dungeons and dragons players handbook

(Jeff_L) #1

HASTE
3rd-/evel transmutation
Casting Time: 1action
Range: 30 feet
Components: V,5, M(ashaving oflicorice root)
Duration: Concentration, up to I minute
Choose a willing creature that you can see within range.
Until the spell ends, the target's speed is doubled, it
gains a +2 bonus to AC,it has advantage on Dexterity
saving throws, and it gains an additional action on each
ofits turns. That aclion can be used only lo lake the
Attack (one weapon attack only),Dash, Disengage, Hide,
or Use an Object aclion.
When lhe spell ends, the target can't move or take
actions until after its next turn, as a wave oflelhargy
sweeps over it.


HEAL
6th-levei evocation
Casting Time: 1action
Range: 60 feet
Components: V,5
Duration: Instantaneous
Choose a crealure lhat you can see within range. A
surge ofposilive energy washes through the creature,
causing itto regain 70 hit points. This spell also ends
blindness, deafness, and any diseases affecting the
larget. This spell has no effect on conslrucls or undead.
At Higher Leveis. When you cast this spell using a
spell slol of 7th leveior higher, the amount ofhealing
increases by 10for each slot leveIabove 6th.

HEALING WORD
1st-levei evocation

Casting Time: 1bonus action
Range: 60 feet
Components: V
Duration: Instanlaneous


Acreature ofyour choice that you can see within range
regains hit points equal to Id4 +your spellcasting
ability modifier. This spell has no effect on undead
or constructs.
At Higher Leveis. When you cast this spell using a
spell slot of2nd leveior higher, lhe healing increases by
ld4 for each slol leveIabove 1st.


HEAT METAL
2nd-levei transmutation


Casting Time: 1action
Range: 60 feet
Components: V,5, M(apiece ofiron and a flame)
Duration: Concenlration, up to 1minute


Choose a manufactured metal object, such as a metal
weapon or a suit of heavy or medium metal armor, that
you can see within range. Voucause the object to glow
red-hot. Anycreature in physical contact with the objecl
takes 2d8 fire damage when you cast the spell. Until the
spell ends, you can use a bonus action on each ofyour
subsequent turns to cause this damage again.


PART 3ISPEL[,S

Ifa creature is holding or wearing the object and
takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object ifit canolf
it doesn't drop the object, it has disadvantage on attack
rolls and ability checks until the start ofyour next turno
At Higher Leveis. When you cast this spell using a
spell slot of3rd leveior higher, the damage increases by
ld8 for each sIot leveIabove 2nd.

HELLISH REBUKE
1st-/evel evocation
Casting Time: 1reaction, which you take in response
to being damaged bya creature within 60 feet ofyou
that you can see
Range: 60 feet
Components: V,5
Duration: Instantaneous
Voupoint your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. Ittakes
2dlO fire damage on a failed save, or half as much
damage on a successful one.
At Higher Leveis. When you cast this spell using a
spell slot of 2nd leveior higher, the damage increases by
ldl0 for each slot leveiabove 1st.

HEROES' FEAST
6th-levei conjuration
Casting Time: 10minutes
Range: 30 feet
Components: V,5 , M(agem-encrusted bowl worth at
least 1,000 gp,which the spell consumes)
Duration: Instantaneous
Voubring forth a great feast, including magnificent
food and drink. The feast takes I hour to consume and
disappears at the end ofthat time, and the beneficiai
effects don't set in until this hour is over. Up to twelve
other creatures can partake ofthe feast.
Acreature that partakes ofthe feast gains several
benefits. The creature is cured ofali diseases and
poison, becomes immune to poison and being
frightened, and makes ali Wisdom saving throws with
advantage. Its hit point maximum also increases by
2dl0, and itgains the same number ofhit points. These
benefits last for 24 hours.

HEROISM
1st-levei enchantment
Casting Time: I action
Range: Touch
Components: V,5
Duration: Concentration, up to 1minute
Awilling creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being
frightened and gains temporary hit points equal to
your spellcasting ability modifier at the start ofeach
ofits turns. When the spell ends, the target loses any
remaining temporary hit points from this spell.
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