False Life

False Life

Level 1 Necromancy spell available to Sorcerer, Wizard.

Spell description: Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.

Spell properties

  • Range: Self
  • Duration: Until long rest
  • Conditions applied: Gain 7 temporary hit points.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Get an extra 5 temporary hit points for each spell slot above the 1st.

How to obtain False Life

  • Sorcerer, Wizard, and Death Domain (Cleric) at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Colege of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Also obtainable by Warlocks through the Fiendish Vigour Eldritch Invocation at class level 2+.

FALSE LIFE

Level 1 Necromancy Spell

Bolster yourself with a necromatic facsimile of life to gain 7 temporary hit points.

Range: Self Duration: Until long rest
Can only have temporary HP from one source.
Faerie Fire

Faerie Fire

Level 1 Evocation spell available to Bard, Druid and several other sub-classes. The spell allows the caster to conjure brilliant light in an area. Any creature that steps into the area temporarily sheds faint light that pervents them from becoming Invisible.

Spell description: Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage

Spell properties

  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 10 turns
  • Concentration
  • Save: DEX save
  • Conditions applied: Faerie Fire. Duration: 10 turns. Shedding dim light. Incoming attacks have Advantage. Cannot be invisible.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Faerie Fire at higher Spell level grants no additional benefits.

How to obtain [Spell Name]

  • Bard, Druid at Class level 1
  • Light Domain (Cleric) and The Archfey (Warlock) at Class level 1
  • Swarmkeeper (Ranger) at Class level 3
  • Drow and Drow Half-Elf at character level 3
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Druid

FAERIE FIRE

Level 1 Evocation Spell

All targets within the light turn visible, and Attack Rolls against them have Advantage.

Range: 18m (30ft) Save: DEX save
Concentration

Faerie Fire notes

  • Circlet of Hunting grants 1d4 bonus to attack rolls against creatures marked by Faerie Fire.
  • Xyanyde allows the weielder to apply Faerie Fire on a miss with the weapon (once per short rest).
  • Hellrider Longbow allows the wielder to apply Faerie Fire with DC 12 Dexterity Saving Throw when dealing weapon damage.
Find Familiar

Find Familiar

Level 1 Conjuration spell available to Wizards and Rangers (via Beast Tamer). The spellcaster can conjure a fey familiar that can aid them in combat or help them explore the world.

Spell properties

  • Range: 18m (60ft)
  • Ritual spell
  • Cost: Action + Spell Slot
  • Recharge: Short rest

Spell upcasting

Casting Find Familiar at higher levels provides no additional benefits.

How to obtain the spell

  • Ranger, Wizard at Class level 1
  • Eldritch Knight (Fighter), Arcane Trickster (Rogue), and Warlocks (via Pact of the Chain) at Class level 3.
  • Granted by features: Magic Initiate: Wizard, Ritual Caster: Free Spells

Variants of the spell

When casting “Find Familiar” the spellcaster has the option to choose the Familiar they want to summon. Six basic summons are available as Class spells, but there are also some special familiars available only to Warlocks, or via special items in the game. Here are the options:

1. Find Familiar: Cat

This variation of the spell summons a tiny cat to the caster’s side.

Find Familiar: Cat

Level 1 Conjuration Spell

Summon a cat familiar that can Meow to distract enemies.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Cat

Conjured Cat

CREATURE

HP  1 AC  10 Size  TINY
STR 6 -2
DEX 15 +2
CON 10 +0
INT 3 -4
WIS 12 +1
CHA 7 -2

Features & Abilities

Meow Action

Attract the attention of nearby creatures to draw them closer to you.

Claws Action

Lash out with deadly claws.

2. Find Familiar: Crab

This variation of the spell summons a small crab to the caster’s side.

Find Familiar: Crab

Level 1 Conjuration Spell

Summon a crab familiar that can slow enemies with its Crippling Pinch.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Crab

Conjured Crab

Creature

HP  2 AC  11 Size  Small
STR 2 -4
DEX 11 +0
CON 10 +0
INT 1 -5
WIS 8 -1
CHA 2 -4

Features & Abilities

Maiming Pinch Action

Attack a creature's feet and inflict Pinched. Damage: 1 Slashing + 1d4 Piercing.

