5th-level transmutation
You touch a target, applying it to a universal solvent and it begins to dissolve. A creature targeted in this way takes 3d8 acid damage at the start of each of its turns for the duration. At the end of each of its turns, the target can make a Constitution saving throw, noting each success. Once the target has succeeded on three saving throws against this spell, the spell ends for the target.
This spell deals 6d8 acid damage to a nonmagical object targeted with this spell at the start of each of your turns. If you target an object of Large size or larger, the spell dissolves a 5-foot cube hole in the object.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt each time increases by 1d8 for each slot level above 5th.
5th-level divination
You call upon a spirit from the distant past to lend its strength to a weapon you touch. Until the spell ends, whenever a creature makes a weapon attack using the target weapon, they roll a d6 and add the result to their attack roll. In addition, weapon attacks made with it deal an extra 3d4 force damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
5th-level abjuration
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affect creature is forced to pass through the barrier, the spell ends.
5th-level abjuration
You touch a closed door, window, gate, chest, letter, bag or other entryway or container, and it becomes locked for the duration with a magical seal that is visible on the object. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for as long as the speaker chooses, up to 1 hour. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock using a spell slot of 5th level or higher on the object suppresses arcane seal for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it, force it open or pick any locks on it increases by 15.
5th-level necromancy
You invoke the power of Atropus, the World Born Dead. A rotting core of necrotic energy forms at a point that you can see within range, sucking in the lifeforce of each creature within 20 feet of it. Each creature within the area must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.
The core then explodes, unleashing the stored lifeforce in a 20-foot-radius sphere around it. Each creature within the area must make a Dexterity saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.
5th-level abjuration (smite)
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.
If this attack reduces the target to 50 hit points or fewer, you banish it to a harmless demiplane. While there, it is incapacitated.
When the spell ends, if the target is native to the plane of existence you're on, or the spell ends before 1 minute has passed, it reappears in the space it left, or the nearest unoccupied space if that space is occupied. Otherwise, the target returns to a random location that it is familiar with on its home plane, usually a place of significance to the creature, such as their birthplace.
5th-level necromancy
You touch a creature, cursing them for the spell’s duration. The target can make a Wisdom saving throw at the start of each of its turns, recording the result. If the target succeeds on three saving throws before accruing three failures, the spell ends. If the target fails three saving throws before accruing three successes, they stop making saving throws and the spell persists for its full duration.
When you cast this spell, choose the nature of the curse from the following options:
At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
A successful remove curse spell or similar magic ends the curse early.
5th-level evocation
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
5th-level evocation
You create a burst of powerful energy that extends in a 10-foot-radius around you. Each creature within caught in the area must make a Strength saving throw. On a failure, a creature suffers 5d8 force damage and is pushed 10 feet away from you and up into the air. It is then suspended in place in the air, paralyzed. On a success, a creature suffers half damage and is instead pushed only 10 feet away from you.
A creature paralyzed in this way remakes the saving throw at the end of each of its subsequent turns or whenever it would suffer damage. On a success, it is pushed 10 feet away from the spell’s original point of origin before ending the spell’s effect altogether.
At Higher Levels. If you cast this spell using a 6th level spell slots or higher, the damage increases by 1d8 for each spell slot level expended above 5th.
5th-level conjuration
You unleash a wave of shadow out in a 30-foot cone in front of you that saps the life from all creatures it touches. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 5d8 necrotic damage, or half as much on a success.
For the remaining the duration, the area is covered in magical darkness. Any creature that starts their turn within the darkness is blinded until the start of their next turn.
At Higher Levels. When you cast this spell using a 6th level spell slot or higher, the damage increases by 1d8 for every spell slot expended above 5th.
5th-level conjuration
You unleash a sickening flame in a 20-foot radius, 40-foot high cylinder. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature takes 8d6 fire damage and becomes poisoned for 1 minute. On a success, it takes half as much damage and is not poisoned. A poisoned target can repeat its saving throw at the end of each of its subsequent turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 2d6 for each slot level above 5th.
5th level evocation
A shimmering beam of multicoloured light appears above you, before slamming into the ground, exploding into a burst of chaotic energy. Each creature within 30 feet of you must make a Constitution saving throw. A creature that fails its saving throw takes 6d10 damage, or half as much on a success.
Then, roll 2d10, choosing one result. The damage dealt by the spell is determined by the chosen number, as shown below.
⠀d10⠀ | Damage Type |
---|---|
1 | acid |
2 | cold |
3 | fire |
4 | force |
5 | lightning |
6 | necrotic |
7 | poison |
8 | psychic |
9 | radiant |
10 | thunder |
Each time you roll a d10 as a part of this spell (for damage, or determining the spell's damage type), record the number rolled. After you have rolled all d10s, sort all results into pairs, pairing matching numbers wherever possible. For each pair of matching numbers, roll 1d6, adding the result to the spell's damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 for each spell slot level expended above 5th.
5th level evocation
You choose to envelop a target within range with a swirling frost. The target takes 7d6 cold damage, and is covered by a chilling frost for the duration. The target must make a Dexterity saving throw. On a success, it only takes half the cold damage, and the spell ends.
