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
| Cantrip | What it does |
|---|---|
| Guidance | Touch, +d4 to one ability check. Use it constantly. |
| Mage Hand | 30 ft, spectral hand, manipulate objects at range. |
Level 1 Prepared (4 slots + 2 always prepared)
| Spell | What 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 Wounds | Touch, 1d8+3 healing. |
| Faerie Fire | 60 ft, 20 ft cube, advantage on attacks vs affected creatures. DEX save. Concentration. |
| Absorb Elements | Reaction, resist triggering elemental damage, +1d6 on next melee hit. |
| Sanctuary | 30 ft, attackers must WIS save or choose a new target. |
Phase Attunement (Fey Touched, 1/day free each)
| Spell | What it does |
|---|---|
| Misty Step | Bonus action, teleport 30 ft. “Phase shift.” |
| Detect Magic | Concentration 10 min, sense magic within 30 ft. “Resonance scan.” |
Jackson (Tharion) — Cleric 3, War Domain ✅ Complete
Cantrips
| Cantrip | What it does |
|---|---|
| Guidance | Touch, +d4 to one ability check. |
| Sacred Flame | 60 ft, DEX save, 1d8 radiant. No attack roll. |
| Mending | Touch, 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)
| Spell | What it does |
|---|---|
| Divine Favor | Bonus action, +1d4 radiant to weapon attacks. Concentration. |
| Shield of Faith | Bonus action, +2 AC to one creature for 10 min. Concentration. |
| Spiritual Weapon | Bonus action, summon spectral weapon that attacks each turn. No concentration. |
| Magic Weapon | Touch, weapon becomes +1 magical. Concentration. |
Prepared Spells (5 slots, 4 listed, 1 open)
| Spell | What it does |
|---|---|
| Bless | 30 ft, up to 3 creatures, +d4 to attacks and saves. Concentration. Best buff in the game. |
| Cure Wounds | Touch, 1d8+2 healing. |
| Healing Word | 60 ft, 1d4+2 healing as a bonus action. Pick up downed allies from range. |
| Zone of Truth | 15 ft radius, WIS save or can’t lie. 10 minutes. |
| (one more slot open) | Good picks: Command, Guiding Bolt, Sanctuary, Inflict Wounds. |
Racial (Tiefling)
| Spell | What 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).
| Spell | What it does |
|---|---|
| Hunter’s Mark | Bonus 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 Wounds | Touch someone, heal 1d8+1 HP. Your only healing option. |
| Goodberry | Create 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 Elements | Reaction 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 Strike | Bonus 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 Friendship | Charm a beast for 24 hours if it fails a WIS save. Only works on beasts with INT 3 or lower. |
| Alarm | Set 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 Magic | Sense magic within 30 ft for 10 minutes. Concentration. Ritual. |
| Detect Poison and Disease | Sense poison, poisonous creatures, and disease within 30 ft. 10 minutes. Concentration. Ritual. |
| Fog Cloud | Create a 20-ft sphere of fog. Heavily obscures the area. Concentration. Good for escapes or blocking line of sight. |
| Hail of Thorns | Bonus action. Next ranged hit explodes into thorns, dealing 1d10 piercing to everything within 5 ft of the target (DEX save for half). Concentration. |
| Jump | Triple someone’s jump distance for 1 minute. |
| Longstrider | Touch someone, +10 ft speed for 1 hour. No concentration. |
| Speak with Animals | Talk 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.
