Level 1 Spells

Alarm

Level 1 abjuration (ritual) · 1 minute · 30 ft · VS M · hours 8 · Ranger, Wizard

Ward a door, a window, or an area no bigger than a 20-foot Cube within range for 8 hours. Whenever a creature touches or enters the warded spot, an alarm goes off; creatures you name when you cast the spell don't trigger it. When casting, choose the kind of alarm. Audible: the sound of a handbell rings for 10 seconds and can be heard within 60 feet of the ward. Mental: you get a mental ping if you are within 1 mile of the ward, and it wakes you if you are asleep. Casting time 1 minute; can be cast as a Ritual.

Animal Friendship

Level 1 enchantment · action · 30 ft · VS M · hours 24 · Bard, Druid, Ranger

Pick a Beast you can see within range. It makes a Wisdom saving throw; on a failure it has the Charmed condition for 24 hours. The spell ends on it early if you or one of your allies deals damage to it. Using a Higher-Level Spell Slot: you can target one more Beast for each slot level above 1.

Armor of Agathys

Level 1 abjuration · bonus action · self · VS M · hours 1 · Warlock

A coat of magical frost covers you. You gain 5 Temporary Hit Points. Until the spell ends, any creature that hits you with a melee attack roll takes 5 Cold damage. The spell ends early once you have no Temporary Hit Points left. Lasts 1 hour. Using a Higher-Level Spell Slot: the Temporary Hit Points and the Cold damage each rise by 5 for each slot level above 1.

Arms of Hadar

Level 1 conjuration · action · self · VS · instantaneous · Warlock

Dark tendrils burst out of you. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failure it takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn; on a success it takes half as much damage and nothing else. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Bane

Level 1 enchantment · action · 30 ft · VS M · minutes 1 · Bard, Cleric, Warlock

Up to three creatures of your choice that you can see within range each make a Charisma saving throw. Until the spell ends, each creature that failed subtracts 1d4 from every attack roll and saving throw it makes. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Bless

Level 1 enchantment · action · 30 ft · VS M · minutes 1 · Cleric, Paladin

Choose up to three creatures within range. Until the spell ends, each of them adds 1d4 to its attack rolls and saving throws. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Burning Hands

Level 1 evocation · action · self · VS · instantaneous · Sorcerer, Wizard

Flames sweep out from you in a 15-foot Cone. Every creature in the Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failure or half as much on a success. Flammable objects in the Cone that nobody is wearing or carrying catch fire. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Charm Person

Level 1 enchantment · action · 30 ft · VS · hours 1 · Bard, Druid, Sorcerer, Warlock, Wizard

One Humanoid you can see within range makes a Wisdom saving throw, with Advantage if you or your allies are fighting it. On a failure it has the Charmed condition for 1 hour, ending early if you or your allies damage it, and it is Friendly toward you while Charmed. When the spell ends, the creature knows you charmed it. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Chromatic Orb

Level 1 evocation · action · 90 ft · VS M · instantaneous · Sorcerer, Wizard

Choose Acid, Cold, Fire, Lightning, Poison or Thunder, then make a ranged spell attack against one target within range. On a hit it takes 3d8 damage of the chosen type. If two or more of the d8s roll the same number, the orb leaps to a different target of your choice within 30 feet of that target: make a new attack roll and a new damage roll against it. With a level 1 slot the orb leaps at most once. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 1, the orb can leap a number of times up to the slot level, and no creature can be targeted more than once by the same casting. The diamond is not consumed.

Color Spray

Level 1 illusion · action · self · VS M · instantaneous · Bard, Sorcerer, Wizard

A burst of flashing colored light fills a 15-foot Cone from you. Each creature in the Cone makes a Constitution saving throw; on a failure it has the Blinded condition until the end of your next turn.

Command

Level 1 enchantment · action · 60 ft · V · instantaneous · Bard, Cleric, Paladin

Speak a one-word command to a creature you can see within range. If it fails a Wisdom saving throw, it carries out the command on its next turn. Choose one: Approach (it moves toward you by the shortest, most direct route and ends its turn once it is within 5 feet of you); Drop (it drops whatever it is holding, then ends its turn); Flee (it spends its turn moving away from you by the fastest means it has); Grovel (it gains the Prone condition, then ends its turn); Halt (on that turn it doesn't move and takes no action or Bonus Action). Using a Higher-Level Spell Slot: you can affect one more creature for each slot level above 1.