However, if the target fails the saving throw, it must continue to make Dexterity saving throws at the beginning of each of its turns or take 3d6 cold damage. On a successful save, the spell ends. A target reduced to 0 hit points by this spell becomes a frozen statue.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of initial and ongoing cold damage increases by 1d6 for each slot level above 5th.
5th-level conjuration
You conjure forth a writhing tendril of burning ashes at a point that you can see within range. The tendril can lashout at any creature that comes within 30 feet of it. Whenever a creature enters this area for the first time, or starts its turn there, you can choose for the cindervine to lash out at that creature. A target must make a Dexterity saving throw. On a failure, the target takes 5d8 fire damage and has its movement reduced by half until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the spell’s damage increases by 1d8 for every slot level expended above 5th.
5th-level abjuration
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
5th-level illusion
You cloak the target with a shimmer of stardust, causing it to become invisible until the end of its next turn, or until after it attacks or casts a spell.
5th-level conjuration
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level divination (ritual)
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
5th-level divination (ritual)
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
5th-level evocation
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level conjuration
You fire a piece of ammunition from a ranged weapon or throw a weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 60-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 10d8 piercing damage on a failed save, or half as much damage on a successful one.
5th-level divination (ritual)
You mentally contact a demi god, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
5th-level necromancy
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and Charisma saving throws. Additionally, whenever the creature takes damage that isn't psychic damage for the first time on a turn, it takes an extra 2d10 necrotic damage.
Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature must succeed on a Wisdom saving throw at the start of each of its turns or suffer the effects of the confusion spell until the start of its next turn.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws, unless it's a saving throw made against this spell. Additionally, it starts bleeding (1d6) at the start of each of its turns.
5th-level transmutation
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Stage | Condition |
---|---|
1 | None |
2 | Breeze |
3 | Strong wind |
4 | Gale force winds |
5th-level transmutation
You take control of the air in an up to 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
5th-level evocation
You awaken and spread power and might within your allies. You and any creatures of your choice who are within a 30-foot radius can reroll one attack or damage roll they make on each of their turns.
5th-level conjuration
You gesture and a geyser of black slime bursts from the ground around a creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target suffers 5d6 acid damage and is coated in acid. A creature that starts its turn coated in this way takes the damage again. On a success, the target suffers half damage and the spell ends.
A creature, the target or otherwise, can use their action to try to remove the slime. The creature must succeed on a Strength or Dexterity check (the targets choice) against your spell save DC. On a success, the spell ends. A creature that attempts, succeeding or otherwise, to remove the slime takes 2d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the spells damage increase by 1d6 per spell slot level after 5th.
5th-level transmutation
Synthesizing your arcane power, you strive to create a new spell. To succeed, you must concentrate on this spell for its full duration without moving or taking actions as you meditate on the desired spell, otherwise the spell fails.
If you succeed, you gain the ability to learn that spell in a manner depending on your class. If you're a sorcerer, you immediately learn the created spell, replacing the original spell that you modified using modify spell. It becomes a sorcerer spell for you. If you're a wizard, you must add the created spell to your spellbook within the next 24 hours or lose the ability to learn it, after which it becomes a wizard spell for you.
The created spell gains a new name of your choice, but for the purposes of combining magical effects, it's considered to be the same spell as whatever spell it was originally modified from using modify spell.
5th-level illusion
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material | Duration |
---|---|
Animal products or vegetable matter | 1 day |
Stone or crystal | 12 hours |
Common metals | 8 hours |
Precious metals | 1 hour |
Gems | 10 minutes |
Adamantine or mithral | 1 minute |
Using any material created by this spell as another spell’s material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
5th-level necromancy
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. Their weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and they gain a bonus to its attack and damage rolls equal to your spellcasting ability modifier. Your DM decides whether they're zombies or a skeletons. Regardless, they are your companions, though you may issue commands to them only while they're within 60 feet of you.
The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
5th-level evocation
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30—foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
5th-level illusion
You warp a creature’s senses, forcing it to hallucinate vividly. The target creature must succeed on a Wisdom saving throw. On a failure, it perceives all creatures and corpses it sees as terrifying, ghoulish, phantom-like versions of that creature or corpse.
Whenever the target creature starts its turn with a phantom creature in sight, it becomes frightened until the end of its next turn.
If the creature ends its turn in a space where it cannot see any phantoms, it can repeat its saving throw against the spell, ending the effects on a success.
A creature with truesight is unaffected by this spell.
5th-level evocation
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
5th-level transmutation
You touch a creature, regressing its mind back to a primal state, whilst boosting its physical prowess. The target is altered in the following ways for the duration:
An unwilling creature can resist the effect of the spell with a successful Intelligence saving throw.
5th-level abjuration
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
5th-level abjuration
You touch a creature, imparting them with holy barrier that protects them from harm. Until the spell ends, the target gains a +5 bonus to AC and takes no damage from magic missile.
Additionally, at the start of each of the target turns for the duration, it gains temporary hit points equal to 2d8 + your spellcasting ability modifier, which last until the spell ends.
A creature under the effects of this spell cannot gain the benefits of the shield spell.
