Level 1 Spells

Spell Action
Alarm Range: 30 feet
Cast time: 1 minute
Duration: 8 hours
Materials: A tiny bell and a piece of fine silver wire.

{name} sets an alarm against unwanted intrusion. The alarm must be set in a door, window, or area within range that is no larger than a 20-foot cube.
When the spell is cast, {name} may designate creatures that won’t set off the alarm and also chooses whether the alarm is mental or audible:
- A mental alarm alerts {name} with a ping in their mind, as long as {name} is within 1 mile of the warded area. This ping awakens {name} if asleep.
- An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Until the spell ends, the alarm triggers whenever a Tiny or larger creature touches or enters the warded area.
Animal Friendship Range: 30 feet
Cast time: 1 action
Duration: 24 hours
Materials: a morsel of food

{name} attempts to convince a beast that they can see within range that {name} means it no harm. Choose a beast that can see and hear {name}. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a DC {ssDC} WIS save or be charmed by {name} for the spell's duration. If {name} or one of their companions harms the target, the spells ends.
Bane Range: 30 feet
Cast time: 1 action
Duration: concentration, up to 1 minute
Materials: a drop of blood

Up to {"3"} creatures within range must make a (DC {ssDC}) CHA save.
Any that fail must subtract {"1d4"} from all attack rolls and saving throws until the spell ends.
Bless Range: 30 feet
Cast time: 1 action
Duration: concentration, up to 1 minute
Materials: a sprinkling of holy water

{name} blesses up to {"3"} creatures within range.
Those creatures add {"1d4"} to all attack rolls and saving throws until the spell ends.
Burning Hands Range: self (15 foot cone)
Cast time: 1 action
Duration: instantaneous

{name} holds their hands with thumbs touching and fingers spread, and a thin sheet of flames shoots forth from their outstretched fingertips.
Each creature in a {"15-foot"} cone takes !(3d6) fire damage (DC {ssDC} DEX save = half)
The fire ignites any flammable objects in the area that aren’t being worn or carried.
Additional damage:
Spell slot level 2: !!(1d6)
Spell slot level 3: !!(2d6)
Spell slot level 4: !!(3d6)
Spell slot level 5: !!(4d6)
Charm Person Range: 30 feet
Cast time: 1 action
Duration: 1 hour

{name} attempts to charm a humanoid they can see within range. It makes a DC {ssDC} WIS saving throw (with advantage if {name} or their companions are fighting it.) On a fail, it is charmed by them until the spell ends or until {name} or their companions do anything harmful to it. The charmed creature regards {name} as a friendly acquaintance. When the spell ends, the creature knows it was charmed by {name}.

Using higher spell slots:
{name} may target {"1"} additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when they target them.
Color Spray Range: self (15 ft cone)
Cast time: 1 action
Duration: 1 round

A dazzling array of flashing, colored light springs from {name}'s hand. !(6d10) hit points of creatures in a {"15-foot"} cone originating from {name} are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Additional HP (of creatures) affected:
Spell slot level 2: !!(2d10)
Spell slot level 3: !!(4d10)
Spell slot level 4: !!(6d10)
Spell slot level 5: !!(8d10)
Command Range: 60 feet
Cast time: 1 action
Duration: 1 round

{name} speaks a one-word command to a creature they can see within range. The target must succeed on a DC {ssDC} WIS saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand {name}'s language, or if their command is directly harmful to it.

Using higher spell slots:
{name} can affect {"1"} additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when {name} targets them.
Comprehend Languages Range self
Cast time: 1 action/ritual
Duration: 1 hour

For the duration, {name} understands the literal meaning of any spoken language that they hear. They also understand any written language that they see, but they must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Materials: A pinch of soot and salt.
Create or Destroy Water Range: 30 feet
Cast time: 1 action
Duration: instantaneous

{name} either creates or destroys water.
Create Water: They create up to {"10"} gallons of clean water within range in an open container. Alternatively, the water falls as rain in a {"30-foot"} cube within range, extinguishing exposed flames in the area.
Destroy Water: They destroy up to {"10"} gallons of water in an open container within range. Alternatively, they destroy fog in a {"30-foot"} cube within range.
Materials: A drop of water if creating water, or a few grains of sand if destroying it.
Cure Wounds Range: touch
Cast time: 1 action
Duration: instantaneous

A creature {name} touches regains !(1d8 + {CastStatMod}) hit points. This spell has no effect on undead or constructs.
Additional healing:
Spell slot level 2: !!(1d8)
Spell slot level 3: !!(2d8)
Spell slot level 4: !!(3d8)
Spell slot level 5: !!(4d8)
Detect Evil and Good Range: self
Cast time: 1 action
Duration: concentration (up to 10 minutes)