Compelled Duel

Level 1 enchantment · bonus action · 30 ft · V · minutes 1 · Paladin

You try to lock a creature you can see within range into a duel with you. It makes a Wisdom saving throw. On a failure, for the duration it has Disadvantage on attack rolls against any creature other than you, and it can't willingly move to a space more than 30 feet away from you. The spell ends early if you make an attack roll against another creature, cast a spell that targets an enemy other than the target, an ally of yours damages the target, or you end your turn more than 30 feet away from it. Concentration, up to 1 minute.

Comprehend Languages

Level 1 divination (ritual) · action · self · VS M · hours 1 · Bard, Sorcerer, Warlock, Wizard

For 1 hour you understand the literal meaning of any language you hear spoken or see signed. You also understand any written language you see, but only while touching the surface the words are written on, and reading takes about 1 minute per page. The spell doesn't decode symbols or secret messages. Can be cast as a Ritual.

Cure Wounds

Level 1 abjuration · action · touch · VS · instantaneous · Bard, Cleric, Druid, Paladin, Ranger

A creature you touch regains Hit Points equal to 2d8 + your spellcasting ability modifier. Using a Higher-Level Spell Slot: the healing increases by 2d8 for each slot level above 1.

Detect Evil and Good

Level 1 divination · action · self · VS · minutes 10 · Cleric, Paladin

For the duration you sense where any Aberration, Celestial, Elemental, Fey, Fiend or Undead is within 30 feet of you, and whether the Hallow spell is active there and where. The sense is blocked by 1 foot of stone, dirt or wood, 1 inch of metal, or a thin sheet of lead. Concentration, up to 10 minutes.

Detect Magic

Level 1 divination (ritual) · action · self · VS · minutes 10 · Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

For the duration you sense whether any magical effects are present within 30 feet of you. If you sense some, you can take the Magic action to see a faint aura around every visible creature or object in that area that carries magic, and for an effect created by a spell you learn that spell's school of magic. The sense is blocked by 1 foot of stone, dirt or wood, 1 inch of metal, or a thin sheet of lead. Concentration, up to 10 minutes. Can be cast as a Ritual.

Detect Poison and Disease

Level 1 divination (ritual) · action · self · VS M · minutes 10 · Cleric, Druid, Paladin, Ranger

For the duration you sense where poisons, poisonous or venomous creatures, and magical contagions are within 30 feet of you, and you know what kind of poison, creature or contagion each one is. The sense is blocked by 1 foot of stone, dirt or wood, 1 inch of metal, or a thin sheet of lead. Concentration, up to 10 minutes. Can be cast as a Ritual.

Disguise Self

Level 1 illusion · action · self · VS · hours 1 · Bard, Sorcerer, Wizard

For 1 hour you change how you look, along with your clothing, armor, weapons and everything else you carry. You can appear up to 1 foot shorter or taller and look heavier or lighter, but the new form must have the same basic arrangement of limbs as you; beyond that the look is your choice. The illusion doesn't hold up to physical contact: objects pass through any added details and a touch feels nothing there. A creature that takes the Study action to examine you sees through the disguise if it succeeds on an Intelligence (Investigation) check against your spell save DC.

Dissonant Whispers

Level 1 enchantment · action · 60 ft · V · instantaneous · Bard

A creature you can see within range hears a grating, discordant tune inside its head. It makes a Wisdom saving throw. On a failure it takes 3d6 Psychic damage and must immediately use its Reaction, if it has one, to move as far from you as it can by the safest path. On a success it takes half as much damage and nothing else happens. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Divine Favor

Level 1 transmutation · bonus action · self · VS · minutes 1 · Paladin

Divine power fills your weapon strikes. Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage whenever they hit. Lasts 1 minute (no Concentration).

Divine Smite

Level 1 evocation · bonus action · self · V · instantaneous · Paladin

Bonus Action, cast right after you hit a target with a Melee weapon or an Unarmed Strike. The strike flares with holy power and the target takes an extra 2d8 Radiant damage from it; the extra damage is 1d8 higher if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 1.