5th-level enchantment
You utter an edict of law against the chaotic. Choose one point that you can see within range. Four 15-foot lines stretch out from the point, facing in the exact cardinal directions. Each creature caught in one or more of the lines must succeed on a Charisma saving throw. A creature takes 40 psychic damage on a failed save, or 20 on a success.
5th-level necromancy
The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normally darkness become magical darkness.
When the cylinder appears, each undead creature within the cylinder gains 1d12 temporary hit points and each non-undead creature within the cylinder takes 1d12 necrotic damage. While a non-undead creature is in the cylinder, it takes an additional 1d12 necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain 1d12 temporary hit points.
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
If the spell’s area ever overlaps with the area of a dawn spell, both spells immediately end.
5th-level evocation
You create a 1-inch-wide orb of energy at a point that you can see within range that lets off a quiet humming that can be heard from up to 30 feet away. When the spell ends, the charge erupts in a 30-foot radius sphere of electromagnetic energy. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much on a successful one.
Any spell in the area when the charge detonates ends, as does any magical effect susceptible to the dispel magic spell. Any other magical effect or object caught in the area has its effects suppressed until the end of your next turn.
If the orb is touched before the spell ends, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends.
5th-level evocation
You release a powerful burst of primal energy in a 30-foot radius around you. The effect of this burst is determined by your prime element, as shown below.
Earthen Bulwark. Shattering stones and swirling dust fill the area. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 slashing damage on a failed save, or half as much on a successful one.
Additionally, the affected area becomes heavily obscured to all creatures except you until the end of your next turn.
Flaming Bravery. A vortex of flame surrounds you, propelling you into the sky. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a successful one.
Additionally, you may immediately fly up to twice your speed.
Putrid Corrosion. You release a cloud of acidic mist. Each creature you choose in the area must make a Constitution saving throw. A target takes 8d6 acid damage on a failed save, or half as much on a successful one.
Additionally, a creature that fails its saving throw suffers disadvantage on attack rolls until the end of your next turn.
Stoic Chill. Icy wind blasts out from you. Each creature you choose in the area must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much on a successful one.
Additionally, the area becomes icy until the end of your next turn. A creature must spend 4 feet of movement for every 1-foot it moves across this icy terrain.
Unrelenting Storm. Arcing lightning shoots from your body. Each creature you choose in the area must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much on a successful one.
Additionally, each affected creature can’t take reactions until the end of your next turn.
5th-level necromancy
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. Make a ranged spell attack against that creature. On a hit, the target takes 4d8 necrotic damage, and until the spell ends, you can use your bonus action on each of your turns to automatically deal 2d8 necrotic damage to the target. The spell ends if you end your turn whilst the target is outside the spell's range or if it has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level evocation
A 5-foot wide chunk of burning rock plummets from the sky that slams into the earth at a point that you can see within range, creating a cacophonous crash that can be heard 300 feet away. Each creature within a 10-foot radius of the impact must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage plus 2d8 fire damage and is thrown 10 feet away from the point of impact. On a success, a creature takes half as much damage and is pushed only 5 feet. Regardless, creatures in the area fall prone.
If you target a space occupied by a creature of Huge size or larger, it automatically fails its saving throw and is not pushed away.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the affected area increases by 5 feet and the fire damage dealt increases by 1d8 for each slot level above 5th.
5th-level conjuration
You gain the service of an extraplanar spirit, binding it to you as your familiar. The familiar takes on the form of any Tiny creature of Challenge Rating 1 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. The familiar is your Companion.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 1-mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
5th-level transmutation
You imbue a creature you touch with the power to pass through fire unscathed. For the duration, the target gains immunity to fire damage from nonmagical sources and can walk on magma as if it were solid earth.
Additionally, the target can use a bonus action to gain the speed and destructive capabilities of a raging wildfire. Until the end of its turns, its speed increases by 10 feet and whenever it moves out of a space, it leaves behind a flame that fills the space it left and lasts until the start of the target's next turn. Whenever a creature enters one of these flames for the first time on a turn or starts their turn there, they must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
5th-level evocation
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Regardless, each creature in the area takes 4d8 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d10 for each slot level above 5th.
5th-level evocation
You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.
While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.
If a creature has taken damage from this spell since the beginning of your last turn, it can’t take damage from the spell again until the beginning of your next turn.
At Higher Levels. When you cast the spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level evocation
You send forth a burst of powerful magical energy that slams into all creatures in a 30-foot cone in front of you. Each creature within the area must make a Strength saving throw. On a failure, a creature suffers 5d6 force damage and is pushed 50 feet away from you. On a success, a creature suffers half damage and is pushed only half that distance.
Creatures pushed this way suffer an additional 1d6 bludgeoning damage for every 10 feet pushed.
At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the force damage dealt by 1d6 and the distance pushed increases by 10 feet for each spell slot level expended above 5th.
5th-level conjuration
You conjure a three-story tower made of stone and wood, or similar suitably sturdy materials in an area on the ground that you can see within range. The area must not have any buildings or other structures on it. The tower can be round or square in shape and its walls are 6 inches thick. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch, while the bottom level of the tower is accessed by an iron-banded wooden door. Each level takes one of the following forms, chosen by you when you cast the spell:
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower appear and are orientated however you choose, but they dissipate into smoke if removed from it.