3. Find Familiar: Frog

This variation of the spell summons a tiny frog to the caster’s side.

Find Familiar: Frog

Level 1 Conjuration Spell

Summon a frog familiar who can spread its Bufotoxin to enemies.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Frog

Conjured Frog

Creature

HP  1 AC  12 Size  Tiny
STR 2 -4
DEX 13 +1
CON 10 +0
INT 1 -5
WIS 8 -1
CHA 2 -4

Features & Abilities

Bufotoxin Action

Touch a creature and possibly impose Disadvantage on its Dexterity Saving Throws.

Jump Movement

Jump up, down, and across. Your STR affects how far you can jump.

4. Find Familiar: Rat

This variation of the spell summons a Rat to the caster’s side.

Find Familiar: Rat

Level 1 Conjuration Spell

Summon a rat familiar with an Infectious Bite.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Rat

Conjured Rat

Creature

HP  1 AC  10 Size  Tiny
STR 2 -4
DEX 11 +0
CON 9 -1
INT 2 -4
WIS 10 +0
CHA 4 -3

Features & Abilities

Infectious bite Action

Bite a creature and Infect it.

5. Find Familiar: Raven

This variation of the spell summons a swift Raven to the caster’s side.

Find Familiar: Raven

Level 1 Conjuration Spell

Summon a Raven familiar that can Blind enemies with its beak.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Raven

Conjured Raven

Creature

HP  1 AC  12 Size  Tiny
STR 2 -4
DEX 14 +2
CON 8 -1
INT 2 -4
WIS 12 +1
CHA 6 -2

Features & Abilities

Beak attack Action

Peck at a target.

Fly Movement

Fly to a target position.

Rend vision Action

Attack a creature's eyes and Blind it.

6. Find Familiar: Spider

This variation of the spell summons a Spider to the caster’s side.

Find Familiar: Spider

Level 1 Conjuration Spell

Summon a spider familiar with a poisonous Bite.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Spider

Conjured Spider

Creature

HP  6 AC  9 Size  Tiny
STR 6 -2
DEX 8 -1
CON 6 -2
INT 8 -1
WIS 4 -3
CHA 4 -3

Features & Abilities

Bite Action

Bite a target.

Arachnid jump Bonus Action

Jump up, down, and across. Your STR affects how far you can jump.

7. Find Familiar: Scratch

This summon is available if Scratch is in the camp and the player has Scratch’s Ball.

Find Familiar: Scratch

Level 1 Conjuration Spell

Summon the best boy. Scratch’s nose can discover many things hidden around the world.

Range: 18m (30ft) Recharge: Short rest
Ritual
Scratch

Scratch

Creature

HP  11 AC  11
STR 11 +0
DEX 13 +1
CON 12 +1
INT 3 -4
WIS 13 +1
CHA 6 -2

Features & Abilities

Bite Action

Bite a target.

Help Action

Help up Downed characters, or remove Burning, Ensnared, Entangled, Enwebbed, Prone, and Sleeping.

8. Find Familiar: Cheeky Quasit

Can be summoned with the Scroll of Summon Quasit, obtained from the Apothecary Cellar in Blighted Village.

Find Familiar: Cheeky Quasit

Level 1 Conjuration Spell

Summon a familiar with the form of a quasit that can turn Invisible and scare enemies.

Range: 18m (30ft) Recharge: Short rest
Ritual
Shovel

Shovel

Creature

HP  7 AC  13 Size  Small
STR 5 -3
DEX 17 +3
CON 10 +0
INT 7 -2
WIS 10 +0
CHA 10 +0

Features & Abilities

Claws Action

Lash out with deadly claws.

Invisibility Action

Become invisible

Scare Action

Lash at a creature to Frighten it. Can be cast once per Short rest.

9. Find Familiar: Boo

This version of the Find Familiar spell can only be used by Minsc.

Find Familiar: Boo

Level 1 Conjuration Spell

Summon a spider familiar with a poisonous Bite.