Ensnaring Strike

Level 1 conjuration · bonus action · self · V · minutes 1 · Ranger

Bonus Action, cast right after you hit a creature with a weapon. Thorny vines lash out from the strike, and the target makes a Strength saving throw, with Advantage if it is Large or larger. On a failure it has the Restrained condition until the spell ends; on a success the vines wither and the spell ends. While Restrained this way, the target takes 1d6 Piercing damage at the start of each of its turns. The target, or a creature within reach of it, can take an action to make a Strength (Athletics) check against your spell save DC; on a success the vines let go and the spell ends. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Entangle

Level 1 conjuration · action · 90 ft · VS · minutes 1 · Druid, Ranger

Grasping plants sprout across a 20-foot square of ground within range and turn it into Difficult Terrain until the spell ends, then vanish. Each creature other than you in the area when you cast the spell makes a Strength saving throw; on a failure it has the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, freeing itself from the plants on a success. Concentration, up to 1 minute.

Expeditious Retreat

Level 1 transmutation · bonus action · self · VS · minutes 10 · Sorcerer, Warlock, Wizard

When you cast this spell you take the Dash action, and until the spell ends you can take the Dash action as a Bonus Action. Concentration, up to 10 minutes.

Faerie Fire

Level 1 evocation · action · 60 ft · V · minutes 1 · Bard, Druid

Choose a 20-foot Cube within range and a color: blue, green or violet. Every object in the Cube is outlined in that light, and each creature in it is outlined too unless it succeeds on a Dexterity saving throw. For the duration, outlined creatures and objects shed Dim Light in a 10-foot radius, gain no benefit from the Invisible condition, and attack rolls against them have Advantage if the attacker can see them. Concentration, up to 1 minute.

False Life

Level 1 necromancy · action · self · VS M · instantaneous · Sorcerer, Wizard

You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot: you gain 5 more Temporary Hit Points for each slot level above 1.

Feather Fall

Level 1 transmutation · reaction · 60 ft · V M · minutes 1 · Bard, Sorcerer, Wizard

Reaction, taken when you or a creature you can see within 60 feet of you falls. Choose up to five falling creatures within range. For 1 minute each one falls at only 60 feet per round. A creature that lands before the spell ends takes no damage from the fall, and the spell ends for it.

Find Familiar

Level 1 conjuration (ritual) · 1 hour · 10 ft · VS M · instantaneous · Wizard

A spirit familiar appears in an unoccupied space within range in an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or any other Beast of Challenge Rating 0. It uses that form's stat block, but its creature type is Celestial, Fey or Fiend (your choice) instead of Beast. It acts independently but obeys your commands. Telepathy: while it is within 100 feet of you, you can communicate with it telepathically, and as a Bonus Action you can see through its eyes and hear what it hears, with any special senses it has, until the start of your next turn. Touch spells: when you cast a spell with a range of Touch, the familiar can deliver the touch by taking its Reaction, as long as it is within 100 feet of you. Combat: it is an ally to you and your allies, rolls its own Initiative and acts on its own turn; it can't attack but can take other actions. Disappearance: at 0 Hit Points it disappears and returns only when you cast this spell again. As a Magic action you can dismiss it to a pocket dimension temporarily, or dismiss it forever; while it is in the pocket dimension, a Magic action makes it reappear in an unoccupied space within 30 feet of you. When it drops to 0 Hit Points or goes to the pocket dimension, it leaves behind anything it was wearing or carrying. You can have only one familiar at a time; casting the spell while you have one instead lets it take a new eligible form. Casting time 1 hour; can be cast as a Ritual. The incense (10+ GP) is consumed.

Fog Cloud

Level 1 conjuration · action · 120 ft · VS · hours 1 · Druid, Ranger, Sorcerer, Wizard

A 20-foot-radius Sphere of fog fills the area around a point within range. The Sphere is Heavily Obscured. It lasts for the duration unless a strong wind, such as one from Gust of Wind, blows it away. Concentration, up to 1 hour. Using a Higher-Level Spell Slot: the radius increases by 20 feet for each slot level above 1.

Goodberry

Level 1 conjuration · action · self · VS M · hours 24 · Druid, Ranger

Ten magic berries appear in your hand and stay magical for 24 hours. A creature can take a Bonus Action to eat one berry, which restores 1 Hit Point and gives enough nourishment to sustain a creature for one day. Any berries not eaten disappear when the spell ends.

