Fire Bolt

Fire Bolt

Fire Bolt is an Evocation Cantrip available to Sorcerer, Wizards, and several other sub-classes. High Elfs and High Half-Elfs can also choose it as a Cantrip from the Wizard spell list.

Spell description: Hurl a mote of fire.

Spell properties

  • Damage: 1d10 Fire
  • Damage type: Fire
  • Range: 18m (60ft)
  • Area:
  • Duration:
  • Concentration
  • Ritual: 0
  • Save:
  • Attack type: Attack roll
  • Conditions applied:
  • Cost: Action
  • Recharge: Per action

Spell at higher levels

At character level 5, damage increases to 2d10 Fire. At character level 10, damage increases to 3d10 Fire.

How to obtain [Spell Name]

  • Sorcerer, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • College 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, Spell Sniper
  • Granted by items: Incandescent Staff, Gold Wyrmling Staff

Fire Bolt

Level 1 Evocation Cantrip
Damage: 1-10
1d10, Fire

Hurl a mote of fire.

Attack Roll Range: 18m (60ft)
Feather Fall

Feather Fall

Level 1 Transmutation spell available to Bard, Sorcerer, Wizard and other sub-classes. It allows the spellcaster to make themselves or their allies light as a feather, preventing damage when falling from extreme heights.

Spell description: Slow the rate of descent of allied creatures. They become Immune to Falling damage.

Spell properties

  • Range: Self
  • Area: 9m (30ft) radius
  • Duration: 10 turns
  • Ritual spell
  • Conditions applied: Rate of falling is slowed, grants immunity to fall damage.
  • Cost: Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

No extra benefits.

How to obtain Feather Fall

  • Bard, Sorcerer, Wizard at Class level 1
  • Draconic Bloodlone (Sorcerer) at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class Level 3
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • [Extra details about the spell must be added manually here]
  • Feather Fall can also be cast using the following items: Mystra’s Grace & Corvid Token

FEATHER FALL

Level 1 Transmutation Spell

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

Range: 9m Duration: 10 turns
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.