Range: 18m (30ft) Recharge: Short rest
Ritual
Boo

Boo

Creature

HP  20 AC  20 Size  Tiny
STR 10 +0
DEX 20 +5
CON 10 +0
INT 6 -2
WIS 12 +1
CHA 6 -2

Features & Abilities

Bite Action

Bite a target.

10. Find Familiar: Imp

This variant of the spell is available to Class level 3 Warlocks via Pact of the Chain.

Find Familiar: Imp

Level 1 Conjuration Spell

Summon a familiar with the form of an imp that can fly, turn Invisible, and Sting enemies.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Imp

Conjured Imp

Creature

HP  10 AC  13 Size  Small
STR 6 -2
DEX 17 +3
CON 13 +1
INT 11 +0
WIS 12 +1
CHA 14 +2

Features & Abilities

Claws Action

Lash out with deadly claws.

Fly Movement

Fly to a target position.

Invisibility Action

Become invisible

Sting Action

Sting a target.

11. Find Familiar: Quasit

This variant of the spell is available to Class level 3 Warlocks via Pact of the Chain.

Find Familiar: Quasit

Level 1 Conjuration Spell

Summon a familiar with the form of a quasit that can t urn Invisible and scare enemies.

Range: 18m (30ft) Recharge: Short rest
Ritual
Conjured Quasit

Conjured Quasit

Creature

HP  7 AC  13 Size  Small
STR 5 -3
DEX 17 +3
CON 10 +0
INT 7 -2
WIS 10 +0
CHA 10 +0

Features & Abilities

Claws Action

Lash out with deadly claws.

Invisibility Action

Become invisible.

Scare Action

Lash at a creature to Frighten it.

Enhance Leap

Enhance Leap

Level 1 Transmutation spell available to Druid, Ranger, Sorcerer, Wizard. It allows spellcaster’s to triple the affected creature’s jumping distance.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Ritual spell
  • Conditions applied: Jump distance is tripled.
  • Cost: Action + Spell Slot

Spell at higher levels

No extra benefits.

How to obtain [Spell Name]

  • Druid, Wizard, Sorcerer at Class level 1
  • Ranger at Class level 2
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Can also be obtained by the Warlock class through the Eldritch Invocation, Otherworldly Leap at Level 9+
  • Granted by items: Ring of Jumping (available once per Short rest)
  • Granted by features:
    • Magic Initiate: Druid
    • Magic Initiate: Sorcerer
    • Magic Initiate: Wizard
    • Ritual Caster: Free Spells

Enhance Leap

Level 1 Transmutation Spell

Triple a creature’s Jumping distance.

Melee: 1.5m (5ft) Duration: 10 turns
Entangle

Entangle

Level 1 Conjuration spell available to the Druid class. It allows the spellcaster to conjure vines that sprout from the ground to turn an area into difficult terrain. Creatures within the area can become Entangled and move at half the speed.

Spell description: Vines sprout from the ground, slowing creatures within and possibly Entangling them. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.

Spell properties

  • Range: 18m (60ft)
  • Area: 3m (10ft) radius
  • Duration: 10 turns
  • Concentration
  • Save: STR save
  • Attack type: Ranged
  • Conditions applied: Creates area: Twisting Vines
  • Recharge: Per action

Entangle

Level 1 Conjuration Spell

Vines sprout from the ground, slowing creatures within and possibly Entangling them.

RADIUS: 3m Range: 18m STR save

Spell upcasting

No extra benefits.

How to obtain Entangle:

  • Druid at Class level 1
  • Granted by feature: Magic Initiate: Druid
  • College of Lore (Bard) at Class level 6
  • Bard, via Magical Secrets, at Class level 10
  • A variation of the Entangle spell, called Faithwarden’s Vines ir provided by the Pale Oak quarterstaff.

Area: Twisting vines

  • Duration: 10 turns
  • AoE: 3m (10ft) radius
  • Difficult terrain: Movement speed is halved and creatures can become Entangled. Entangled creatures cannot move.

Condition: Entangled

  • Save: STR save
  • Creature cannot move while Entangled.
  • Attack Rolls against the creature have Advantage while the creature’s Attack Rolls and Dexterity Saving Throws have Disadvantage.