| Spell | What it does |
|---|---|
| Bless | Up 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. |
| Command | One 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 Duel | Bonus 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 Wounds | Touch someone, heal 1d8+3 HP. Solid, but you also have Lay on Hands for healing. |
| Detect Evil and Good | Sense aberrations, celestials, elementals, fey, fiends, and undead within 30 ft. Also detects consecrated/desecrated ground. 10 minutes. Concentration. |
| Detect Magic | Sense magic within 30 ft. 10 minutes. Concentration. |
| Divine Favor | Bonus action. Your weapon attacks deal +1d4 radiant damage for 1 minute. Concentration. Competes with Bless. |
| Heroism | Touch 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 Good | Touch 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 Drink | All food and drink within 5 ft is purified. Ritual. |
| Searing Smite | Bonus action. Next melee hit does +1d6 fire and the target catches fire (1d6/turn, CON save to end). Concentration. |
| Shield of Faith | Bonus action. +2 AC to one creature within 60 ft for 10 minutes. Concentration. Good on yourself or the squishiest party member. |
| Thunderous Smite | Bonus 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 Smite | Bonus 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):
| Spell | What it does |
|---|---|
| Ensnaring Strike | Bonus action. Next hit restrains the target with vines (STR save). 1d6 piercing per turn while restrained. Concentration. |
| Speak with Animals | Talk 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)
| Cantrip | What it does |
|---|---|
| Mage Hand | REQUIRED. Invisible spectral hand at 30 ft. Pickpocket, plant objects, use thieves’ tools from range. Your signature move. |
| Minor Illusion | Sound or image (5-ft cube) for 1 minute. No concentration. Distract guards, fake a noise, create cover. Extremely versatile. |
| Prestidigitation | Minor tricks: light a candle, clean clothes, warm food, small hand illusion, create a smell. Flavor and utility. |
| Message | Whisper to someone within 120 ft. They can whisper back. Nobody else hears it. |
| Fire Bolt | 120 ft, ranged spell attack, 1d10 fire. Your only real damage cantrip option. |
| Booming Blade | Melee attack with your weapon. Target takes 1d8 thunder if it moves before your next turn. Great with Sneak Attack. |
| Green-Flame Blade | Melee attack. Fire jumps to a second target within 5 ft for INT mod fire damage. |
| Light | Touch an object, it glows bright light 20 ft for 1 hour. |
| Friends | Advantage on CHA checks against one creature for 1 minute. They know you enchanted them when it ends. Risky. |
| Dancing Lights | Up 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:
| Spell | What it does |
|---|---|
| Charm Person | WIS save or charmed for 1 hour. They regard you as a friend. They know when it ends. |
| Sleep | Roll 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 Laughter | WIS save or fall prone laughing, incapacitated. Repeat save each turn and when damaged. Concentration. |
Illusion:
| Spell | What it does |
|---|---|
| Disguise Self | Change your appearance for 1 hour. No concentration. Perfect for a rogue. |
| Silent Image | 15-ft visual illusion for 10 minutes. Concentration. Move it with your action. No sound or substance. |
| Color Spray | Roll 6d10, blind creatures in a 15-ft cone starting from lowest HP. No save. No concentration. |
| Illusory Script | Write a message only certain people can read. 10 days. On-brand for a circus thief. |
Any Wizard (1 free pick):
| Spell | What it does |
|---|---|
| Find Familiar | Summon 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. |
| Shield | Reaction, +5 AC until next turn. Keeps you alive. |
| Absorb Elements | Reaction, resist elemental damage, +1d6 on next melee. |
| Feather Fall | Reaction, up to 5 creatures fall slowly, no fall damage. Situational but life-saving. |
| Magic Missile | 3 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
| Cantrip | What it does |
|---|---|
| Guidance | Touch, +d4 to one ability check. |
| Frostbite | 60 ft, CON save, 1d6 cold. Target has disadvantage on next weapon attack. |
| Fire Bolt | 120 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
| Spell | What it does |
|---|---|
| Speak with Animals | Talk to animals for 10 minutes. Ritual. |
| Earth Tremors | 10 ft radius, DEX save, 1d6 bludgeoning, creates difficult terrain. |
| Ice Knife | 60 ft, ranged attack 1d10 piercing, explodes for 2d6 cold in 5 ft (DEX save). |
| Healing Word | 60 ft, 1d4+3 healing as a bonus action. Pick up downed allies from range. |
Level 2 Prepared
| Spell | What it does |
|---|---|
| Moonbeam | 5 ft cylinder, 2d10 radiant (CON save). Move it 60 ft each turn. Concentration. Forces shapechangers to revert. Moon Druid signature spell. |
| Spike Growth | 20 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)
| Beast | CR | AC | HP | Speed | Attack |
|---|---|---|---|---|---|
| Black Bear | 1/2 | 11 | 19 | 40 ft, climb 30 | Multiattack: 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).