when you
take the Attack action on your turn.
You evoke a dart made of ice and throw it at a
creature you can see within range. Make a ranged
weapon attack against the target using your
spellcasting ability modifier. On a hit, the target
takes 1 + your spellcasting ability modifier cold
damage and is numbed until they make an attack.
The numbed condition affects one more attack for
each additional time the target is hit by this spell.
Regardless of how many attacks they make, the
target ceases to be numbed at the end of their next
turn.
A numbed creature has a -2 penalty to their
attack rolls.
The dart’s base damage increases to a d4 when
you reach 5th level, a d6 when you reach 11th
level, and a d8 when you reach 17th level.
G HOSTLY F IRE
2nd-level necromancy (cleric, ranger, paladin,
warlock, wizard)
Casting Time: 1 bonus action
Range: Self
Components: S, M (ectoplasm and ground bones)
Duration: Concentration, up to 1 minute
For the duration, any weapon you are holding is
covered in dim silvery flames, and your weapon
attacks count as magical for the purpose of
overcoming the resistance and immunity to
nonmagical attacks and damage of incorporeal
creatures (such as a ghost, or another creature
with the Incorporeal Movement trait). The flames
are harmless and don’t emit enough light to
illuminate their surroundings.
Additionally, once before this spell ends when
you hit a creature with a weapon attack, you can
cause the flames to intensify as you strike. The
attack deals an additional 2d8 fire damage to the
target and to any other creature in a 10-foot cone
behind it. This damage ignores the resistance to
fire damage of incorporeal creatures.
G LINTING B LADE
Evocation cantrip (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (three glass marbles)
Duration: Instantaneous
You create a weapon of light in your free hand or
in the hand that’s providing the material
component. It counts as a simple melee weapon
with which you are proficient.
When you evoke the weapon, you immediately
take the Attack action to make one melee weapon
attack with it using your spellcasting ability, then
it disappears. On a hit, the weapon deals 1d10
piercing or slashing damage (your choice). You
don’t add your ability modifier to the damage of
this attack, unless that modifier is negative.
When you reach 5th level, you can make two
attacks, instead of one, whenever you take the
Attack action this way. You can move between
these attacks as normal. The weapon’s damage
increases by 1d10 when you reach 11th level
(2d10) and 17th level (3d10).
G LYPH OF P URSUIT
Abjuration cantrip
Casting Time: 1 bonus action
Range: 5 feet
Components: S, M (a piece of charcoal)
Duration: 1 round
Choose a creature you can see within range. Until
the start of your next turn, a target can’t avoid
provoking opportunity attacks from you.
H ARDENED F LESH
1st-level transmutation
Casting Time: 1 reaction, which you take when
you are hit by an attack of fail a saving throw
Range: Self
Components: V, S
Duration: Instantaneous
You become petrified until the start of your next
turn.
S ILVERMOON C OATING
1st-level transmutation (artificer, druid, sorcerer)
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a silver coin, which the
spell consumes)
Duration: Concentration, up to 1 hour
You pass the coin upon a non-magical melee
weapon you are holding, bathing it in moonlight
and making it bright and silvered for the duration.
Until the spell ends, anyone holding the weapon
is considered proficient with it, and its attack
bonus can’t be lower than your spell attack bonus
(it becomes equal if it’s lower).
An attack roll made with the enchanted weapon
under the moonlight has advantage.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, an attack made
with the enchanted weapon deals an additional
1d8 radiant damage on a hit. When you use a
spell slot of 5th level or higher, the additional
damage increases to 2d8.
S MOKE B OMB
1st-level conjuration (artificer, ranger, warlock)
Casting Time: 1 reaction, which you take when
you become the target of an attack
Range: Self
Components: S, M (a pinch of dust)
Duration: 1 round
You summon a cloud of smoke in your space that
lasts until the start of your next turn or until a
wind of moderate or greater speed (at least 10
miles per hour) disperses it. The cloud’s area is
heavily obscured.
T HORNSPIKE
1st-level conjuration
Casting Time: 1 action (special)
Range: 15 feet
Components: V, S
Duration: 1 round
You can cast this spell as an action or in place of a
weapon attack, such as when you take the Attack
action on your turn.
You call forth a tendril of spiky vines, wielding it
as a lance. Make a melee spell attack against the
target. On a hit, the target takes 2d6 piercing
damage + 1d6 poison damage, and they must
succeed on a Dexterity saving throw or be unable
to move until the start of your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the poison damage
increases by 1d6 for each slot level above 1st.
T WILIGHT S EAL
1st-level abjuration
Casting Time: 1 bonus action
Range: Self (90-foot radius)
Components: S, M (a burning candle)
Duration: Concentration, up to 1 hour
You trace a seal in the air in front of you, warding
yourself from harm. Choose a creature that you
can see within range. Until the spell ends, you
deal an extra 1d4 force damage to the target
whenever you hit it with an attack. Also, when the
target moves toward you, every foot of movement
costs 1 extra foot for it.
If the target drops to 0 hit points before this
spell ends, you can use a bonus action on a
subsequent turn of yours to turn the seal against
a new creature.
When you’ve already cast a spell of 3rd or 4th
level since dawn, you can maintain your
concentration on the spell for up to 8 hours. When
you’ve already cast a spell of 5th level or higher
since dawn, you can maintain your concentration
on the spell for up to 24 hours.