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  1. Spells by Class. Artificer; Bard; Cleric; Druid; Fighter - Eldritch Knight; Paladin; Ranger; Rogue - Arcane Trickster; Sorcerer; Warlock; Wizard

    • Wizard

      D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC -...

    • Bard

      For the bard spell list without optional spells, see Core...

    • Sorcerer

      This sorcerer spell list includes optional spells available...

    • Thaumaturgy

      Source: Player's Handbook. Transmutation cantrip. Casting...

    • Mind Sliver

      Source: Tasha's Cauldron of Everything. Enchantment cantrip....

    • Spare The Dying

      Source: Player's Handbook. Necromancy cantrip. Casting Time:...

    • Green-Flame Blade

      Source: Tasha's Cauldron of Everything/Sword Coast...

    • Staggering Smite

      Source: Player's Handbook. 4th-level evocation. Casting...

    • Mage Armor

      Source: Player's Handbook. 1st-level abjuration. Casting...

    • Storm Sphere

      Source: Xanathar's Guide to Everything. 4th-level evocation....

    • Acid. Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws.
    • Cold. Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain.
    • Earth. In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.
    • Fire. Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage.
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    • Introduction
    • Table of Contents
    • Disclaimer
    • The Three Types of Summon Spells
    • Conjure Creature Spells
    • Summon Creature Spells
    • Other Summoning Spells

    Magically conjuring a creature to do your bidding is a long-standing trope in fantasy stories, and spells to summon creatures have existed in Dungeons and Dragons throughout its storied history. And, while these options have always been both powerful and fun, they have also always been complicated. While 5th edition Dungeons and Dragons is the simp...

    RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. 1. Red: Bad, useless options, or options which are extremely situational. Nearly never useful. 2. Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes. 3. ...

    The available spells to summon creatures can be divided into three categories, each of which I’ll address in detail in separate sections below. 1. Conjure Creature Spells: Published in the Player’s Handbook and Xanathar’s Guide to Everything, these options always use the word “Conjure” in their names, and feature several shared mechanics, most nota...

    Published in the Player’s Handbook, the original Conjure Creature spells shared a lot of common design elements. Understanding one spell gives you a full understanding of the rules of every other spell in this category. With an hour-long duration, these spells are great ways to get a useful creature either in or out of combat. All Conjure Creature ...

    Introduced in Tasha’s Cauldron of Everything, these spells were an answer to the challenges of the Conjure Creature Spells, seeking to provide both a way to summon a creature during combat and to provide a solution to the “Monster Manual as menu” problem. Each of these spells, rather than drawing upon a deep and growing pool of possible summoned cr...

    Each of the spells in this category is unique. With some exception, no two of these spells work the same way so it’s difficult to offer broad guidance for them as a category. When you cast any of these spells, expect to put some thought into them rather than pulling them out in combat and hoping things work out.

  3. Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

  4. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour. You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range.

  5. A searchable/sortable table of all the material spell components for Dungeons & Dragons 5e and the spells they correspond with. Now updated with 2022 spells!

  6. Elemental Infusion. 1 st-level transmutation. Casting Time: 1 bonus action. Range: 10 feet. Components: V, S. Duration: Concentration, up to 1 hour. You infuse an ally’s weapon with the power of the elements.

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