For the duration, {name} knows if there is an aberration, celestial, elemental, fey, fiend, or undead within {"30 feet"} of themselves, as well as where the creature is located. Similarly, they know if there is a place or object within {"30 feet"} of themselves that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by {"1 foot"} of stone, {"1 inch"} of common metal, a thin sheet of lead, or ""{3 feet"}` of wood or dirt.
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Detect Magic Range: self
Cast time: 1 action
Duration: concentration (up to 10 minutes)

For the duration, {name} sense the presence of magic within {"30 feet"} of themselves. If they sense magic in this way, they can use their action to see a faint aura around any visible creature or object in the area that bears magic, and they learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by {"1 foot"} of stone, {"1 inch"} of common metal, a thin sheet of lead, or ""{3 feet"}` of wood or dirt.
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Detect Poison and Disease Range: self
Cast time: 1 action
Duration: concentration (up to 10 minutes)

For the duration, {name} can sense the presence and location of poisons, poisonous creatures, and diseases within {"30 feet"} of themselves. They also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by {"1 foot"} of stone, {"1 inch"} of common metal, a thin sheet of lead, or ""{3 feet"}` of wood or dirt.
Materials: A yew leaf |
Disguise Self Range: self
Cast time: 1 action
Duration: 1 hour

{name} makes themself (clothing, armor, weapons, and other belongings on them) look different until the spell ends or until they use their action to dismiss it.
To discern that {name} is disguised, a creature can use its action to inspect their appearance and must succeed on a DC {ssDC } INT (Investigation) check.
Divine Favor Range: 90 feet (20 ft square)
Cast time: 1 bonus action
Duration: concentration, up to 1 minute

{name}'s prayer empowers them with divine radiance. Until the spell ends, {name}'s weapon attacks deal an extra {"1d4"} radiant damage on a hit.
Entangle Range: 90 feet (20 ft square)
Cast time: 1 action
Duration: concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a {"20-foot"} square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when {name} casts the spell must succeed on a DC {ssDC} STR saving throw or be restrained until the spell ends. A creature restrained by the plants can use its action to attempt to free itself with a DC {ssDC} STR check.
When the spell ends, the conjured plants wilt away.
Entangle Range: 90 feet (20 ft square)
Cast time: 1 action
Duration: concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a {"20-foot"} square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when {name} casts the spell must succeed on a DC {ssDC} STR saving throw or be restrained until the spell ends. A creature restrained by the plants can use its action to attempt to free itself with a DC {ssDC} STR check.
When the spell ends, the conjured plants wilt away.
Expeditious Retreat Range: self
Cast time: 1 bonus action
Duration: concentration, up to 10 minutes

When {name} casts this spell, and then as a bonus action on each of their turns until the spell ends, {name} can take the Dash action.
Faerie Fire Range: 60 feet
Cast time: 1 action
Duration: concentration, up to 1 minute

Each object in a {"20-foot"} cube within range is outlined in blue, green, or violet light ({name}'s choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC {ssDC} DEX saving throw. For the duration, objects and affected creatures shed dim light in a {"10-foot"} radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
False Life Range Self
Cast time: 1 action
Duration: 1 hour

Bolstering {name}'s self with a necromantic facsimile of life, {name} gains !({1d4 + 4}) temporary hit points for {"1 Hour"}.
Materials: A small amount of alcohol or distilled spirits.
Feather Fall Range Self
Cast time: 1 reaction*
Duration: 1 minute

Choose up to five falling creatures within {"60 feet"} of {"name"}. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Materials: A small feather or a piece of down.

* If {name} or a creature within {"60 feet"} of {name} falls, {"name"} may use a reaction to cast this spell.
Find Familiar Range: 10 ft
Cast time: 1 hour
Duration: Instantateous

{name} gains the service of a familiar, a spirit that takes an animal form {name} chooses: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend ({name}'s choice) instead of a beast.
{name}'s familiar acts independently of {name}, but it always obeys {name}'s commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after {name} casts this spell again.
While the familiar is within 100 feet of {name}, they can communicate with it telepathically. Additionally, as an action, {name} can see through their familiar's eyes and hear what it hears until the start of {name}'s next turn, gaining the benefits of any special senses that the familiar has. During this time, {name} is deaf and blind with regard to their own senses.
As an action, {name} can temporarily dismiss their familiar. It disappears into a pocket dimension where it awaits {name}'s summons. Alternatively, {name} can dismiss it forever. As an action while it is temporarily dismissed, {name} can cause it to reappear in any unoccupied space within 30 feet of themselves.
{name} can't have more than one familiar at a time. If {name} casts this spell while they already have a familiar, they instead cause it to adopt a new form. Choose one of the forms from the above list. {name}'s familiar transforms into the chosen creature.
Finally, when {name} casts a spell with a range of touch, {name}'s familiar can deliver the spell as if it had cast the spell. {name}'s familiar must be within 100 feet of {name}, and it must use its reaction to deliver the spell when {name} casts it. If the spell requires an attack roll, use {name}s attack modifier for the roll.
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.
Floating Disk Range: 30 ft
Cast time: 1 action
Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of {name}'s choice that they can see within range. The disk remains for the duration, and it can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while {name} is within 20 feet of it. If {name} moves more than 20 feet away from it, the disk follows {name} so that it remains within 20 feet of them. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If {name} moves more than 100 feet from the disk (typically because it can’t move around an obstacle to follow {name}), the spell ends.
Materials: A drop of mercury.
Fog Cloud Range 120 ft
Cast Time: 1 Action (Concentration)
Duration: Up to 1 hour (Concentration)