The walls of the tower are made of stone and wood that can be damaged. Each 10-by-10-foot section of the tower has AC 15, 60 hit points, and immunity to poison and psychic damage. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. The door is a Medium object with AC 17, 45 hit points, and immunity to poison and psychic damage. The door can't be locked, but it can be barred from the inside. The DC for forcing the door open while its barred is equal to your spell save DC.
When the spell ends or when you cast this spell again in a different location, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the tower can have two additional stories for each slot level beyond 5th.
5th-level transmutation
You form a magnetic field around you, which takes the form as an aurora of light. Until the spell ends, you shed bright light in a 15-foot-radius around you and dim light for an additional 15 feet.
Additionally, as a part of your bonus action to cast this spell, or as a bonus action on subsequent turns, you can release a magnetic pulse in a 15-foot radius around you. Each creature within the aura must make a Constitution saving throw. On a failure, a creature takes 4d8 lightning damage and until the start of your next turn, it can’t take reactions and its speed is halved. On a success, a creature takes half as much damage and it’s otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 for each slot level above 5th.
5th-level abjuration
You unleash a wave of divine energy that shields all others from harm. Each creature you choose within 30 feet of you gains immunity to all damage and effects of the triggering effect. If the effect requires a chosen creature to make a saving throw, it automatically succeeds on that saving throw.
5th-level evocation
You conjure a rune of glimmering light, which hovers at a point that you can see within range. The rune exudes an aura of protection in a 10-foot radius around it, which affects you and creatures allied to you. Whenever an affected creature starts its turn in the area, it gains 2d10 + your spellcasting ability modifier temporary hit points, which last until the start of their next turn. For as long as a creature has these temporary hit points, they have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
5th-level dunamancy
You conjure the energies of the stars to create a 20-foot radius sphere of gravitational energy around a point that you can see within range. Each creature within the field must make a Strength saving throw, suffering 10d6 force damage on a failed save, or half as much on a success. Regardless, each creature in the area is pulled into the nearest unoccupied space within 5 feet of the spell’s point of origin.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the spell increases by 1d6 and the spell’s overall radius increases by 5 feet for each slot level above 5th.
5th-level abjuration
You perform a great religious ceremony that is infused with powerful magic prayer. When you cast this spell, choose one of the following rites, any targets of which must be within 10 feet of you throughout the casting.
Atonement. You touch up to six willing creatures whose alignments has changed and restore it to its original alignment.
Bless Water. You touch container holding up to 40 gallons of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 30 days, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 7 days, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save.
Funeral Rite. You touch one corpse. The target can’t become undead by any means short of a wish spell.
Investiture. You touch one willing humanoid. Choose one spell of 5th-level or lower you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 8 hours, the invested spell is lost.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 30 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
5th-level evocation
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can't be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
5th-level evocation
You unleash a horrific shade at a point that you can see within range, which lashes out at the minds of creatures around it, before vanishing. Any creature you choose that can see the shade must make a Wisdom saving throw. On a failure, a target takes 8d6 psychic damage and becomes frightened of you for 1 minute. On a success, a target takes half as much damage and is not frightened.
A creature frightened in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.
5th-level evocation
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
5th-level evocation
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Regardless, the target burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
If a creature dies while burning in this way, its body is reduced to ash.
5th-level conjuration
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
5th-level evocation
You are granted atonement for your theft of godly power. You regain 35 hit points. Additionally, the spell also ends bleeding affecting you.
5th-level abjuration
You conjure the magic of life, calling it to protect a creature or plant, granting it immunity to a variety of ailments. You can invoke one of the following benefits depending on what you target with the spell:
5th-level abjuration
You briefly encase up to three creature you choose within 30 feet of you in a metallic shell, protecting them against harm. Each target gains resistance to the following damage types until the start of your next turn: acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder. However, each target has its speed halved for the duration.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of targets you can affect with this spell increases by 1 for each spell slot level expended above 5th.
5th-level divination
You speak divine words of precognition and understanding, revealing the future to your target. Choose a creature that you can see within range. If the target can hear and understand you, it gains advantage on attack rolls ability checks and saving throws, and other creatures have disadvantage on attack rolls made against it. These benefits last until the end of your next turn.
5th-level necromancy
An explosion of death energy blooms in a 30-foot-radius around you, invading the hearts of your foes and stealing their life for yourself. Each creature you choose that’s caught in the area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this spell or is dealt damage by this spell at 0 hit points, it dies.
You then regain hit points equal to the half the damage dealt, plus an extra 10 hit points for each creature killed by the spell. If this healing would cause you to exceed your hit point maximum, you gain any excess as temporary hit points, which last for 10 minutes.
5th-level necromancy
An explosion of life energy blooms in a 30-foot-radius around you, pulling the life from your foes and healing your allies. You and allied creatures within the area regain hit points equal to 1d8 + your spellcasting ability modifier, then gain an equal number of temporary hit points, which last until the start of your next turn.
