Spell Shopping List

Every spell each character has or can pick from, with plain English descriptions. Click your name to expand.


Dustin (Dorian) — Artificer 3, Battle Smith ✅ Complete

Cantrips

CantripWhat it does
GuidanceTouch, +d4 to one ability check. Use it constantly.
Mage Hand30 ft, spectral hand, manipulate objects at range.

Level 1 Prepared (4 slots + 2 always prepared)

SpellWhat it does
Heroism (always)Touch, temp HP = INT mod (+3) each turn, immune to frightened. Concentration.
Shield (always)Reaction, +5 AC until next turn. Use when you get hit.
Cure WoundsTouch, 1d8+3 healing.
Faerie Fire60 ft, 20 ft cube, advantage on attacks vs affected creatures. DEX save. Concentration.
Absorb ElementsReaction, resist triggering elemental damage, +1d6 on next melee hit.
Sanctuary30 ft, attackers must WIS save or choose a new target.

Phase Attunement (Fey Touched, 1/day free each)

SpellWhat it does
Misty StepBonus action, teleport 30 ft. “Phase shift.”
Detect MagicConcentration 10 min, sense magic within 30 ft. “Resonance scan.”

Jackson (Tharion) — Cleric 3, War Domain ✅ Complete

Cantrips

CantripWhat it does
GuidanceTouch, +d4 to one ability check.
Sacred Flame60 ft, DEX save, 1d8 radiant. No attack roll.
MendingTouch, repair a break or tear in an object. 1 minute.
Thaumaturgy(Tiefling) Minor effects: voice booms, flames flicker, eyes glow, ground trembles.

War Domain Spells (always prepared, free)

SpellWhat it does
Divine FavorBonus action, +1d4 radiant to weapon attacks. Concentration.
Shield of FaithBonus action, +2 AC to one creature for 10 min. Concentration.
Spiritual WeaponBonus action, summon spectral weapon that attacks each turn. No concentration.
Magic WeaponTouch, weapon becomes +1 magical. Concentration.

Prepared Spells (5 slots, 4 listed, 1 open)

SpellWhat it does
Bless30 ft, up to 3 creatures, +d4 to attacks and saves. Concentration. Best buff in the game.
Cure WoundsTouch, 1d8+2 healing.
Healing Word60 ft, 1d4+2 healing as a bonus action. Pick up downed allies from range.
Zone of Truth15 ft radius, WIS save or can’t lie. 10 minutes.
(one more slot open)Good picks: Command, Guiding Bolt, Sanctuary, Inflict Wounds.

Racial (Tiefling)

SpellWhat it does
Hellish Rebuke (1/day, 2nd level)Reaction when you take damage, 2d10 fire to attacker. DEX save DC 10 (CHA +0). Half on save.

Matt (K'roaa'ka) — Ranger 3, Beast Master ❌ Needs 3 spells

Pick 3. You learn these permanently (swap one at level-up).

SpellWhat it does
Hunter’s MarkBonus action. Pick a target, deal an extra 1d6 damage every time you hit it. Lasts 1 hour (concentration). If the target dies you can move it to someone else. This is the ranger’s bread and butter.
Cure WoundsTouch someone, heal 1d8+1 HP. Your only healing option.
GoodberryCreate 10 magic berries. Each heals 1 HP and counts as a full day of food. Lasts 24 hours. Great for keeping the party alive between fights.
Absorb ElementsReaction when you take acid, cold, fire, lightning, or thunder damage. You resist that damage (half) and your next melee hit deals an extra 1d6 of that element.
Ensnaring StrikeBonus action. Next time you hit, the target makes a STR save or is restrained by vines. Takes 1d6 piercing per turn while restrained. Concentration.
Animal FriendshipCharm a beast for 24 hours if it fails a WIS save. Only works on beasts with INT 3 or lower.
AlarmSet a 20-ft area to alert you (audible or mental) when a creature enters. Lasts 8 hours. Ritual (no spell slot if you cast it over 10 minutes).
Detect MagicSense magic within 30 ft for 10 minutes. Concentration. Ritual.
Detect Poison and DiseaseSense poison, poisonous creatures, and disease within 30 ft. 10 minutes. Concentration. Ritual.
Fog CloudCreate a 20-ft sphere of fog. Heavily obscures the area. Concentration. Good for escapes or blocking line of sight.
Hail of ThornsBonus action. Next ranged hit explodes into thorns, dealing 1d10 piercing to everything within 5 ft of the target (DEX save for half). Concentration.
JumpTriple someone’s jump distance for 1 minute.
LongstriderTouch someone, +10 ft speed for 1 hour. No concentration.
Speak with AnimalsTalk to animals for 10 minutes. Ritual.

