by baabuska | Apr 26, 2026 | Spells
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+.
Bolster yourself with a necromatic facsimile of life to gain 7 temporary hit points.
Can only have temporary HP from one source.
by baabuska | Apr 26, 2026 | Spells
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
All targets within the light turn visible, and Attack Rolls against them have Advantage.
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.
by baabuska | Apr 25, 2026 | Spells
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.
Summon a cat familiar that can Meow to distract enemies.
Ritual
STR
6
-2
DEX
15
+2
CON
10
+0
INT
3
-4
WIS
12
+1
CHA
7
-2
Features & Abilities
Attract the attention of nearby creatures to draw them closer to you.
Lash out with deadly claws.
2. Find Familiar: Crab
This variation of the spell summons a small crab to the caster’s side.
Summon a crab familiar that can slow enemies with its Crippling Pinch.
Ritual
STR
2
-4
DEX
11
+0
CON
10
+0
INT
1
-5
WIS
8
-1
CHA
2
-4
Features & Abilities
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.
Summon a frog familiar who can spread its Bufotoxin to enemies.
Ritual
STR
2
-4
DEX
13
+1
CON
10
+0
INT
1
-5
WIS
8
-1
CHA
2
-4
Features & Abilities
Touch a creature and possibly impose Disadvantage on its Dexterity Saving Throws.
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.
Summon a rat familiar with an Infectious Bite.
Ritual
STR
2
-4
DEX
11
+0
CON
9
-1
INT
2
-4
WIS
10
+0
CHA
4
-3
Features & Abilities
Bite a creature and Infect it.
5. Find Familiar: Raven
This variation of the spell summons a swift Raven to the caster’s side.
Summon a Raven familiar that can Blind enemies with its beak.
Ritual
STR
2
-4
DEX
14
+2
CON
8
-1
INT
2
-4
WIS
12
+1
CHA
6
-2
Features & Abilities
Fly to a target position.
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.
Summon a spider familiar with a poisonous Bite.
Ritual
STR
6
-2
DEX
8
-1
CON
6
-2
INT
8
-1
WIS
4
-3
CHA
4
-3
Features & Abilities
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.
Summon the best boy. Scratch’s nose can discover many things hidden around the world.
Ritual
STR
11
+0
DEX
13
+1
CON
12
+1
INT
3
-4
WIS
13
+1
CHA
6
-2
Features & Abilities
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.
Summon a familiar with the form of a quasit that can turn Invisible and scare enemies.
Ritual
STR
5
-3
DEX
17
+3
CON
10
+0
INT
7
-2
WIS
10
+0
CHA
10
+0
Features & Abilities
Lash out with deadly claws.
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.
Summon a spider familiar with a poisonous Bite.
Ritual
STR
10
+0
DEX
20
+5
CON
10
+0
INT
6
-2
WIS
12
+1
CHA
6
-2
Features & Abilities
10. Find Familiar: Imp
This variant of the spell is available to Class level 3 Warlocks via Pact of the Chain.
Summon a familiar with the form of an imp that can fly, turn Invisible, and Sting enemies.
Ritual
STR
6
-2
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
12
+1
CHA
14
+2
Features & Abilities
Lash out with deadly claws.
Fly to a target position.
11. Find Familiar: Quasit
This variant of the spell is available to Class level 3 Warlocks via Pact of the Chain.
Summon a familiar with the form of a quasit that can t urn Invisible and scare enemies.
Ritual
STR
5
-3
DEX
17
+3
CON
10
+0
INT
7
-2
WIS
10
+0
CHA
10
+0
Features & Abilities
Lash out with deadly claws.
Lash at a creature to Frighten it.
by baabuska | Apr 25, 2026 | Spells
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
Triple a creature’s Jumping distance.
by baabuska | Apr 25, 2026 | Spells
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
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.