Grease

Level 1 conjuration · action · 60 ft · VS M · minutes 1 · Sorcerer, Wizard

Nonflammable grease covers a 10-foot square of ground centered on a point within range and makes it Difficult Terrain for 1 minute. Each creature standing in the area when the grease appears makes a Dexterity saving throw or has the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Guiding Bolt

Level 1 evocation · action · 120 ft · VS · rounds 1 · Cleric

Make a ranged spell attack against a creature within range. On a hit it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Hail of Thorns

Level 1 conjuration · bonus action · self · V · instantaneous · Ranger

Bonus Action, cast right after you hit a creature with a Ranged weapon. Your shot bursts into a spray of thorns: the target and every creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failure or half as much on a success. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 1.

Healing Word

Level 1 abjuration · bonus action · 60 ft · V · instantaneous · Bard, Cleric, Druid

A creature of your choice that you can see within range regains Hit Points equal to 2d4 + your spellcasting ability modifier. Using a Higher-Level Spell Slot: the healing increases by 2d4 for each slot level above 1.

Hellish Rebuke

Level 1 evocation · reaction · 60 ft · VS · instantaneous · Warlock

Reaction, taken when a creature you can see within 60 feet of you deals damage to you. Green flames engulf that creature, which makes a Dexterity saving throw, taking 2d10 Fire damage on a failure or half as much on a success. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 1.

Heroism

Level 1 enchantment · action · touch · VS · minutes 1 · Bard, Paladin

A willing creature you touch is filled with courage. Until the spell ends it can't be given the Frightened condition, and at the start of each of its turns it gains Temporary Hit Points equal to your spellcasting ability modifier. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Hex

Level 1 enchantment · bonus action · 90 ft · VS M · hours 1 · Warlock

You lay a curse on a creature within range. Until the spell ends, whenever you hit it with an attack roll it takes an extra 1d6 Necrotic damage. Choose an ability when you cast the spell; the target has Disadvantage on ability checks made with that ability. If the target drops to 0 Hit Points before the spell ends, you can take a Bonus Action on a later turn to move the curse to a new creature. Concentration, up to 1 hour. Using a Higher-Level Spell Slot: your Concentration can last up to 4 hours with a level 2 slot, up to 8 hours with a level 3-4 slot, or up to 24 hours with a level 5+ slot.

Hunter's Mark

Level 1 divination · bonus action · 90 ft · V · hours 1 · Ranger

You single out a creature you can see within range as your quarry. Until the spell ends, whenever you hit it with an attack roll it takes an extra 1d6 Force damage, and you have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before the spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Concentration, up to 1 hour. Using a Higher-Level Spell Slot: your Concentration can last up to 8 hours with a level 3-4 slot or up to 24 hours with a level 5+ slot.

Ice Knife

Level 1 conjuration · action · 60 ft · S M · instantaneous · Druid, Sorcerer, Wizard

Make a ranged spell attack against one creature within range; on a hit it takes 1d10 Piercing damage. Hit or miss, the shard then bursts: the target and every creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage (no damage on a success). Using a Higher-Level Spell Slot: the Cold damage increases by 1d6 for each slot level above 1.

Identify

Level 1 divination (ritual) · 1 minute · touch · VS M · instantaneous · Bard, Wizard

Touch an object for the whole casting. If it is a magic item or other magical object, you learn its properties and how to use them, whether it requires Attunement, how many charges it has (if any), which ongoing spells are affecting it, and, if a spell created it, that spell's name. If you touch a creature for the whole casting instead, you learn which ongoing spells, if any, are affecting it. Casting time 1 minute; can be cast as a Ritual. The pearl (100+ GP) is not consumed.

Inflict Wounds

Level 1 necromancy · action · touch · VS · instantaneous · Cleric

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failure or half as much on a success. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 1.

Jump

Level 1 transmutation · bonus action · touch · VS M · minutes 1 · Druid, Ranger, Sorcerer, Wizard

Touch a willing creature. For 1 minute, once on each of its turns, it can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Longstrider

Level 1 transmutation · action · touch · VS M · hours 1 · Bard, Druid, Ranger, Wizard

Touch a creature. Its Speed increases by 10 feet for 1 hour. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Mage Armor

Level 1 abjuration · action · touch · VS M · hours 8 · Sorcerer, Wizard

Touch a willing creature that isn't wearing armor. For 8 hours its base AC becomes 13 + its Dexterity modifier. The spell ends early if the creature puts on armor.

