dungeons and dragons players handbook

(Jeff_L) #1

At Higher Leveis. When you cast this spell using
a spell slot of2nd leveIor higher. youcan target one
additional creature foreach sIotleveiabove 1st.


HEX
1st-leveI enchantment


Casting Time: 1bonus action
Range: 90 feet
Components: V.S. M(the petrified eyeofa newt)
Duration: Concentration. up to 1hour


Vouplace a curse on a creature that youcan see within
range. Until the spell ends. you deal an extra Id6
necrotic damage tothe target whenever you hititwith
an attack. AIso.choose one abilitywhen youcast the
spell. The target has disadvantage on ability checks
made with the chosen ability.
Ifthe target drops toOhit points before this spell
ends. youcan use a bonus action on a subsequent turn
ofyours tocurse a new creature.
Aremove cursecast on the target ends this spell early.
At Higher Leveis. When youcast this spell using
a spell slot of3rd or4th leveI.youcan maintain your
concentration on the spell forupto8 hours. When you
use aspell slot of5th leveior higher. youcan maintain
your concentration on the spell forupto 24 hours.


HOLD MONSTER
5th-leveI enchantment


Casting Time: 1action
Range: 90 feet
Components: V.S. M(asmall. straight piece ofiron)
Duration: Concentration. up to 1minute
Choose a creature that youcan see within range. The
target must succeed on aWisdom saving throw or be
paralyzed forthe duration. This spell has noeffecton
undead. Atthe end ofeach ofits turns, the target can
make another Wisdom saving throw. On a success. the
spell ends on the target.
At Higher Leveis. When you cast this spell using
a spell slot of6th leveior higher. you can target one
additional creature foreach slot leveIabove 5th. The
creatures must bewithin 30 feetofeach other when
youtarget them.


HOLD PERSON
2nd-leveI enchantment
Casting Time: 1action
Range: 60 feet
Components: V,S. M(asmall, straight piece ofiron)
Duration: Concentration. up to 1minute
Choose a humanoid that youcan see within range.
The target must succeed on aWisdom saving throw
or be paralyzed forthe duration. Atthe end ofeach of
its turns. the target can make another Wisdom saving
throw. Ona success. the spell ends on the target.
At Higher Leveis. When you cast this spell using
a spell slot of3rd leveior higher, youcan target one
additional humanoid foreach slot leveIabove 2nd. The
humanoids must bewithin 30 feetofeach other when
you target them.


HOLY AURA
8th-leveI abjuration
Casting Time: 1action
Range: Self
Components: V.S. M(atiny reliquary worth at least
1,000 gpcontaining a sacred relic, such as ascrap of
cloth from a saint's robe ora piece ofparchment from
a religious text)
Duration: Concentration. up to 1minute
Divine lightwashes out fromyou and coalesces
ina soft radiance ina 30-foot radius around you.
Creatures ofyour choice in that radius when youcast
this spell shed dim light ina 5-footradius and have
advantage on alisaving throws. and other creatures
have disadvantage on attack rolls against them until
the spell ends. Inaddition, when a fiendor an undead
hits an affected creature with a melee attack. the aura
flashes with brilliant light. The attacker must succeed
on a Constitution saving throw or be blinded until
the spell ends.

HUNGER OF HADAR
3rd-level conjuration
Casting Time: 1action
Range: 150feet
Components: V,S. M(apickled octopus tentacle)
Duration: Concentration, up to 1minute
Vouopen a gateway tothe dark between the stars, a
region infested with unknown horrors. A20-foot-radius
sphere ofblackness and bitter coldappears. centered
on a point with range and lasting forthe duration. This
voidis filledwith a cacophony ofsoft whispers and
slurping noises that can be heard up to 30 feetaway.No
light, magical or otherwise, can illuminate the area, and
creatures fullywithin the area are blinded.
The voidcreates awarp inthe fabric ofspace. and the
area isdifficultterrain. Anycreature that starts its turn
in the area takes 2d6 cold damage. Anycreature that
ends its turn in the area must succeed on a Dexterity
saving throw or take 2d6 acid damage as milky.
otherworldly tentacles rub against it.

HUNTER'S MARK
1st-leveI divination
Casting Time: 1bonus action
Range: 90 feet
Components: V
Duration: Concentration, upto 1hour
Vouchoose a creature youcan see within range and
mystically mark itas your quarry. Until the spell ends,
youdeal an extra 1d6damage tothe target whenever
youhit itwith aweapon attack. and youhave advantage
on any Wisdom (Perception) or Wisdom (Survival)
check youmake tofindit.lfthe target drops toOhit
points before this spell ends. youcan use a bonus action
on a subsequent turn ofyours tomark a new creature.
At Higher Leveis. When youcast this spell using
a spell slot of3rd or 4th leveI,youcan maintain your
concentration on the spell forupto8 hours. When you
use a spell slot of5th leveior higher, youcan maintain
your concentration on the spell forup to24 hours.

PART 3ISHLLS
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