Additionally, each hostile creature caught in the area must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
5th-level evocation
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must make a Strength saving throw. On a failure, a creature takes 6d6 bludgeoning damage and is pulled 10 feet toward the center. On a failure, a creature takes half as much damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.
5th-level divination
You place a nightmarish vision from the Corpse Star into the mind of a creature that you can see within range, accosting their minds with horrifying images of their worst fears. Whenever a target makes an attack roll or an ability check before the spell ends, the target must roll a d6 and subtract the number rolled from the attack roll or ability check.
Additionally, the target suffers 4d6 psychic damage at the start of each of its turns.
An affected creature can make a Wisdom saving throw at the end of each of its turns, ending the spell on itself on a success.
5th-level transmutation
You touch a creature, imparting it with the strength, speed, and durability of the greatest machines. For the duration, the target gains the following benefits:
5th-level divination
You transmute your mind into clear, crystalline thought channels, capable of processing, storing and comprehending information with perfection. For the duration, you gain advantage on Intelligence and Wisdom ability checks, you are immune to the charmed and frightened conditions, you perfectly remember anything you see, hear, smell, taste, or touch for the duration. The memory never fades or becomes confused and it can't be affected by the modify memory spell.
Additionally, whenever you make an attack roll or another creature makes an attack roll against you, you can impose either advantage on disadvantage on that attack. Once you do so, you can't do so again until the start of your next turn. You can't affect an attack roll in this way if you can't take reactions.
5th-level abjuration
You release a faint moonlight that encases and protects a 20-foot radius, 60-foot high cylinder around you. For the duration, creatures you choose add your spellcasting ability modifier to saving throws, and reduce all damage they take by 2d6.
5th-level necromancy (smite)
The next time you hit with a melee weapon attack during this spell’s duration, you draw the very life force from a creature, reducing the weak to a lifeless husk. If the target creature has 30 hit points or fewer, it dies. Otherwise, the target takes 30 necrotic damage. Regardless of the outcome, the spell then ends.
5th-level necromancy
You send ribbons of negative energy at one creature you can see within range. Unless the target is Undead. it must make a Constitution saving throw, taking 8d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.
If you target an Undead with this spell, the target doesn’t make a saving throw. Instead, roll 8d12. The target gains the total as temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt and temporary hit points provided increase by 1d12 for each slot level above 5th.
5th-level evocation
You conjure forth a crystalline bolt of energy and fire it forth at a creature that you can see within range. Make a ranged spell attack. On a hit, the target takes 2d10 piercing damage and become tethered to you by a ribbon of magical blue light. Whilst tethered, the creature takes 4d10 force damage at the start of each of its turns and it gains no benefits from being hidden or invisible.
Additionally, whenever a creature tethered to you moves away from you, it must expend 2 feet of movement for every 1-foot it moves.
At the end of each of the target’s turns, it can make an Intelligence saving throw. On a successful save, it breaks the tether and the spell ends. The spell also ends if the target ends its turn more than 60 feet away from you or you cast this spell again.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the force damage dealt by the tether increases by 1d10 per spell slot level above 5th.
5th-level abjuration
You place a ward of protection at a point that you can see within range. The point emanates an aura of peace in a 30-foot radius sphere.
When a creature first enters the aura for the first time, they must succeed on a Wisdom saving throw or be unable to take any action that could cause harm to another creature whilst inside the sphere. The caster knows of any creature that tried to resist the saving throw and any creature that succeeded.
Additionally, any creature that makes an attack roll against a creature inside the sphere makes their attack at disadvantage.
A creature that is immune to the charmed condition may choose to suffer none of the spells effects. If they choose to do so, the caster is informed they resisted and succeeded on their saving throw.
5th-level abjuration
Your words bring forth a field of pure hope and vigour that fills a 20-foot sphere centred at your feet. After a creature you choose suffers damage whilst in the area, that creature can use its reaction to grant itself temporary hit points equal to the damage taken. These temporary hit points last until the end of that creatures next turn.
5th-level divination
You forge a visual link among up to eight willing creatures of your choice within range, psychically linking each creature all others for the duration.
Each target of the spell gains several benefits. The target can't be surprised and attack rolls against it can't gain advantage while at least another can see the attacker. It also makes all Intelligence (Investigation) check and Intelligence saving throws with advantage. Each affected creature can also see through the eyes of other targets at will as long as the two are on the same plane of existence.
5th-level enchantment
You unleash the breath of the mad dragon P’an Ku, inducing insanity in those who breath its mist. You unleash a greenish purple mist in a 30-foot cone in front of you. Each creature caught in the area must succeed on a Wisdom saving throw. On a failure, a creature takes 5d8 psychic damage and suffers a random bout Long-Term Madness until the end of your next turn. On a success, a creature takes half as much damage and is otherwise unaffected
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 per spell slot level expended above 5th.
5th-level necromancy
You touch a creature, plaguing them with a vile parasite that eats away at their life-force. At the start of each of its turns for the duration, the target must make a Constitution saving throw. On a failure, the target suffers 2d6 necrotic damage. On a success, the target takes half damage. Once the creature has succeeded on three saving throws against the spell’s effects, the spell ends. This spell and its effects are considered a magical disease.
