Spell Slots: Chill Touch Eldritch Blast Sacred Flame

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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

First Second Third Forth Fifth Sixth Seventh Eight Ninth Tenth

Spell _______ _______ _______ _______ _______ _______ _______ _______ _______ _______

slots
Chill Touch Eldritch Blast Sacred Flame
Necromancy Evocation Evocation

Level: Cantrip Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet Range: 60 feet
Components: V, S Components: V, S Components: V, S
Duration: 1 round Duration: Instantaneous Duration: Instantaneous

You c reate a ghostly, skeletal hand in the A beam of c rac kling energy streaks Flame-like radianc e desc ends on a
spac e of a c reature within range. toward a c reature within range. Make a c reature that you c an see within range.
Make a ranged spell attac k against the ranged spell attac k against the target. On The target must suc c eed on a Dexterity
c reature to assail it with the c hill of the a hit, the target takes 1d10 forc e saving throw or take 1d8 radiant damage.
grave. On a hit, the target takes 1d8 damage. The target gains no benefit from c over for
nec rotic damage, and it c ant regain hit this saving throw.
points until the start of your next turn. At higher level
Until then, the hand c lings to the target. At higher level
If you hit an undead target, it also has The spell c reates more than one beam
disadvantage on attac k rolls against you when you reac h higher levels: The spells damage inc reases by 1d8
until the end of your next turn. Two beams at 5th level when you reac h 5th level (2d8), 11th level
Three beams at 11th level (3d8), and 17th level (4d8).
At higher level Four beams at 17th level.
You c an direc t the beams at the same
This spells damage inc reases by 1d8 target or at different ones. Make a
when you reac h 5th level (2d8), 11th level separate attac k roll for eac h beam.
(3d8), and 17th level (4d8).

Bless Cure Wounds Guiding Bolt


Enchantment Evocation Evocation

Level: 1 Level: 1 Level: 1


Casting time: 1 Action Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch Range: 120 feet
Components: V, S, M Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous Duration: 1 round

(a sprinkling of holy water) You bless up to A c reature you touc h regains a number of A flash of light streaks toward a c reature
three c reatures of your c hoic e within hit points equal to 1d8 + your of your c hoic e within range.
range. Whenever a target makes an attac k spellc asting ability modifier. This spell Make a ranged spell attac k against the
roll or a saving throw before the spell has no effec t on undead or c onstruc ts. target. On a hit, the target takes 4d6
ends, the target c an roll a d4 and add the radiant damage, and the next attac k roll
number rolled to the attac k roll or saving At higher level made against this target before the end
throw. of your next turn has advantage, thanks to
When you c ast this spell using a spell slot the mystic al dim light glittering on the
At higher level of 2nd level or higher, the healing target until then.
inc reases by 1d8 for eac h slot level above
When you c ast this spell using a spell slot 1st. At higher level
of 2nd level or higher, you c an target one
additional c reature for eac h slot level When you c ast this spell using a spell slot
above 1st. of 2nd level or higher, the damage
inc reases by 1d6 for eac h slot level above
1st.
Hail of Thorns
C onjuration

Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a c reature with a


ranged weapon attac k before the spell
ends, this spell c reates a rain of thorns
that sprouts from your ranged weapon or
ammunition. In addition to the normal
effec t of the attac k, the target of the
attac k and eac h c reature within 5 feet of
it must make a Dexterity saving throw. A
c reature takes 1d10 pierc ing damage on
a failed save, or half as muc h damage on
a suc c essful one.

At higher level

If you c ast this spell using a spell slot of


2nd level or higher, the damage inc reases
by 1d10 for eac h slot level above 1st (to a
maximum of 6d10).

- Generated and printed at Dnd-Spells.com

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