Battlemage Spell List
Cantrips
Acid Splash
Blade Ward
Booming Blade
Chill Touch
Control Flames
Create Bonfire
Fire Bolt
Frostbite
Conjuration, V/S
1 action, 60 ft., Instant
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on an Agility saving throw or take 1d6 acid damage. At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, 60 ft., Instant
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on an Agility saving throw or take 1d6 acid damage. At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Abjuration, V/S
1 action, Self, 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have +10 resistance against crushing, piercing, and slashing damage.
1 action, Self, 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have +10 resistance against crushing, piercing, and slashing damage.
Enchantment, S/M
1 action, Self (5-ft. radius), 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 force damage, and the spell ends. At Higher Levels: At 4th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 8th level (2d8 and 3d8).
1 action, Self (5-ft. radius), 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 force damage, and the spell ends. At Higher Levels: At 4th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 8th level (2d8 and 3d8).
Necromancy, V/S
1 action, 120 ft., 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has −3 on attack rolls against you until the end of your next turn. At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
1 action, 120 ft., 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has −3 on attack rolls against you until the end of your next turn. At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
Mysticism, S
1 action, 60 ft., Instant or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
1 action, 60 ft., Instant or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
Conjuration, V/S
1 action, 60 ft., C. up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on an Agility saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. At Higher Levels: The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
1 action, 60 ft., C. up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on an Agility saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. At Higher Levels: The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
Conjuration, V/S
1 action, 60 ft., Instant
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels: This spell’s damage increases by 1d10 when you reach 4th level (2d10) and 8th level (3d10).
1 action, 60 ft., Instant
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels: This spell’s damage increases by 1d10 when you reach 4th level (2d10) and 8th level (3d10).
Mysticism, V/S
1 action, 60 ft., Instant
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it suffers −5 on the next weapon attack roll it makes before the end of its next turn. At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, 60 ft., Instant
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it suffers −5 on the next weapon attack roll it makes before the end of its next turn. At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Green-flame Blade
Gust
Infestation
Mage Hand
Mind Sliver
Mould Earth
Poison Spray
Prestidigitation
Enchantment, S/M
1 action, Self (5-ft. radius), Instant
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels: At 4th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 8th level (2d8 and 2d8).
1 action, Self (5-ft. radius), Instant
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels: At 4th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 8th level (2d8 and 2d8).
Transmutation, V/S
1 action, 30 ft., Instant
You seize the air and compel it to create one of the following effects at a point you can see within range:
1 action, 30 ft., Instant
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Conjuration, V/S/M
1 action, 30 ft. Instant
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, 30 ft. Instant
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Conjuration, V/S
1 action, 30 ft., 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
1 action, 30 ft., 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Enchantment, V
1 action, 60 ft., 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, 60 ft., 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Transmutation, S
1 action, 30 ft., Instant or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
1 action, 30 ft., Instant or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
Conjuration, V/S
1 action, 10 ft., Instant
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. At Higher Levels: This spell’s damage increases by 1d12 when you reach 4th level (2d12) and 8th level (3d12).
1 action, 10 ft., Instant
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. At Higher Levels: This spell’s damage increases by 1d12 when you reach 4th level (2d12) and 8th level (3d12).
Mysticism, V/S
1 action, 10 ft., Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
1 action, 10 ft., Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Produce Flame
Ray of Frost
Resistance
Shocking Grasp
Sword Burst
Thorn Whip
Thunderclap
True Strike
Conjuration, V/S
1 action, Self, 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
1 action, Self, 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
Conjuration, V/S
1 action, 60 ft., Instant
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
1 action, 60 ft., Instant
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
Abjuration, V/S/M
1 action, Touch, 1 round
You touch one willing creature. Until the start of your next turn, the target gains +5 resistance to a mundane or elemental damage type of its choice.
1 action, Touch, 1 round
You touch one willing creature. Until the start of your next turn, the target gains +5 resistance to a mundane or elemental damage type of its choice.
Conjuration, V/S
1 action, Touch, Instant
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You may use touch AC if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels: The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
1 action, Touch, Instant
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You may use touch AC if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels: The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
Conjuration, V
1 action, Self (5-ft. radius), Instant
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on an Agility saving throw or take 1d6 force damage. At Higher Levels. This spell's damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, Self (5-ft. radius), Instant
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on an Agility saving throw or take 1d6 force damage. At Higher Levels. This spell's damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Transmutation, V/S/M
1 action, 30 ft., Instant
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels. This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, 30 ft., Instant
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels. This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Transmutation, S
1 action, Self (5-ft. radius), Instant
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
1 action, Self (5-ft. radius), Instant
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
Enchantment, S
1 action, 30 ft., 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain +20 to your first attack roll against the target. The target also suffers −2 to attack rolls against you until the start of your next turn.
1 action, 30 ft., 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain +20 to your first attack roll against the target. The target also suffers −2 to attack rolls against you until the start of your next turn.
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