Page 229 - DnD_5e_Players_Handbook_(BnW_OCR)
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H a s t e                                          If a creature is holding or wearing the object and
                      3rd-level transmutation                           takes the damage from it, the creature must succeed on
                                                                        a Constitution saving throw or drop the object if it can. If
                      Casting Time:  1  action
                                                                       it doesn’t drop the object, it has disadvantage on attack
                      Range: 30 feet
                                                                       rolls and ability checks until the start of your next turn.
                      Components: V, S, M (a shaving of licorice root)
                                                                         At Higher Levels. W hen you cast this spell using a
                      Duration: Concentration, up to  1  minute
                                                                       spell slot of 3rd level or higher, the damage increases by
                      C hoose a willing creature that you can see within range.   1d8 for each slot level above 2nd.
                     Until the spell ends, the target’s speed is doubled, it
                      gains a +2 bonus to AC, it has advantage on Dexterity   H e l l i s h   R e b u k e
                     saving throws, and it gains an additional action on each   1st-level evocation
                     of its turns. That action can be used only to take the
                                                                       Casting Time:  1  reaction, which you take in response
                     Attack (one weapon attack only), Dash, Disengage, Hide,
                                                                         to being damaged by a creature within 60 feet of you
                      or Use an Object action.
                                                                         that you can see
                       W hen the spell ends, the target can’t move or take   Range: 60 feet
                     actions until after its next turn, as a wave of lethargy   Components: V, S
                     sw eeps over it.
                                                                       Duration: Instantaneous
                      H e a l                                          You point your finger, and the creature that damaged
                     6 th-level evocation                              you is momentarily surrounded by hellish flames. The
                                                                       creature must make a Dexterity saving throw. It takes
                     Casting Time:  1  action
                                                                       2d10 fire damage on a failed save, or half as much
                     Range: 60 feet
                                                                       damage on a successful one.
                     Components: V, S
                                                                         At Higher Levels. W hen you cast this spell using a
                     Duration: Instantaneous
                                                                       spell slot of 2nd level or higher, the damage increases by
                     C hoose a creature that you can see within range. A   1dlO for each slot level above  1st.
                     surge of positive energy washes through the creature,
                     causing it to regain 70 hit points. This spell also ends   H e r o e s ’  F e a s t
                     blindness, deafness, and any diseases affecting the   6 th-level conjuration
                     target. This spell has no effect on constructs or undead.
                                                                       Casting Time:  10 minutes
                       At Higher Levels. W hen you cast this spell using a
                                                                       Range: 30 feet
                     spell slot of 7th level or higher, the amount of healing
                                                                       Components: V, S, M (a gem-encrusted bowl worth at
                     increases by 10 for each slot level above 6th.
                                                                         least  1,000 gp, which the spell consum es)
                                                                       Duration: Instantaneous
                     H e a l i n g  W o r d
                     1st-level evocation                               You bring forth a great feast, including magnificent
                                                                       food and drink. The feast takes  1  hour to consum e and
                     Casting Time: 1  bonus action
                                                                       disappears at the end o f that time, and the beneficial
                     Range: 60 feet
                                                                       effects don’t set in until this hour is over. Up to twelve
                     Components: V
                                                                       other creatures can partake o f the feast.
                     Duration: Instantaneous
                                                                         A creature that partakes of the feast gains several
                     A creature of your choice that you can see within range   benefits. The creature is cured of all diseases and
                     regains hit points equal to  1d4 + your spellcasting   poison, becom es immune to poison and being
                     ability modifier. This spell has no effect on undead   frightened, and makes all W isdom  saving throws with
                     or constructs.                                    advantage. Its hit point maximum also increases by
                       A t Higher Levels. W hen you cast this spell using a   2d10, and it gains the same number of hit points. These
                     spell slot of 2nd level or higher, the healing increases by   benefits last for 24 hours.
                     1d4 for each slot level above  1st.
                                                                       H e r o i s m
                     H e a t  M e t a l                                1st-level enchantment
                     2nd-level transmutation
                                                                       Casting Time:  1  action
                     Casting Time:  1  action                          Range: Touch
                     Range: 60 feet                                    Components: V, S
                     Components: V, S, M (a piece of iron and a flame)   Duration: Concentration, up to  1 minute
                     Duration: Concentration, up to  1  minute
                                                                       A willing creature you touch is imbued with bravery.
                     C hoose a manufactured metal object, such as a metal   Until the spell ends, the creature is immune to being
                     weapon or a suit o f heavy or medium metal armor, that   frightened and gains temporary hit points equal to
                     you can see within range. You cause the object to glow   your spellcasting ability modifier at the start of each
                     red-hot. Any creature in physical contact with the object   o f its turns. W hen the spell ends, the target loses any
                     takes 2d8 fire damage when you cast the spell. Until the   remaining temporary hit points from this spell.
                     spell ends, you can use a bonus action on each of your
                     subsequent turns to cause this damage again.
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