{name} creates a {"20 ft"} radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Goodberry Range touch
Cast time: Instantaneous
Duration: Instantaneous

Up to ten berries appear in {name}'s hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Materials: A sprig of mistletoe.
Grease Range 60 ft
Cast time: 1 action
Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Materials: A bit of pork rind or butter.
Guiding Bolt Range: 120 feet
Cast time: 1 action
Duration: 1 round

A flash of light streaks toward a creature within range
Ranged Attack roll: !(1d20 + {prof} + {CastStatMod})
Adv/Dis roll: !!(1d20 + {prof} + {CastStatMod})
Damage: !(4d6) radiant damage, AND the next attack roll made against this target before the end of {name}'s next turn has advantage.
Crit: Add !!(4d6) radiant damage.
Additional damage:
Spell slot level 2: !!(1d6)
Crit: Add !!(1d6)
Spell slot level 3: !!(2d6)
Crit: Add !!(2d6)
Spell slot level 4: !!(3d6)
Crit: Add !!(3d6)
Spell slot level 5: !!(4d6)
Crit: Add !!(4d6)
Healing Word Range: 60 feet
Cast time: 1 bonus action
Duration: instantaneous
A creature within range regains !(1d4 + {CastStatMod}) hit points.
Additional healing:
Spell slot level 2: !!(1d4)
Spell slot level 3: !!(2d4)
Spell slot level 4: !!(3d4)
Spell slot level 5: !!(4d4)
Hellish Rebuke Range: 60 feet
Cast time: 1 reaction
Duration: instantaneous

{name} points their finger at a creature within range that damaged {name} and it is momentarily surrounded by hellish flames.
!(2d10) fire damage (DC {ssDC} DEX save = half)
Additional damage:
Spell slot level 2: !!(1d10)
Spell slot level 3: !!(2d10)
Spell slot level 4: !!(3d10)
Spell slot level 5: !!(4d10)
Heroism Range 30 ft
Cast time: 1 Action
Duration: 1 minute (Concentration)

A willing creature {name} touches is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains {CastStatMod} temporary hit points at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

When casting Heroism using a spell slot of 2nd level or higher, an additional creature can be targeted for each slot level above the 1st.
Hideous Laughter Range: 30 ft
Cast time: 1 Action
Duration: 1 minute (Concentration)

A creature of {name}'s choice that they can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a {ssDC} Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Materials: Tiny darts and a feather that is waved in the air.
Hunter’s Mark Casting Time:1 bonus action
Range:90 feet
Components:V
Duration:Concentration, up to 1 hour
{name} chooses a creature they can see within range and mystically mark it as their quarry. Until the spell ends, {name} deals an extra {"1d6"} damage to the target whenever they hit it with a weapon attack, and they have advantage on any Wisdom (Perception) or Wisdom (Survival) check they make to find it. If the target drops to {0} hit points before this spell ends, {name} can use a bonus action on a subsequent turn of theirs to mark a new creature.
Additional Duration:
Spell slot level 3 or 4: {"8 hours"}
Spell slot level 5 or higher: {"24 hours"}
Identify Casting Time: 1 minute,
Range: Touch,
Components: V, S, M
Duration: Instantaneous,
{name} choose one object that they must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, they learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. They learn whether any spells are affecting the item and what they are. If the item was created by a spell, They learn which spell created it.,
If {name} instead touches a creature throughout the casting, they learn what spells, if any, are currently affecting it.

