DnD 5e Players Handbook (BnW OCR)-Fixed Pages

(coco) #1
Le o m u n d’s Tin y Hu t
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into
existence around and above you and remains stationary
for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside
the dome with you. The spell fails if its area includes a
larger creature or more than nine creatures. Creatures
and objects within the dome when you cast this spell
can move through it freely. All other creatures and
objects are barred from passing through it. Spells and
other magical effects can’t extend through the dome or
be cast through it. The atmosphere inside the space is
comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to
becom e dimly lit or dark. The dome is opaque from the
outside, of any color you choose, but it is transparent
from the inside.

Lesser Resto ration
2 nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.

Levitate
2 nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a
piece of golden wire bent into a cup shape with a long
shank on one end)
Duration: Concentration, up to 10 minutes


One creature or object of your choice that you can see
within range rises vertically, up to 20 feet, and remains
suspended there for the duration. The spell can levitate
a target that weighs up to 500 pounds. An unwilling
creature that succeeds on a Constitution saving throw
is unaffected.
The target can move only by pushing or pulling
against a fixed object or surface within reach (such as
a wall or a ceiling), which allows it to move as if it were
climbing. You can change the target’s altitude by up to
20 feet in either direction on your turn. If you are the
target, you can move up or down as part of your move.
Otherwise, you can use your action to move the target,
which must remain within the spell’s range.
W hen the spell ends, the target floats gently to the
ground if it is still aloft.


Ligh t
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it
as an action.
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.

Lig h tn in g Arrow
3rd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during
the spell’s duration, the weapon’s ammunition, or the
weapon itself if it’s a thrown weapon, transforms into
a bolt of lightning. Make the attack roll as normal. The
target takes 4d8 lightning damage on a hit, or half
as much damage on a miss, instead of the weapon’s
normal damage.
Whether you hit or miss, each creature within 10 feet
of the target must make a Dexterity saving throw. Each
of these creatures takes 2d8 lightning damage on a
failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to
its normal form.
A t H igh er L ev els. W hen you cast this spell using a
spell slot of 4th level or higher, the damage for both
effects of the spell increases by 1d8 for each slot
level above 3rd.

Lig h tn in g Bolt
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber,
crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5
feet wide blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving
throw. A creature takes 8d6 lightning damage on a
failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area
that aren’t being worn or carried.
A t H igh er L evels. W hen you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.
Free download pdf