Disguise Self | Disguise Self
1st-level Illusion (Bard, Sorcerer, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different.
The effect ends when the Spell terminates. To the naked eye, your height can be increased or decreased by 1 foot, and your physique can be thin or fat. You must choose a form that has the same basic arrangement of limbs as your own. Otherwise, the extent of the Illusion's influence is up to you.
The changes wrought by this Spell fail to hold up to physical inspection. For example, if you use this Spell to add a hat, objects will pass through the hat, and anyone who touches the hat will feel nothing.
If a creature wants to discern whether you are disguised, it must use an action to inspect your appearance and succeed on an Intelligence (Investigation) check against your Spell Save DC.
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Feather Fall | Feather Fall
1st-level Transmutation (Bard, Sorcerer, Wizard)
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. 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.
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Jump | Jump
1st-level Transmutation (Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a willing creature. Once on each of its turns until the Spell ends, that creature can expend 10 feet of movement to Jump a distance of up to 30 feet.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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Shield | Shield Spell
1st-level Abjuration (Sorcerer, Wizard)
Casting Time: 1 reaction, which you take when you 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 you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
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Chromatic Orb | Chromatic Orb
1st-level Evocation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 GP)
Duration: Instantaneous
You hurl a sphere of energy at a target within range.
You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged Spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the energy orb leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll. The orb cannot leap again in this way unless you cast this Spell using a spell slot of 2nd level or higher.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The maximum number of times the orb can leap equals the level of the spell slot used, but a creature can be targeted only once per casting of this Spell.
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Command | Command
1st-level Enchantment (Bard, Cleric, Paladin)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a one-word Command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the Command on its next turn.
Choose one of the following Commands:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions or bonus actions on its turn.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
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Magic Missile | Magic Missile
1st-level Evocation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target.
The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the Spell creates one more dart for each slot level above 1st.
