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Sorcerer, Wizard, Fighter Bard, Sorcerer, Wizard, Fighter Sorcerer, Wizard, Fighter
(Eldritch Knight), Rogue (Arcane (Eldritch Knight), Rogue (Arcane (Eldritch Knight), Rogue (Arcane
Trickster) Conjuration cantrip Trickster) Evocation cantrip Trickster) Evocation cantrip
Wizard 1st Conjuration Bard, Cleric (Knowledge), Wizard 1st Divination Druid, Ranger, Sorcerer, Wizard 1st Transmutation
Bard, Druid, Ranger, Wizard 1st Transmutation Cleric, Cleric (War), Paladin 1st Abjuration Cleric, Paladin (Devotion) 1st Abjuration
ALTER SELF AID ARCANE LOCK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 8 hours V, S, M Until dispelled
hour
a tiny strip of white cloth gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell,
choose one of the following options, the effects of which
consumes
Your spell bolsters your allies with toughness
last for the duration of the spell. While the spell lasts, you and resolve. Choose up to three creatures
can end one option as an action to gain the benefits of a
You touch a closed door, window, gate, chest,
different one. within range. Each target's hit point maximum or other entryway, and it becomes locked for
Aquatic Adaptation: You adapt your body to an aquatic and current hit points increase by 5 for the the duration. You and the creatures you
environment, sprouting gills, and growing webbing between duration. designate when you cast this spell can open
your fingers. You can breathe underwater and gain a At Higher Levels: When you cast this spell the object normally. You can also set a
swimming speed equal to your walking speed. using a spell slot of 3rd level or higher, a password that, when spoken within 5 feet of the
Change Appearance: You transform your appearance. You target's hit points increase by an additional 5 for object, suppresses this spell for 1 minute.
decide what you look like, including your height, weight, each slot level above 2nd. Otherwise, it is impassable until it is broken or
facial features, sound of your voice, hair length, coloration,
and distinguishing characteristics, if any. You can make
the spell is dispelled or suppressed. Casting
yourself appear as a member of another race, though none knock on the object suppresses arcane lock for
of your statistics change. You also don't appear as a 10 minutes.
creature of a different size than you, and your basic shape While affected by this spell, the object is more
stays the same, if you're bipedal, you can't use this spell to difficult to break or force open; the DC to break
become quadrupedal, for instance. At any time for the it or pick any locks on it increases by 10.
duration of the spell, you can use your action to change
your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or
a different natural weapon of your choice. Your unarmed
strikes deal 1d6 bludgeoning, piercing, or slashing damage,
as appropriate to the natural weapon you chose, and you
are proficient with you unarmed strikes. Finally, the natural
weapon is magic and you have a +1 bonus to the attack
and damage rolls you make using it
Sorcerer, Wizard 2nd Transmutation Cleric, Paladin 2nd Abjuration Wizard, Fighter (Eldritch Knight) 2nd Abjuration
WALL OF STONE
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S, M Concentration, up to 10
minutes
a small block of granite
A nonmagical wall of solid stone springs into existence at a
point you choose within range. The wall is 6 inches thick
and is composed of ten 10-foot-by-10-foot panels. Each
panel must be contiguous with at least on other panel.
Alternatively, you can create 10-foot-by-20-foot panels that
are only 3 inches thick.
If the wall cuts through a creature's space when it appears,
the creature is pushed to one side of the wall (your choice).
If a creature would be surrounded on all sides by the wall
(or the wall and another solid surface), that creature can
make a Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer
enclosed by the wall.
The wall can have any shape you desire, though it can't
occupy the same space as a creature or object. the wall
doesn't need to be vertical or resting on any firm
foundation. It must, however, merge with and be solidly
supported by existing stone. Thus you can use this spell to
bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can
crudely shape the wall to create crenellations, battlements,