5th Level Spells
Absolve
- School: Evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (a flask of holy water, which the spell consumes)
- Duration: Instantaneous
- Classes: Cleric, Soul-Seer, Warlock
You fling a bubble of holy acid. Choose a creature you can see within range. A hostile target must succeed a on a Dexterity saving throw or take 3d6 acid damage and 3d6 radiant damage, and have any spell of 4th level or lower on them end.
Targeting a friendly target instead deals no damage, ends any harmful spells of 4th level or lower on them, and allows them to immediately reroll any Wisdom saving throws against harmful effects still targeting them.
If the target would be brought to 0 hit points, they fall unconscious and are stable.
Acidic Cube
- School: Conjuration
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (sour sweets, which the spell consumes)
- Duration: Concentration, up to 1 minute
- Classes: Conduit*, Druid, Sorcerer, Warlock, Wizard
You conjure a mass of acid with a 10-foot cube onto the ground on a point you can see within range. The cube remains for the spell's duration.
Any creature in the cube's space must make a Strength saving throw. On a successful save, a creature is pushed out of that space and into the nearest unoccupied space outside the cube. A Huge or larger creature automatically succeeds on the saving throw. On a failed save, a creature is restrained by the cube and is engulfed in acid, taking 6d4 acid damage. At the end of each of its turns, a restrained target takes 4d4 acid damage and can repeat this saving throw, ending the effect early on itself on a success.
The cube can restrain as many as eight Medium or smaller creatures or two Large creatures. If the cube restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the cube falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the cube up to 30 feet. If it moves over a pit, cliff, or other drop-off, it safely descends until it reaches the ground. Any creature restrained by the cube moves with it You can ram this cube into creatures, forcing them to make a saving throw.
When the spell ends, any creatures restrained by the cube is knocked prone in the space where it falls. The acid then vanishes.
Find Superior Steed
- School: Conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S, M (A gem encrusted bowl worth at least 100gp, filled with food)
- Duration: Instantaneous
- Classes: Paladin, Soul-Seer*
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a giant scorpion, a hell-hound, a nightmare, an owlbear, a phase spider, or a winter wolf. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Flesh to Bark
- School: Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a handful of dirt, dung, and water)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger
You attempt to turn a creature within range into a plant. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its body begins to warp into wood and leaves. On a successful save, the creature isn’t affected and the spell ends early.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. These successes don’t need to be consecutive.
While the creature is restrained by this spell, it has vulnerability to fire damage. If it possessed a resistance to fire damage, it instead loses that resistance.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned into a regular tree, bush, or other vegetation of your choice until the effect is removed.
At Higher Levels. When you cast this spell using a 6th- or 7th-level spell slot, the spell ends early if the target successfully saves against it four times. When you cast this spell using a 8th- or 9th-level spell slot, the spell ends early if the target successfully saves against it five times.
Mark of Death
- School: Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a phial of blood from a creature who has died within the past 24 hours)
- Duration: 1 minute
- Classes: Cleric, Sorcerer, Soul-Seer*, Warlock, Wizard
This spells bonds your life to another creature, sealing the targets fate if the caster would die. Choose a creature within range to roll a Wisdom saving throw. On a failure, the spell bonds you two together, and the target know of the spells capabilities. If you would be brought to 0 hit points or killed before the spell ends, the target must roll a Constitution saving throw. The creature is instantly brought to 0 hit points on a failure, or have their hit points halved (rounded down) on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the spells duration increases to an hour. When you use a spell slot of 8th level or higher, the spells duration increases to 24 hours.
New Purpose
- School: Necromancy
- Casting Time: 1 hour
- Ritual: YES
- Range: Touch
- Components: V, S, M (powdered illithid tadpole)
- Duration: Instantaneous
- Classes: Warlock, Wizard
This spell reforms a corpse into a living creature, provided it has been dead no longer than 10 days. The target reanimates as an aberration, monstrosity, or undead with a Challenge Rating equal or lower than half the CR the corpse had in life.
The reformed creature does not perceive you or any creatures of your choice within 30 feet of you for 10 minutes, or until you and any of these creatures do anything harmful to it. Once this ends, the reformed creature may turn hostile or flee (up to DM).
The reformed creature has disadvantage on saving throws against being Charmed by you, unless its CR is higher than your Character Level.
Pressurized Beam
- School: Evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Conduit*, Druid, Wizard
You channel and release a beam of highly pressurized water. Upon casting this spell, you choose if you fire it in a 90-foot line, 5-foot wide line, or in a 30-foot radius around you. This spell ignores nonmagical cover. Any creatures in the spell’s area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 piercing damage if dealt through a line, or 4d8 slashing damage if dealt through a radius. On a successful save, a creature takes half as much damage.
Roar of the Cyclone
- School: Conjuration
- Casting Time: 1 action
- Range: Self (Special)
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Conduit*, Druid, Sorcerer
You bond your lungs to the elemental plane of Air, channeling unrelenting winds as you breathe in. When the spell ends, you release a resounding roar of tremendous proportions.
The spell’s base is a 30-foot cone, with each creature in that cone having to make a Strength saving throw. On a failed save, a creature takes 6d12 thunder damage and is knocked prone into the nearest unoccupied space outside of the spell’s area. On a successful save, a creature takes half as much damage and is pushed 10 feet away from you.
If at the end of each of your turns you have not yet released the spell, the spell’s potency increases: Its damage increases by 1d12, and the cone grows by 10 feet. You can do this for a number of turns equal to the slot level used, at which point concentrating on the spell any further no longer increases its size or damage.
While you are concentrating on this spell, you can’t verbally speak nor cast other spells with Verbal (V) components.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d12 for each slot above 5th.
Tempest's Wrath
- School: Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Conduit*, Druid, Sorcerer
A storm cloud appears in the shape of a dome that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. This cloud spreads around corners.
Five bolts of lightning flash down from the storm towards five points you can see under the cloud. Each creature within 5 feet of a point must make a Dexterity saving throw. On a failed save, a creature takes 3d12 lightning damage, or half as much on a success. A creature in the area of more than one of these points is affected only once, but does their saving throw with disadvantage.
The spell ignites any flammable objects within 5 feet of a point that aren’t being worn or carried.
Temporary Resurrection
- School: Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a diamond worth 100gp, which the spell consumes, and an object significant to the target creature)
- Duration: 1 minute
- Classes: Cleric, Paladin, Soul-Seer*
You touch a dead creature and call out its name, beckoning them to return for the duration of the spell. This creature must have been dead for no longer than 100 years and died by any means except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell temporarily closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell also temporarily replaces damaged or missing organs and limbs. If the creature's body no longer exists, the spell provides the creature a temporary body in an unoccupied space you choose within 10 feet of you.
Once this spell ends, the creature dies, and cannot be brought back through this spell again until they have been permanently revived from the dead.
At Higher Levels. When you cast this spell using a spell slot of 6th level, the duration of this spell increases to 10 minutes. When you use a spell slot of 7th level, the duration increases to 1 hour. When you use a spell slot of 8th level, the duration increases to 8 hours. When you use a spell slot of 9th level, the duration increases to 24 hours.

