Spell Book
Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
Warlock
Nathair's Mischief
1 Action
60 feet
S, M
Concentration, up to 1 minute
Up to 1 minute
A piece of crust from an apple pie
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surged
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
2nd level Illusion
Illusion
2
Summon Beast
1 Action
90 feet
V, S, M
Concentration, up to 1 hour
Up to 1 hour
A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels When you cast this spell using a 3rd level spell slot or higher, use the higher level wherever the spell's level appears in the stat block.
2nd level Conjuration
Conjuration
2
Summon Undead
1 Action
90 feet
V, S, M
Concentration, up to 1 hour
Up to 1 hour
A gilded skull worth at least 300 gp
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels When you cast this spell using a 4th level spell slot or higher, use the higher level wherever the spell's level appears in the stat block.
3rd level Necromancy
Necromancy
3
Summon Fiend
1 Action
90 feet
V, S, M
Concentration, up to 1 hour
Up to 1 hour
Humanoid blood inside a ruby vial worth at least 600 gp
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. 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.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels When you cast this spell using a 7th level spell slot or higher, use the higher level wherever the spell's level appears in the stat block.
6th level Conjuration
Conjuration
6
Giant Wolf Spider
¼
Medium
Beast
Medium Beast
13
11 (2d8 + 2)
40 ft, climb 40 ft
12
16
13
3
12
4
+1
+3
+1
-4
+1
-3
Skills Perception +3, Stealth +7
Blindsight 10 ft
Darkvision 60 ft

Spider Climb The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Sense While in contact with a web, the spider knows the exact location of any other creature in contact with the same web

Web Walker The spider ignores movement restrictions caused by webbing

ActionsBite Melee Weapon Attack +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way

+2
Summon Lesser Demons
1 Action
60 feet
V, S, M
Concentration, up to 1 hour
Up to 1 hour
A vial of blood from a humanoid killed within the past 24 hours
You utter foul words, summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears.
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels When you cast this spell using a 6th or 7th level spell slot, you summon twice as many demons. If you cast it using a 8th or 9th level spell slot, you summon three times as many demons.
3rd level Conjuration
Conjuration
3
Confusion
1 Action
90 feet
V, S, M
Concentration, up to 1 minute
Up to 1 minute
Three nut shells
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels When you cast this spell using a 5th level spell slot or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
4th level Enchantment
Enchantment
4
Prismatic Spray
1 Action
Self (60-foot cone)
V, S
Instantaneous
Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1 Red The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2 Orange The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3 Yellow The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Green The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5 Blue The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6 Indigo On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7 Violet On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8 Special The target is struck by two rays. Roll twice more, rerolling any 8.
7th level Evocation
Evocation
7
Bestial Spirit
Small
Beast
Small Beast
11 + spell level
20 (Air) or 30 (Land and Water) + 5 × spell level above 2nd
30 ft, climb 30 ft (Land), fly 60 ft (Air), swim 30 ft (Water)
18
11
16
4
14
5
+4
0
+3
-3
+2
-3
Darkvision 60 ft

Flyby (Air): The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach

Pack Tactics (Land and Water): The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated

Water Breathing (Water): The beast can breathe only underwater

ActionsMultiattack: The beast makes a number of attacks equal to half this spell’s level (rounded down)

Maul Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage

2 2
Spell Splots
Full Half Third 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2nd 3rd 2
2nd 3+ 4+ 3
3rd 5+ 7+ 4 2
4th 7+ 10+ 4 3
5th 9+ 13+ 4 3 2
6th 11+ 16+ 4 3 3
7th 13+ 19+ 4 3 3 1
8th 15+ 4 3 3 2
9th 17+ 4 3 3 3 1
10th 19+ 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Full casters:
Bard
,
Cleric
,
Druid
,
Sorcerer
, and
Wizard


Half casters:
Artificer
,
Paladin
, and
Ranger

(Artificer also has two 1st level spell slots at level 1)

One-third casters:
Arcane Trickster
and
Eldrith Knight


Multiclassing: Add together all your bard, cleric, druid, sorcerer, and wizard levels; half (rounded up) of your artificer levels; half (rounded down) of your paladin and ranger levels; and a third (rounded down) of your fighter or rogue levels if you have the Eldritch Knight or the Arcane Trickster feature.
¼ ¼
Fiendish Spirit
Large
Fiend
Large Fiend
12 + spell level
50 (Demon) or 40 (Devil) or 60 (Yugoloth) + 15 × spell level above 6th
40 ft, climb 40 ft (demon), fly 60 ft (devil)
13
16
15
10
10
16
+1
+3
+2
0
0
+3
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Darkvision 60 ft

Magic Resistance The fiend has advantage on saving throws against spells and other magical effects

Death Throes (Demon) 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) Magical darkness doesn't impede the fiend's darkvision

ActionsMultiattack The fiend makes a number of attacks equal to half this spell's level (rounded down)

Bite (Demon) 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) 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) Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 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

Undead Spirit
Medium
Undead
Medium Undead
11 + spell level
30 (Ghostly and Putrid) or 20 (Skeletal) + 10 × spell level above 3rd
30 ft, fly 40 ft (ghostly; hover)
12
16
15
4
10
9
+1
+3
+2
-3
0
-1
Damage Resistances necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Darkvision 60 ft

Festering Aura (Putrid) Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn

Incorporeal Passage (Ghostly) The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled

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

Deathly Touch (Ghostly) Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn

Grave Bolt (Skeletal) Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell's level necrotic damage

Rotting Claw (Putrid) Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn

7 7
4 4
3 3