When you damage a creature with this spell, you regain hit points equal to half the damage dealt.
5th-level transmutation
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
5th-level transmutation
You join with your Manifestation into a single being of one perfect soul. If your Manifestation is in its Ultimate True Expression form, your body vanishes and your consciousness merges with your Manifestation, transforming its shape in a manner of your choosing. You count as both yourself and your Manifestation simultaneously.
You and your Manifestation become a single creature. You use your Manifestation’s statistics, but it's either one size larger or one size smaller (your choice) and its personality becomes a fusion of yours and your Manifestation’s. If any of your ability scores would be higher than your Manifestation’s, you uses your ability scores in their place. You also retain all your skill and saving throw proficiencies, as well as your vulnerabilities, resistances, immunities, creature type, creature tags, racial traits, class features, and feats, in addition to retaining those of your Manifestation. When you fuse, you gain 50 temporary hit points.
While the spell lasts, you can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of each of your turns.
When the spell ends, you and your Manifestation’s consciousnesses harmlessly separate and your body reappears in an unoccupied space of your choice within 10 feet of your Manifestation. Both you and your Manifestation then each gain one level of exhaustion. The spell ends early if your Manifestation leaves its Ultimate True Manifestation form.
If your Manifestation is not in range or not in its Ultimate True Expression form when you cast this spell, the spell fails.
5th-level dunamancy
You suspend a spell in permanence, allowing its effects to last forever. One spell effect of 1st-level that you are aware of within 10 feet of you changes its duration to Until Dispelled. The target spell must have a duration of 1 minute or longer.
A spell affected by permanency can still end early if all of its tangible effects have ended, such as all of the berries created by goodberry being consumed or the creature summoned by summon elemental being reduced to 0 hit points.
A creature, object, or area can have no more than one spell affected by permanency affecting it at once. Any attempt to make a second spell affecting the same target permanent causes the original to end.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spell that permanency can effect increases by one for each slot level above 5th.
5th-level transmutation
You touch a creature granting it power to feed on sunlight to restore and invigorate its body. For every minute the target remains in sunlight for the spell’s duration, it regains 1d8 hit points.
Additionally, if the target remains in sunlight for the spell’s full duration, it gains the required food and drink for the next 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing the spell provides each limit increases by 1 for each slot level above 5th.
5th-level evocation
Channelling your inner light into a destructive beam of pure radiant power, you unleash a 15-foot-wide, 120-foot-long line of light that goes around corners. Each creature caught in the area must make a Dexterity saving throw. A target takes 10d6 radiant damage on a failed save, or half as much on a successful one. If the save fails, the target must succeed a Constitution saving throw or be stunned for 1 minute.
A creature stunned in this way can repeat its Constitution saving throw at the end of each of its turns, ending the effect on a success.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
5th-level evocation
You unleash a wave of divine wroth in a 20-foot radius sphere centred on a point that you can see within range. Each creature caught in the area that you choose must make a Charisma saving throw. A creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one.
Additionally, a creature that fails its saving throw is teleported into the nearest unoccupied space outside of the area and is incapacitated until the start of your next turn. A creature incapacitated in this way has a speed of 0.
5th-level enchantment
You release a wave of holy energy in a 20-foot-radius around you, curing the ails of those in need. This spell ends any of the following conditions on allied creatures that you can see within the area: blinded, deafened, frightened, paralyzed, poisoned, and stunned.
5th-level transmutation (smite)
The next time you hit a creature with a weapon attack during the spell’s duration, your weapon tears into their defences, and the attack deals an extra 4d8 slashing damage. The target’s AC is then reduced to 10 + their Dexterity modifier until the end of your next turn and cannot be increased through other means, after which the spell ends.
5th-level abjuration
You release a burst of energy from your being, forcing back all adversaries. Each creature you choose within 30 feet of you must make a Strength saving throw. On a failure, a creature takes 6d8 force damage, is pushed into the nearest unoccupied space exactly 30 feet away from you, and is then knocked prone. A successful saving throw halves the damage, the distance pushed, and the creature is not knocked prone.
Until the end of your next turn, a 30-foot radius sphere centred on the point where you cast this spell is difficult terrain for the targets.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the distance pushed, and radius of the difficult terrain both increases by 5 feet per spell slot level expended above 5th.
5th-level evocation
You unleash a pulse of invigorating energy that imbues itself into allies within range, restoring their vitality. Each creature you choose within a 20-foot radius around you is imbued with a healing power that lasts for the duration, causing an affected creature to regain 3 hit points at the start of each of its turns for the duration.
5th level evocation
You channel the wrath of the stars into tiny comets of celestial energy. As a part of your action to cast this spell, and as a bonus action on subsequent turns, you can cause three tiny motes of star energy to crash down and explode at a point that you can see within range. Each creature within 5 feet of the point musts succeed on a Dexterity saving throw or take 2d6 radiant damage, taking half damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of comets created by the spell for each action increases by one for each spell slot level expended above 5th.
