1st-Level Spells — D&D 5e
57 1st-level spells · D&D 5e · SRD 5.2.1
- AlarmYou set an alarm against intrusion.
- Animal FriendshipTarget a Beast that you can see within range.
- BaneUp to three creatures of your choice that you can see within range must each make a Charisma saving throw.
- BlessYou bless up to three creatures within range.
- Burning HandsA thin sheet of flames shoots forth from you.
- Charm PersonOne Humanoid you can see within range makes a Wisdom saving throw.
- Chromatic OrbYou hurl an orb of energy at a target within range.
- Color SprayYou launch a dazzling array of flashing, colorful light.
- CommandYou speak a one-word command to a creature you can see within range.
- Comprehend LanguagesFor the duration, you understand the literal meaning of any language that you hear or see signed.
- Create or Destroy WaterYou do one of the following: Create Water.
- Cure WoundsA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
- Detect Evil and GoodFor the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself.
- Detect MagicFor the duration, you sense the presence of magical effects within 30 feet of yourself.
- Detect Poison and DiseaseFor the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
- Disguise SelfYou make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends.
- Dissonant WhispersOne creature of your choice that you can see within range hears a discordant melody in its mind.
- Divine FavorUntil the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
- Divine SmiteThe target takes an extra 2d8 Radiant damage from the attack.
- Ensnaring StrikeAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw.
- EntangleGrasping plants sprout from the ground in a 20-foot square within range.
- Expeditious RetreatYou take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
- Faerie FireObjects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice).
- False LifeYou gain 2d4 + 4 Temporary Hit Points.
- Feather FallChoose up to five falling creatures within range.
- Find FamiliarYou gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or…
- Floating DiskThis spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of…
- Fog CloudYou create a 20-foot-radius Sphere of fog centered on a point within range.
- GoodberryTen berries appear in your hand and are infused with magic for the duration.
- GreaseNonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
- Guiding BoltYou hurl a bolt of light toward a creature within range.
- Healing WordA creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
- Hellish RebukeThe creature that damaged you is momentarily surrounded by green flames.
- HeroismA willing creature you touch is imbued with bravery.
- HexYou place a curse on a creature that you can see within range.
- Hideous LaughterOne creature of your choice that you can see within range makes a Wisdom saving throw.
- Hunter's MarkYou magically mark one creature you can see within range as your quarry.
- Ice KnifeYou create a shard of ice and fling it at one creature within range.
- IdentifyYou touch an object throughout the spell's casting.
- Illusory ScriptYou write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration.
- Inflict WoundsA creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
- JumpYou touch a willing creature.
- LongstriderYou touch a creature.
- Mage ArmorYou touch a willing creature who isn't wearing armor.
- Magic MissileYou create three glowing darts of magical force.
- Protection from Evil and GoodUntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
- Purify Food and DrinkYou remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
- Ray of SicknessYou shoot a greenish ray at a creature within range.
- SanctuaryYou ward a creature within range.
- Searing SmiteAs you hit the target, it takes an extra 1d6 Fire damage from the attack.
- ShieldAn imperceptible barrier of magical force protects you.
- Shield of FaithA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
- Silent ImageYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube.
- SleepEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated…
- Speak with AnimalsFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
- ThunderwaveYou unleash a wave of thunderous energy.
- Unseen ServantThis spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends.
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