Page 230 - DnD_5e_Players_Handbook_(BnW_OCR)
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At Higher Levels. W hen you cast this spell using H o l y A u r a
a spell slot of 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Time: 1 action
Range: Self
H e x
Components: V, S, M (a tiny reliquary worth at least
1st-level enchantment
1,000 gp containing a sacred relic, such as a scrap of
Casting Time: 1 bonus action cloth from a saint’s robe or a piece of parchment from
Range: 90 feet a religious text)
Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour
Divine light washes out from you and coalesces
You place a curse on a creature that you can see within
in a soft radiance in a 30-foot radius around you.
range. Until the spell ends, you deal an extra 1d6
Creatures of your choice in that radius when you cast
necrotic damage to the target whenever you hit it with
this spell shed dim light in a 5-foot radius and have
an attack. Also, choose one ability when you cast the
advantage on all saving throws, and other creatures
spell. The target has disadvantage on ability checks
have disadvantage on attack rolls against them until
made with the chosen ability.
the spell ends. In addition, when a fiend or an undead
If the target drops to 0 hit points before this spell
hits an affected creature with a melee attack, the aura
ends, you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed
o f yours to curse a new creature.
on a Constitution saving throw or be blinded until
A remove curse cast on the target ends this spell early.
the spell ends.
At Higher Levels. W hen you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your H u n g e r o f H a d a r
concentration on the spell for up to 8 hours. W hen you 3rd-level conjuration
use a spell slot of 5th level or higher, you can maintain
Casting Time: 1 action
your concentration on the spell for up to 24 hours.
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
H o l d M o n s t e r
Duration: Concentration, up to 1 minute
5th-level enchantment
You open a gateway to the dark between the stars, a
Casting Time: 1 action
region infested with unknown horrors. A 20-foot-radius
Range: 90 feet
sphere of blackness and bitter cold appears, centered
Components: V, S, M (a small, straight piece of iron)
on a point with range and lasting for the duration. This
Duration: Concentration, up to 1 minute
void is filled with a cacophony of soft whispers and
C hoose a creature that you can see within range. The slurping noises that can be heard up to 30 feet away. No
target must succeed on a W isdom saving throw or be light, m agical or otherwise, can illuminate the area, and
paralyzed for the duration. This spell has no effect on creatures fully within the area are blinded.
undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space, and the
make another W isdom saving throw. On a success, the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold damage. Any creature that
At Higher Levels. W hen you cast this spell using ends its turn in the area must succeed on a Dexterity
a spell slot of 6th level or higher, you can target one saving throw or take 2d6 acid damage as milky,
additional creature for each slot level above 5th. The otherworldly tentacles rub against it.
creatures must be within 30 feet of each other when
you target them. H u n t e r ’s M a r k
1st-level divination
H o l d P e r s o n
Casting Time: 1 bonus action
2nd-level enchantment
Range: 90 feet
Casting Time: 1 action Components: V
Range: 60 feet Duration: Concentration, up to 1 hour
Components: V, S, M (a small, straight piece o f iron)
You choose a creature you can see within range and
Duration: Concentration, up to 1 minute
mystically mark it as your quarry. Until the spell ends,
C hoose a humanoid that you can see within range.
you deal an extra 1d6 damage to the target whenever
The target must succeed on a W isdom saving throw
you hit it with a weapon attack, and you have advantage
or be paralyzed for the duration. At the end of each of
on any W isdom (Perception) or W isdom (Survival)
its turns, the target can make another W isdom saving
check you make to find it. If the target drops to 0 hit
throw. On a success, the spell ends on the target.
points before this spell ends, you can use a bonus action
At Higher Levels. W hen you cast this spell using
on a subsequent turn of yours to mark a new creature.
a spell slot of 3rd level or higher, you can target one
At Higher Levels. W hen you cast this spell using
additional humanoid for each slot level above 2nd. The
a spell slot of 3rd or 4th level, you can maintain your
humanoids must be within 30 feet of each other when
concentration on the spell for up to 8 hours. W hen you
you target them.
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