Recommended: Hunter’s Mark (always), then 2 of Cure Wounds / Goodberry / Absorb Elements.


Nathan — Paladin 3, Oath of the Ancients ❌ Needs 4 spells

Pick 4. You prepare these daily and can swap them each morning.

SpellWhat it does
BlessUp to 3 creatures add 1d4 to every attack roll and saving throw for 1 minute. Concentration. Helps the whole party. Best level 1 spell in the game.
CommandOne word command (Flee, Grovel, Drop, Halt, Approach). Target makes WIS save or obeys on their next turn. No concentration. “Grovel” knocks them prone, giving melee advantage.
Compelled DuelBonus action. One creature makes WIS save or has disadvantage on attacks against anyone but you and can’t willingly move away. Concentration. Tank spell.
Cure WoundsTouch someone, heal 1d8+3 HP. Solid, but you also have Lay on Hands for healing.
Detect Evil and GoodSense aberrations, celestials, elementals, fey, fiends, and undead within 30 ft. Also detects consecrated/desecrated ground. 10 minutes. Concentration.
Detect MagicSense magic within 30 ft. 10 minutes. Concentration.
Divine FavorBonus action. Your weapon attacks deal +1d4 radiant damage for 1 minute. Concentration. Competes with Bless.
HeroismTouch one creature. They gain temp HP equal to your CHA mod (+3) at the start of each turn and are immune to being frightened. Concentration.
Protection from Evil and GoodTouch one creature. Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage attacking them and can’t charm, frighten, or possess them. 10 minutes. Concentration. Requires holy water or silver.
Purify Food and DrinkAll food and drink within 5 ft is purified. Ritual.
Searing SmiteBonus action. Next melee hit does +1d6 fire and the target catches fire (1d6/turn, CON save to end). Concentration.
Shield of FaithBonus action. +2 AC to one creature within 60 ft for 10 minutes. Concentration. Good on yourself or the squishiest party member.
Thunderous SmiteBonus action. Next melee hit does +2d6 thunder and target makes STR save or is pushed 10 ft and knocked prone. Concentration. Loud. Everyone nearby hears it.
Wrathful SmiteBonus action. Next melee hit does +1d6 psychic and target makes WIS save or is frightened. Concentration. Frightened creatures can’t move toward you and have disadvantage on attacks and checks.

Always prepared (Oath of the Ancients):

SpellWhat it does
Ensnaring StrikeBonus action. Next hit restrains the target with vines (STR save). 1d6 piercing per turn while restrained. Concentration.
Speak with AnimalsTalk to animals for 10 minutes. Ritual.

Don’t forget Divine Smite — not a spell, it’s a class feature. Any time you hit with a melee weapon, burn a spell slot for +2d8 radiant damage (+3d8 vs undead/fiends). You decide after the hit lands.

Recommended: Bless (always), Wrathful Smite or Thunderous Smite (nova), Shield of Faith or Heroism (defense), Command or Cure Wounds (utility).