5th-level abjuration
You surround yourself in a barrier of arcane energy that remains for the duration. The barrier is a ward with a hit point maximum of 25. Whenever you expend one or more sorcery points, the ward regains a number of hit points equal to five times the number of sorcery points expended.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ward’s hit point maximum increases by 10 for each slot level expended above 5th.
5th-level transmutation
The magic within you blooms, transforming you into a glimmering being of magical energy for the duration. When you cast this spell, you immediately regain 1d4 expended sorcery points. Additionally, until the spell ends, you gain the following benefits:
5th-level conjuration
You release a storm of spirits in a 30-foot-radius around you, rending your enemies apart and warding your allies from harm. Each hostile creature within range must make a Wisdom saving throw. On a failure, a creature takes 3d6 necrotic damage plus 3d6 psychic damage and becomes frightened of you until the end of your next turn. On a success, a creature takes half as much damage and is not frightened.
Additionally, you and allied creatures in the area gain 5d6 temporary hit points, which last for 10 minutes.
5th-level evocation
You exhume an electrifying aura of static for the duration, striking any creature in the area with sparks of lightning. As a part of your action to cast the spell, and as a bonus action on subsequent turns, you unleash a small bolt of lightning that strikes a creature within 20 feet of you. The target creature must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each bolt increases by 1d8 per spell slot level expended above 5th.
5th-level conjuration
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
5th-level conjuration (summon)
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Large Celestial, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 14 (+2) | 16 (+3) |
Aura of Guardianship (Defender Only). The spirit exudes an aura of protection in a 10-foot-radius around it. Each other creature in the aura that's allied to the spirit gains a +2 bonus to AC.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 3 + the spell's level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 30 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.
5th-level conjuration (summon)
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Large Dragon, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 17 (+3) | 10 (+0) | 14 (+2) | 14 (+2) |
Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.
Multiattack. The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
5th-level conjuration (summon)
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Large Fiend, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 16 (+3) | 10 (+0) | 10 (+0) | 16 (+3) |
__
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell's level fire damage on a failed save, or half as much damage on a successful one.
Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.
Magic Weapons. The fiend's weapon attacks are magical.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 1d8 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
5th-level conjuration (summon)
You call forth a giant spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Giant Spirit stat block. When you cast the spell, choose Cloud, Fire, Forest, Frost, Hill, Stone, or Storm. The creature resembles a giant of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
Huge Giant, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 20 (+5) | 12 (+1) | 14 (+2) | 10 (+0) |
Amphibious (Storm Only). The giant can breathe air and water.
Heated Body (Fire Only). A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Magic Weapons. The giant’s weapon attacks are magical.
Siege Monster. The giant deals double damage to objects and structures.
Veil of the Woodlands (Forest Only). At the end of each of its turns, the giant turns invisible until the end of its next turn, or until it attacks or casts a spell.
Warding Cold (Frost Only). The giant exudes an aura of slowing cold magic in a 20-foot-radius around it. Creatures hostile to the giant treat the area as difficult terrain.
Multiattack. The giant makes a number of Slam attacks equal to half the spell’s level.
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + 6 + the spell’s level bludgeoning damage, or 1d10 + 6 + the spell’s level bludgeoning damage plus 1d6 fire damage (Fire Only).
Squash (Hill Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one Medium or Smaller creature. Hit: 1d10 per level of the spell + 6 + the spell’s level bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/240 ft., one target. Hit: 1d10 per level of the spell + 6 + the spell’s level bludgeoning damage.
Lightning Strike (Storm Only). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a Dexterity saving throw against your spell save DC, taking 1d10 + 6 + the spell’s level lightning damage on a failed save, or half as much damage on a successful one.
Rolling Rock (Stone Only). The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a Dexterity saving throw against your spell save DC or take 1d10 + 6 + the spell’s level bludgeoning damage and be knocked prone.
5th-level conjuration (summon)
You call forth the spirit of eternity and life. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Ouroboros Spirit stat block. When you cast the spell, choose an aura: Defense, Power, or Tenacity, which determines the magical aura it exudes, then choose any number of creatures. Only the chosen creatures and the ouroboros itself are affected by the ouroboros’ aura. The creature resembles a great statue of a serpent biting its own tail, crafted from stone and gold. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium Construct, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 8 (–1) | 20 (+5) | 1 (–5) | 10 (+0) | 5 (–3) |
Aura of Defense (Defense Only). The ouroboros emits a protective aura in a 30-foot radius around it. Each affected creature within the area gains a bonus to AC and saving throws equal to half the spell’s level.
Aura of Power (Power Only). The ouroboros emits a strengthening aura in a 30-foot radius around it. The first time an affected creature within the area deals damage to one or more creatures each turn, the affected creature may choose one of the creatures it damaged. The chosen creature takes extra damage equal to the spell’s level.
Aura of Tenacity (Tenacity Only). The ouroboros emits a shielding aura in a 30-foot radius around it. Whenever an affected creature starts its turn in the area, roll a number of d10s equal to half the spell’s level. The affected creature gains the result as temporary hit points, which last until the spell ends.
Ouroboros Influence. The ouroboros targets an affected creature other than itself that it can see within 60 feet of it. If the target is willing, the ouroboros magically pushes it up to 30 feet in a direction of the ouroboros’ choice that is horizontal to it.
