Académique Documents
Professionnel Documents
Culture Documents
1) Sacred Flame
Evocation Cantrip
Range: 60 feet
Components: V, S
Duration: Instantaneous
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
target gains no benefit from cover for this saving throw.
The spell�s damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
Necromancy Cantrip
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable.
This spell has no effect on undead or constructs.
3) Light
Evocation Cantrip
If you target an object held or worn by a hostile creature, that creature must
succeed on a Dexterity saving throw to avoid the spell.
4) Eldritch Blast
Evocation Cantrip
Components: V, S
Duration: Instantaneous
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 damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th
level, three beams at 11th level, and four beams at 17th level. You can direct the
beams at the same target or at different ones. Make a separate attack roll for each
beam.
5) Prestidigitation
Transmutation cantrip
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spell-casters use for practice. You
create one of the following magical effects within range:
6) Fire Bolt
Evocation Cantrip
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).d
7) Chill Touch
Necromancy cantrip
Casting Time: 1 Action
Range: 120 feet
Components: V,S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a
ranged spell attack including spell attack bonus, against the creature to assail it
with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it
can't regain hit points until the start of your next turn. Until then, the hand
clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you
until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
8) Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken
chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As
long as the break or tear is no larger than 1 foot in any dimension, you mend it,
leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can�t
restore magic to such an object.
9) Witch Bolt
1st-level evocation
Range: 30 feet
A beam of crackling, blue energy lances out toward a creature within range, forming
a sustained arc of lightning between you and the target. Make a ranged spell attack
against that creature. On a hit, the target takes 1d12 lightning damage, and on
each of your turns for the duration, you can use your action to deal 1d12 lightning
damage to the target automatically. The spell ends if you use your action to do
anything else. The spell also ends if the target is ever outside the spell�s range
or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the initial damage increases by 1d12 for each slot level above 1st.
10) Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you
sense magic in this way, you can use your action to see a faint aura around any
visible creature or object in the area that bears magic, and you learn its school
of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1st-level evocation
Components: V,S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your
choice that you can see within range. A dart deals 1d4+1 force damage to its
target. The darts all strike simultaneously and you can direct them to hit one
creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or
higher, the spell creates one more dart for each slot above 1st.
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your
spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the healing increases by 1d8 for each slot level above 1st.
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the mystical dim light glittering on the target
until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.
14) Command
Grovel. The target falls prone and then ends its turn.
15) Blindness/Deafness
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to
make a Constitution saving throw. If it fails, the target is either blinded or
deafened (your choice) for the duration. At the end of each of its turns, the
target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, you can target one additional creature for each slot level above 2nd.
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range each regain hit
points equal to 2d8 + your spellcasting ability modifier. This spell has no effect
on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, the healing increases by 1d8 for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it.
The condition can be blinded, deafened, paralyzed, or poisoned.