Rachel (Lilith) — Rogue 3, Arcane Trickster ❌ Needs cantrips + spells + feat

Cantrips (pick 2, Mage Hand is locked in)

CantripWhat it does
Mage HandREQUIRED. Invisible spectral hand at 30 ft. Pickpocket, plant objects, use thieves’ tools from range. Your signature move.
Minor IllusionSound or image (5-ft cube) for 1 minute. No concentration. Distract guards, fake a noise, create cover. Extremely versatile.
PrestidigitationMinor tricks: light a candle, clean clothes, warm food, small hand illusion, create a smell. Flavor and utility.
MessageWhisper to someone within 120 ft. They can whisper back. Nobody else hears it.
Fire Bolt120 ft, ranged spell attack, 1d10 fire. Your only real damage cantrip option.
Booming BladeMelee attack with your weapon. Target takes 1d8 thunder if it moves before your next turn. Great with Sneak Attack.
Green-Flame BladeMelee attack. Fire jumps to a second target within 5 ft for INT mod fire damage.
LightTouch an object, it glows bright light 20 ft for 1 hour.
FriendsAdvantage on CHA checks against one creature for 1 minute. They know you enchanted them when it ends. Risky.
Dancing LightsUp to 4 floating lights. 1 minute. Concentration.

Recommended: Mage Hand + Minor Illusion + Booming Blade (or Fire Bolt for range).

Level 1 Spells (pick 3: 2 must be Enchantment or Illusion, 1 any Wizard)

Enchantment:

SpellWhat it does
Charm PersonWIS save or charmed for 1 hour. They regard you as a friend. They know when it ends.
SleepRoll 5d8, put creatures to sleep starting from lowest HP. No save. Doesn’t work on undead or elves. Amazing at low levels.
Tasha’s Hideous LaughterWIS save or fall prone laughing, incapacitated. Repeat save each turn and when damaged. Concentration.

Illusion:

SpellWhat it does
Disguise SelfChange your appearance for 1 hour. No concentration. Perfect for a rogue.
Silent Image15-ft visual illusion for 10 minutes. Concentration. Move it with your action. No sound or substance.
Color SprayRoll 6d10, blind creatures in a 15-ft cone starting from lowest HP. No save. No concentration.
Illusory ScriptWrite a message only certain people can read. 10 days. On-brand for a circus thief.

Any Wizard (1 free pick):

SpellWhat it does
Find FamiliarSummon a spirit animal (owl, cat, rat). Scouts, delivers touch spells, Help action in combat. Permanent after first cast. Best level 1 spell in the game.
ShieldReaction, +5 AC until next turn. Keeps you alive.
Absorb ElementsReaction, resist elemental damage, +1d6 on next melee.
Feather FallReaction, up to 5 creatures fall slowly, no fall damage. Situational but life-saving.
Magic Missile3 darts, auto-hit, 1d4+1 each. Never misses. Split between targets.

Recommended: Disguise Self + Sleep, then Find Familiar. Infiltration, crowd control, permanent scout.


Lexy (Hottie Bottie) — Druid 3, Circle of the Moon ✅ Spells complete, needs beast list confirmed

Cantrips

CantripWhat it does
GuidanceTouch, +d4 to one ability check.
Frostbite60 ft, CON save, 1d6 cold. Target has disadvantage on next weapon attack.
Fire Bolt120 ft, 1d10 fire. Source unclear (Eladrin don’t get a free cantrip, might need to swap for a Druid cantrip like Produce Flame).

Level 1 Prepared

SpellWhat it does
Speak with AnimalsTalk to animals for 10 minutes. Ritual.
Earth Tremors10 ft radius, DEX save, 1d6 bludgeoning, creates difficult terrain.
Ice Knife60 ft, ranged attack 1d10 piercing, explodes for 2d6 cold in 5 ft (DEX save).
Healing Word60 ft, 1d4+3 healing as a bonus action. Pick up downed allies from range.

Level 2 Prepared

SpellWhat it does
Moonbeam5 ft cylinder, 2d10 radiant (CON save). Move it 60 ft each turn. Concentration. Forces shapechangers to revert. Moon Druid signature spell.
Spike Growth20 ft radius difficult terrain, 2d4 piercing per 5 ft of movement through it. Concentration. Area denial.

Wild Shape Forms (confirmed: Black Bear only so far)

BeastCRACHPSpeedAttack
Black Bear1/2111940 ft, climb 30Multiattack: Bite +3 (1d6+2) AND Claws +3 (2d4+2)

Ask the DM about adding more beasts. Brown Bear (CR 1) is the big upgrade: 34 HP, Bite +5 (1d8+4), Claws +5 (2d6+4).