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.

