You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray.
Author: Matt Zane
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you)
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Casting Time: 1 action Range: Touch
Spells that deal damage are the bread and butter of DnD 5e’s spellcasters. Sure, buffing and healing allies, debuffing enemies, and providing utility are all useful. But, at the end
Utility spells are some of the common in DnD 5e, with of 216/477 (that’s 45%). After all, utility is at the heart of what spells do in all the editions
Spells that debuff enemies in some way are among the strongest in DnD 5e. Debuff spells can grant disadvantage, make it harder for enemies to maneuver, or, most simply, apply