Magic Missile

Level 1 evocation · action · 120 ft · VS · instantaneous · Sorcerer, Wizard

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range and deals 1d4 + 1 Force damage. All the darts strike at the same time, and you can aim them at one creature or spread them among several. Using a Higher-Level Spell Slot: one more dart for each slot level above 1.

Protection from Evil and Good

Level 1 abjuration · action · touch · VS M · minutes 10 · Cleric, Druid, Paladin, Warlock, Wizard

A willing creature you touch is protected from Aberrations, Celestials, Elementals, Fey, Fiends and Undead until the spell ends. Creatures of those types have Disadvantage on attack rolls against it, and they can't possess it or give it the Charmed or Frightened condition. If it is already possessed, Charmed or Frightened by such a creature, it has Advantage on any new saving throw against that effect. Concentration, up to 10 minutes. The Holy Water (25+ GP) is consumed.

Ray of Sickness

Level 1 necromancy · action · 60 ft · VS · instantaneous · Sorcerer, Wizard

Make a ranged spell attack against a creature within range. On a hit it takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 1.

Sanctuary

Level 1 abjuration · bonus action · 30 ft · VS M · minutes 1 · Cleric

Ward one creature within range for 1 minute. Whenever a creature targets the warded creature with an attack roll or a damaging spell, the attacker makes a Wisdom saving throw; on a failure it must choose a new target or lose the attack or spell. The ward doesn't protect against areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell or deals damage.

Searing Smite

Level 1 evocation · bonus action · self · V · minutes 1 · Paladin

Bonus Action, cast right after you hit a target with a Melee weapon or an Unarmed Strike. The strike sets the target alight and it takes an extra 1d6 Fire damage from the attack. Until the spell ends, at the start of each of its turns the target takes 1d6 Fire damage and then makes a Constitution saving throw; on a success the flames go out and the spell ends, otherwise they keep burning. Lasts 1 minute (no Concentration). Using a Higher-Level Spell Slot: all of the spell's damage increases by 1d6 for each slot level above 1.

Shield

Level 1 abjuration · reaction · self · VS · rounds 1 · Sorcerer, Wizard

Reaction, taken when an attack roll hits you or you are targeted by Magic Missile. Until the start of your next turn you have a +5 bonus to AC, which counts against the triggering attack, and you take no damage from Magic Missile.

Shield of Faith

Level 1 abjuration · bonus action · 60 ft · VS M · minutes 10 · Cleric, Paladin

A shimmering field surrounds a creature of your choice within range, giving it a +2 bonus to AC for the duration. Concentration, up to 10 minutes.

Silent Image

Level 1 illusion · action · 60 ft · VS M · minutes 10 · Bard, Sorcerer, Wizard

Create a purely visual image of an object, a creature or some other visible phenomenon, no larger than a 15-foot Cube, at a spot within range. It has no sound, smell or other sensory effects. As a Magic action you can move the image to any spot within range and change its appearance as it moves so the motion looks natural (for example, making a creature appear to walk). Things pass through the image, so physical contact reveals it as an illusion. A creature that takes the Study action to examine it can tell it is an illusion with a successful Intelligence (Investigation) check against your spell save DC; a creature that sees through it can see through the image. Concentration, up to 10 minutes.

Sleep

Level 1 enchantment · action · 60 ft · VS M · minutes 1 · Bard, Sorcerer, Wizard

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failure it has the Incapacitated condition until the end of its next turn, when it repeats the save; if it fails again, it has the Unconscious condition for the rest of the duration. The spell ends on a creature if it takes damage or if someone within 5 feet of it takes an action to shake it awake. Creatures that don't sleep, such as elves, and creatures with Immunity to the Exhaustion condition automatically succeed on these saves. Concentration, up to 1 minute.

Speak with Animals

Level 1 divination (ritual) · action · self · VS · minutes 10 · Bard, Druid, Ranger, Warlock

For 10 minutes you can understand Beasts and speak with them, and you can use any of the Influence action's skill options with them. Most Beasts know little beyond survival and companionship, but any Beast can at least tell you about nearby places and monsters, including anything it has perceived in the past day. Can be cast as a Ritual.