5th-level evocation (smite)
The next time you hit a creature with a melee weapon attack during the spell's duration, you attack deals an additional 6d8 radiant damage. The target must then make a Strength saving throw. On a failure, it suffers a -5 penalty to its AC until the end of your next turn. This reduction cannot reduce a creature's AC below 10 + its Dexterity modifier + any other ability score's it may add to its AC.
5th-level transmutation
You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition.
Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
5th-level dunamancy
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
5th-level dunamancy
You rewind a local stream of time around yourself, sending your body back to the way it was before. You teleport to the location you were in at the start of your previous turn. In addition, you regain any hit points lost since the start of your last turn as temporary hit points.
5th-level dunamancy
When a creature within range makes an attack roll or casts a spell, you may force them into a time-skip. The target must succeed on a Wisdom saving throw or vanish, causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was, or in the closest space. The target doesn't remember the casting of the spell, or being affected by it.
5th-level transmutation
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
5th-level conjuration
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree.
You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
5th-level abjuration
A sphere of energy erupts from you, encasing and protecting you. The sphere is a ward with a hit point maximum of 50 that lasts until the end of your next turn.
Additionally, whenever the ward becomes the target of a magic missile spell, it's unaffected, and the spell is reflected back at the caster as though it originated from you, turning the caster into the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ward's hit point maximum increases by 10 for each slot level above 5th.
5th-level abjuration
You forge an indestructible shell of spiritual energy around your Manifestation. Until the spell ends, whenever your Manifestation would be reduced to 0 hit points, it drops to 1 hit point instead. You must then make a Constitution saving throw to maintain concentration on the spell.
If your Manifestation is not in range when you cast this spell, the spell fails.
5th-level evocation
You release the full potential of your inner light. Until the spell ends, you shed bright light in a 30-foot radius around you and dim light for a further 30 feet. This light can illuminate magical darkness created by spells of 5th level or lower.
Additionally, whenever you hit a creature with spell attack, you may release a blast of radiant light in a 10-foot radius around the target. Each creature you choose that is caught in the area must succeed on a Dexterity saving throw or take 2d6 radiant damage.
5th-level conjuration
Choose a willing creature that you are familiar with. If that creature is on the same plane of existence as you, you teleport to an unoccupied space within 30 feet of the target.
5th-level evocation
You bring down a bolt of electrifying energy that binds and entwines your foes in electrical static. A creature that you can see within range must make a Constitution saving throw. On a failure, a creature takes 5d10 lightning damage and be paralyzed until the end of your next turn. A creature that succeeds the saving throw takes half damage and is not paralyzed.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 for every spell slot level expended above 5th.
5th-level necromancy
You place a rune onto the skin of a creature that you can see within range, increasing their pain. The first time the target takes damage each turn, it takes an extra 1d8 necrotic damage.
A creature can use its action to make a Wisdom saving throw, overpowering the seal on a success and ending the spell.
5th-level evocation
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. it is shaped as a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall and it is immune to all damage. A disintegrate spell burns a 10-foot-by-10-foot hole in the wall. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
5th-level evocation
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
5th-level evocation
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 17 and 15 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
5th-level abjuration (smite)
The next time you hit a creature with a weapon attack before this spell ends, your weapon flashes with celestial power before enveloping you in a protective aegis. The attack deals an extra 5d8 radiant damage and a creature you choose within 30 feet of you gains a number of temporary hit points equal to the extra damage you dealt with this spell, which last until the spell ends. A creature with temporary hit points gained this way gains resistance to all damage.
5th-level transmutation
You are enveloped by a coat of living ice. You gain 30 temporary hit points, which fade when the spell ends. Until the spell ends, you gain the following benefits:
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the temporary hit points gained upon casting the spell, or using a bonus action to gain more, increases by 5 for each slot level above 5th.
Additionally, the extra cold damage granted by your icy aura increases by 1d6 for every two slot levels above 5th.
5th-level illusion
You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.
As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.
5th-level transmutation
You summon 8 glowing hilt-less blades that fan out behind your back. Until the spell ends you can use these blades in magical maneuvers:
Fan of Blades. You can use your action to sweep the blades forward. Creatures in 15 foot cone must succeed on a Dexterity saving throw or take 2d10 slashing damage and half damage on a successful save.
Flying Lance. You can use your bonus action to throw out one of the blades, targeting a creature that you can see within 60 feet. Make a ranged spell attack, dealing 3d10 piercing damage on a hit.
Piercing Volley. You use your action to throw out 4 of your blades. Creatures in 5 foot wide 30 foot line must make a Dexterity saving throw or take 4d10 slashing damage on a failed save and half damage on a successful one.
While you have at least 4 of these blades you gain a flying speed of 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of blades you conjure increases by 1 for each spell slot level expended above 5th.
5th-level evocation
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause. trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
5th-level dunamancy
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can be more than 100 years ago.
When viewing the past, it appears dreamlike and shadowy, but you can still discern detail and hear conversation as normal. While perceiving the past, you can look in any direction and move as normal, though you cannot speak and are unable to sense your present surroundings.