DnD 5e Players Handbook

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Ca lm Em otion s
2 nd-level enchantm ent
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group
of people. Each humanoid in a 20-foot-radius sphere
centered on a point you choose within range must make
a Charisma saving throw; a creature can choose to
fail this saving throw if it wishes. If a creature fails its
saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be
charmed or frightened. W hen this spell ends, any
suppressed effect resumes, provided that its duration
has not expired in the meantime.
Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by
a spell or if it witnesses any of its friends being harmed.
W hen the spell ends, the creature becom es hostile
again, unless the DM rules otherwise.

Ch a in Lig h tn in g
6 th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of
your choice that you can see within range. Three bolts
then leap from that target to as many as three other
targets, each of which must be within 30 feet of the first
target. A target can be a creature or an object and can
be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The
target takes 10d8 lightning damage on a failed save, or
half as much damage on a successful one.
A t H igh er L ev els. W hen you cast this spell using
a spell slot of 7th level or higher, one additional bolt
leaps from the first target to another target for each slot
level above 6th.

Ch a r m Person
1st-level enchantm ent
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within
range. It must make a W isdom saving throw, and does
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until
the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.
A t H ig h er L ev els. W hen you cast this spell using
a spell slot of 2nd level or higher, you can target one


additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

Ch ill Touch
N ecrom ancy 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
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).

Ch ro m atic Orb
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a
creature that you can see within range. You choose
acid, cold, fire, lightning, poison, or thunder for the type
of orb you create, and then make a ranged spell attack
against the target. If the attack hits, the creature takes
3d8 damage of the type you chose.
A t H igh er L ev els. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Circle of Death
6 th-level necrom ancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black
pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-
radius sphere from a point within range. Each creature
in that area must make a Constitution saving throw. A
target takes 8d6 necrotic damage on a failed save, or
half as much damage on a successful one.
A t H igh er L ev els. W hen you cast this spell using a
spell slot of 7th level or higher, the damage increases by
2d6 for each slot level above 6th.

Circle of Pow er
5th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
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