Spellfire Flare

Level 1 evocation · action · 60 ft · VS · instantaneous · Sorcerer, Wizard

Ranged spell attack that ignores Half and Three-Quarters Cover; hit deals 2d10 Radiant. Each slot above 1 adds one separately targeted blast with its own attack roll.

Tasha's Hideous Laughter

Level 1 enchantment · action · 30 ft · VS M · minutes 1 · Bard, Warlock, Wizard

A creature of your choice that you can see within range makes a Wisdom saving throw. On a failure it has the Prone and Incapacitated conditions for the duration, laughs uncontrollably if it can laugh, and can't end the Prone condition on itself. At the end of each of its turns, and each time it takes damage, it repeats the Wisdom save, with Advantage if the save was caused by damage; on a success the spell ends. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 1.

Tenser's Floating Disk

Level 1 conjuration (ritual) · action · 30 ft · VS M · hours 1 · Wizard

A flat, round disk of force, 3 feet across and 1 inch thick, appears floating 3 feet above the ground in an unoccupied space you can see within range, and lasts 1 hour. It can carry up to 500 pounds; if more weight is put on it, the spell ends and everything on it falls. The disk stays still while you are within 20 feet of it; if you move farther away, it follows to stay within 20 feet of you. It can travel over uneven ground, stairs and slopes, but it can't cross a change in elevation of 10 feet or more (it can't cross a 10-foot-deep pit, or leave one if created at the bottom). If you get more than 100 feet away from it, the spell ends.

Thunderous Smite

Level 1 evocation · bonus action · self · V · instantaneous · Paladin

Bonus Action, cast right after you hit a target with a Melee weapon or an Unarmed Strike. Your blow booms with thunder that can be heard up to 300 feet away, and the target takes an extra 2d6 Thunder damage from the attack. If the target is a creature, it must also succeed on a Strength saving throw or be pushed 10 feet straight away from you and have the Prone condition. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Thunderwave

Level 1 evocation · action · self · VS · instantaneous · Bard, Druid, Sorcerer, Wizard

A wave of thunder bursts from you in a 15-foot Cube. Each creature in the Cube makes a Constitution saving throw. On a failure it takes 2d8 Thunder damage and is pushed 10 feet away from you; on a success it takes half as much damage and isn't pushed. Unsecured objects entirely inside the Cube are also pushed 10 feet away from you, and the boom can be heard up to 300 feet away. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 1.

Unseen Servant

Level 1 conjuration (ritual) · action · 60 ft · VS M · hours 1 · Bard, Warlock, Wizard

An Invisible, mindless, shapeless Medium force appears in an unoccupied space on the ground within range and does simple tasks for you for 1 hour. It has AC 10, 1 Hit Point and a Strength of 2, and it can't attack; the spell ends if it drops to 0 Hit Points. Once on each of your turns, as a Bonus Action, you can mentally command it to move up to 15 feet and interact with an object. It can do simple jobs a human could, such as fetching, cleaning, mending, folding clothes, lighting fires, serving food and pouring drinks; it keeps at a task as best it can until it is done, then waits for your next command. If you give it a task that would take it more than 60 feet away from you, the spell ends. Can be cast as a Ritual.

Wardaway

Level 1 abjuration · action · 60 ft · VS M · instantaneous · Bard, Cleric, Paladin, Wizard

One creature makes a Constitution save; Constructs and Undead automatically succeed. Failure deals 2d4 Force, halves Speed until your next turn starts, and restricts its next turn to an action or Bonus Action, not both. Success takes half damage only. Add 2d4 per slot above 1.

Witch Bolt

Level 1 evocation · action · 60 ft · VS M · minutes 1 · Sorcerer, Warlock, Wizard

A sustained arc of lightning links you to a creature within range. Make a ranged spell attack against it; on a hit it takes 2d12 Lightning damage. On each of your later turns while the spell lasts, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever out of the spell's range or has Total Cover from you. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the initial damage increases by 1d12 for each slot level above 1.

Wrathful Smite

Level 1 necromancy · bonus action · self · V · minutes 1 · Paladin

Bonus Action, cast right after you hit a creature with a Melee weapon or an Unarmed Strike. The target takes an extra 1d6 Necrotic damage from the attack and makes a Wisdom saving throw. On a failure it has the Frightened condition until the spell ends; at the end of each of its turns it repeats the save, ending the spell on itself on a success. Lasts 1 minute (no Concentration). Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.