Page 200 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 200

You extend your hand and trace a sigil of warding in the   B l i n d n e s s / D e a f n e s s
         air. Until the end of your next turn, you have resistance   2nd-level necromancy
         against bludgeoning, piercing, and slashing damage
                                                           Casting Time:  1  action
         dealt by weapon attacks.
                                                           Range: 30 feet
                                                           Components: V
         B l e s s
                                                           Duration:  1 minute
         1st-level enchantment
                                                           You can blind or deafen a foe. C hoose one creature that
         Casting Time:  1  action
                                                           you can see within range to make a Constitution saving
         Range: 30 feet
                                                           throw. If it fails, the target is either blinded or deafened
         Components: V, S, M (a sprinkling of holy water)
                                                           (your choice) for the duration. At the end of each of its
         Duration: Concentration, up to  1 minute
                                                           turns, the target can make a Constitution saving throw.
         You bless up to three creatures of your choice within
                                                           On a success, the spell ends.
         range. W henever a target makes an attack roll or a
                                                            At Higher Levels. W hen you cast this spell using
         saving throw before the spell ends, the target can roll
                                                           a spell slot of 3rd level or higher, you can target one
         a d4 and add the number rolled to the attack roll or
                                                           additional creature for each slot level above 2nd.
         saving throw.
          A t Higher Levels. W hen you cast this spell using   B l i n k
         a spell slot o f 2nd level or higher, you can target one   3rd-level transmutation
         additional creature for each slot level above  1st.
                                                           Casting Time:  1  action
                                                           Range: Self
         B l i g h t
                                                           Components: V, S
         4th-level necromancy
                                                           Duration:  1 minute
         Casting Time:  1  action
                                                           Roll a d20 at the end of each of your turns for the
         Range: 30 feet
                                                           duration of the spell. On a roll of 11  or higher, you
         Components: V, S
                                                           vanish from  your current plane of existence and appear
         Duration: Instantaneous
                                                           in the Ethereal Plane (the spell fails and the casting is
         Necrom antic energy w ashes over a creature of your   wasted if you w ere already on that plane). At the start of
         choice that you can see within range, draining moisture   your next turn, and when the spell ends if you are on the
         and vitality from  it. The target must make a Constitution   Ethereal Plane, you return to an unoccupied space of
         saving throw. The target takes 8d8 necrotic damage on   your choice that you can see within  10 feet o f the space
         a failed save, or half as much damage on a successful
                                                           you vanished from. If no unoccupied space is available
         one. This spell has no effect on undead or constructs.  within that range, you appear in the nearest unoccupied
          If you target a plant creature or a magical plant, it   space (chosen at random if m ore than one space is
         m akes the saving throw with disadvantage, and the spell
                                                           equally near). You can dismiss this spell as an action.
         deals maximum damage to it.
                                                            W hile on the Ethereal Plane, you can see and hear
          If you target a nonm agical plant that isn’t a creature,
                                                           the plane you originated from, which is cast in shades
         such as a tree or shrub, it doesn’t make a saving throw;   of gray, and you can’t see anything there m ore than 60
         it simply withers and dies.                       feet away. You can only affect and be affected by other
          At Higher Levels. W hen you cast this spell using a   creatures on the Ethereal Plane. Creatures that aren’t
         spell slot o f 5th level or higher, the damage increases by   there can’t perceive you or interact with you, unless they
         1d8 for each slot level above 4th.
                                                           have the ability to do so.
         B l i n d i n g   S m i t e
                                                           B l u r
         3rd-level evocation
                                                           2nd-level illusion
         Casting Time: 1 bonus action                      Casting Time:  1  action
         Range: Self
                                                           Range: Self
         Components: V
                                                           Components: V
         Duration: Concentration, up to  1  minute         Duration: Concentration, up to  1 minute
         The next time you hit a creature with a m elee weapon
                                                           Your body becom es blurred, shifting and wavering to
         attack during this spell’s duration, your weapon flares
                                                           all w ho can see you. For the duration, any creature has
         with bright light, and the attack deals an extra 3d8
                                                           disadvantage on attack rolls against you. An attacker
         radiant damage to the target. Additionally, the target
                                                           is immune to this effect if it doesn’t rely on sight,
         must succeed on a Constitution saving throw or be
                                                           as with blindsight, or can see through illusions, as
         blinded until the spell ends.                     with truesight.
          A creature blinded by this spell m akes another
         Constitution saving throw at the end of each of its turns.   B r a n d i n g   S m i t e
         On a successful save, it is no longer blinded.    2nd-level evocation
                                                           Casting Time:  1  bonus action
                                                           Range: Self
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