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increase by an additional 5 for each slot level above
Spell Descriptions 2nd.
Acid Arrow Alarm
2nd- level evocation 1st- level abjuration (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: 90 feet Range: 30 feet
Components: V, S, M (powdered rhubarb leaf and an Components: V, S, M (a tiny bell and a piece of fine
adder’s stomach) silver wire)
Duration: Instantaneous Duration: 8 hours
A shimmering green arrow streaks toward a target You set an alarm against unwanted intrusion.
within range and bursts in a spray of acid. Make a Choose a door, a window, or an area within range
ranged spell attack against the target. On a hit, the that is no larger than a 20- foot cube. Until the spell
target takes 4d4 acid damage immediately and 2d4 ends, an alarm alerts you whenever a Tiny or larger
acid damage at the end of its next turn. On a miss, creature touches or enters the warded area. When
the arrow splashes the target with acid for half as you cast the spell, you can designate creatures that
much of the initial damage and no damage at the end won’t set off the alarm. You also choose whether the
of its next turn. alarm is mental or audible.
At Higher Levels. When you cast this spell using a A mental alarm alerts you with a ping in your
spell slot of 3rd level or higher, the damage (both mind if you are within 1 mile of the warded area.
initial and later) increases by 1d4 for each slot level This ping awakens you if you are sleeping.
above 2nd. An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.
Acid Splash
Conjuration cantrip Alter Self
2nd- level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
Duration: Concentration, up to 1 hour
You hurl a bubble of acid. Choose one creature
within range, or choose two creatures within range You assume a different form. When you cast the spell,
that are within 5 feet of each other. A target must choose one of the following options, the effects of
succeed on a Dexterity saving throw or take 1d6 acid which last for the duration of the spell. While the
damage. spell lasts, you can end one option as an action to
This spell’s damage increases by 1d6 when you gain the benefits of a different one.
reach 5th level (2d6), 11th level (3d6), and 17th Aquatic Adaptation. You adapt your body to an
level (4d6). aquatic environment, sprouting gills and growing
webbing between your fingers. You can breathe
Aid underwater and gain a swimming speed equal to
2nd- level abjuration your walking speed.
Change Appearance. You transform your
Casting Time: 1 action appearance. You decide what you look like, including
Range: 30 feet your height, weight, facial features, sound of your
Components: V, S, M (a tiny strip of white cloth) voice, hair length, coloration, and distinguishing
Duration: 8 hours characteristics, if any. You can make yourself appear
Your spell bolsters your allies with toughness and as a member of another race, though none of your
resolve. Choose up to three creatures within range. statistics change. You also can’t appear as a creature
Each target’s hit point maximum and current hit of a different size than you, and your basic shape
points increase by 5 for the duration. stays the same; if you’re bipedal, you can’t use this
At Higher Levels. When you cast this spell using a spell to become quadrupedal, for instance. At any
spell slot of 3rd level or higher, a target’s hit points
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 114