Materials: A pearl worth at least 100 gp and an owl feather
Illusory Script Casting Time: 1 minute
Range: Touch
Components: S, M
Duration: 10 days
{name} writes on parchment, paper, or some other suitable writing material and imbues it with a potent illusion that lasts for the duration.
To {name} and any creatures they designate when they cast the spell, the writing appears normal, written in {name}'s hand, and conveys whatever meaning they intended when they wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, {name} can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one they know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

Materials: A lead-based ink worth at least 10 gp, which the spell consumes
Inflict Wounds Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature {name} can reach. On a hit, the target takes !(3d10) necrotic damage.
Additional Damage:
Spell slot level 2: !!(1d10)
Spell slot level 3: !!(2d10)
Spell slot level 4: !!(3d10)
Spell slot level 5: !!(4d10)
Spell slot level 6: !!(5d10)
Spell slot level 7: !!(6d10)
Spell slot level 8: !!(7d10)
Spell slot level 9: !!(8d10)
Jump Casting Time: 1 action
Range:Touch
Components: V, S, M
Duration:1 minute
{name} touches a creature. The creature’s jump distance is tripled until the spell ends.Materials: A grasshopper's hind leg
Longstrider Casting Time: 1 action
Range:Touch
Components: V, S, M
Duration: 1 hour
{name} touches a creature. The target’s speed increases by 10 feet until the spell ends.
Additional targets:When {name} casts this spell using a spell slot of 2nd level or higher, they can target one additional creature for each slot level above 1st.
Materials: A pinch of dirt
Mage Armor Casting Time: 1 action
Range:Touch
Components: V, S, M
Duration: 8 hours

{name} touches a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if {name} dismisses the spell as an action.

Materials: A piece of cured leather
Magic Missile Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
{name} creates three glowing darts of magical force. Each dart hits a creature of their choice that they can see within range. A dart deals {"1d4 + 1"} force damage to its target. The darts all strike simultaneously, and {name} can direct them to hit one creature or several.
Dart 1: !(1d4 + 1)
Dart 2: !(1d4 + 1)
Dart 3: !(1d4 + 1)

When {name} casts this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Additional Damage:(Roll each lower level as well)
Spell slot level 2: !!(1d4 + 1)
Spell slot level 3: !!(1d4 + 1)
Spell slot level 4: !!(1d4 + 1)
Spell slot level 5: !!(1d4 + 1)
Spell slot level 6: !!(1d4 + 1)
Spell slot level 7: !!(1d4 + 1)
Spell slot level 8: !!(1d4 + 1)
Spell slot level 9: !!(1d4 + 1)
Protection from Evil and Good Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature {name} touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Materials: Holy water or powdered silver and iron, which the spell consumes
Purify Food and Drink Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of {name}’s choice within range is purified and rendered free of poison and disease.
Sanctuary Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M
Duration: 1 minute
{name} wards a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Materials: A small silver mirror
Shield Casting Time: 1 reaction, which {name} takes when they are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects {name}. Until the start of their next turn, they have a +5 bonus to AC, including against the triggering attack, and they take no damage from magic missile.
Shield of Faith Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of {name}’s choice within range, granting it a +2 bonus to AC for the duration.

Materials: A small parchment with a bit of holy text written on it
Silent Image Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
{name} can use their action to cause the image to move to any spot within range. As the image changes location, they can alter its appearance so that its movements appear natural for the image. For example, if they create an image of a creature and move it, they can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against {name}'s spell save DC {ssDC}. If a creature discerns the illusion for what it is, the creature can see through the image.

Materials: A bit of fleece
Sleep Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. !(5d8) is how many hit points of creatures this spell can affect. Creatures within {"20 feet"} of a point {name} chooses within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Additional Hit Points Affected:
Spell slot 2: !!(2d8)
Spell slot 3: !!(4d8)
Spell slot 4: !!(6d8)
Spell slot 5: !!(8d8)
Spell slot 6: !!(10d8)
Spell slot 7: !!(12d8)
Spell slot 8: !!(14d8)
Spell slot 9: !!(16d8)
Speak with Animals Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
{name} gains the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give {name} information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. {name} might be able to persuade a beast to perform a small favor for them, at the GM’s discretion.
Thunderwave Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from {name}. Each creature in a {"15-foot"} cube originating from them must make a Constitution saving throw DC {ssDC}. On a failed save, a creature takes !(2d8) thunder damage and is pushed {"10 feet"} away from them. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed {"10 feet"} away from {name} by the spell’s effect, and the spell emits a thunderous boom audible out to {"300 feet"}.
Additional Damage:
Spell slot level 2: !!(1d8)
Spell slot level 3: !!(2d8)
Spell slot level 4: !!(3d8)
Spell slot level 5: !!(4d8)
Spell slot level 6: !!(5d8)
Spell slot level 7: !!(6d8)
Spell slot level 8: !!(7d8)
Spell slot level 9: !!(8d8)
Unseen Servant Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at {name}’s command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has {"AC 10"}, {"1 hit point"}, and a {"Strength of 2"}, and it can’t attack. If it drops to {0} hit points, the spell ends.
Once on each of {name}’s turns as a bonus action, they can mentally command the servant to move up to {"15 feet"} and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once {name} gives the command, the servant performs the task to the best of its ability until it completes the task, then waits for their next command.
If {name} commands the servant to perform a task that would move it more than {"60 feet"} away from them, the spell ends.

Materials: A piece of string and a bit of wood

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article