5th-Level Spells

Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.

Animate Objects

  • 5th-level transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Table- Animate Object Stats

SizeHPACAttackStrDex
Tiny2018+8 to hit, 1d4 + 4 damage418
Small2516+6 to hit, 1d8 + 2 damage614
Medium4013+5 to hit, 2d6 + 1 damage1012
Large5010+6 to hit, 2d10 + 2 damage1410
Huge8010+8 to hit, 2d12 + 4 damage186

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is

30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Cloudkill

  • 5th-level conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
    You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Commune with Nature

  • 5th-level divination (ritual)
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
    You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles; in natural underground settings, the radius is limited to 300 feet. You instantly gain knowledge of up to three facts of your choice about the following subjects: terrain and bodies of water; prevalent plants, minerals, animals, or peoples; powerful celestials, fey, fiends, elementals, or undead; influence from other planes of existence; or buildings. The spell doesn’t function where nature has been replaced by construction.

Cone of Cold

  • 5th‑level evocation
  • Casting Time: 1 action
  • Range: Self (60‑foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous
    A blast of cold air erupts from your hands. Each creature in a 60‑foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Creation

  • 5th-level illusion
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
  • Duration: Special
    You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within
    The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Table- Creation Duration

MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute

Using any material created by this spell as another spell’s material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Greater Restoration

  • 5th-level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, consumed)
  • Duration: Instantaneous
    You imbue a creature you touch with positive energy to undo a debilitating effect. You can end one effect that charmed or petrified the target, one curse (including attunement to a cursed magic item), any reduction to the target’s ability scores, or one effect reducing the target’s hit point maximum.

Hold Monster

  • 5th-level enchantment
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
    Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Legend Lore

  • 5th-level divination
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous
    Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Light of Suryakal

Suryakal sends its lamps down the canals on one night of the year, and the whole terrace town stops working to watch oil and paper carry fire past the spice racks. The Festival of Floating Fire is a harvest rite that has been quietly doing other work for a long while, because the Zavu is not so far east that people have forgotten what walks there. A town that lights its water every year is a town making a point.

  • 5th-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small floating lamp)
  • Duration: Concentration, up to 1 minute
    A column of warm light 20 feet in radius and 40 feet high falls on a point you can see within range. The column is bright light, and it counts as sunlight for any effect that depends on sunlight.
    A creature that ends its turn inside the column must make a Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. Undead and creatures with sunlight sensitivity make this saving throw with disadvantage.
    As a bonus action on your turn, you can move the column up to 30 feet.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Mass Cure Wounds

  • 5th-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
    A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Passwall

  • 5th-level transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour
    A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Pelagoran Thunderclap

Pelagoran cities drift, and a drifting city navigates by sound. Their casters spent generations learning to send a note exactly where they meant it and nowhere else, because a signal that carries to everyone is a signal that carries to whatever is following. The clap is that discipline turned outward. Calrien’s Shepherds are drawn heavily from these waters, and it shows in the working. It asks who you want it to hit before it does anything at all.

  • 5th-level evocation
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
    You strike the ground, the deck, or the water, and the sound goes out only where you send it. Choose any number of creatures you can see within 30 feet of you. Each chosen creature must make a Constitution saving throw. On a failed save, a creature takes 6d6 thunder damage, falls prone, and is deafened until the end of your next turn. On a successful save, it takes half as much damage and suffers neither effect.
    The clap is audible out to 600 feet.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Raise Dead

  • 5th-level necromancy
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
    You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Reincarnate

  • 5th-level transmutation (ritual)
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth 1,000 gp, consumed)
  • Duration: Instantaneous
    You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing, the spell fails. The reincarnated creature recalls its former life and experiences. The DM selects the new form or determines it randomly from a suitable list.

Scrying

  • 5th-level divination
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a focus worth 1,000 gp)
  • Duration: Concentration, up to 10 minutes
    You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there.

Telekinesis

  • 5th-level transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Tree Stride

  • 5th-level conjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. You must use 5 feet of movement to enter a tree. Once per round for the duration, you can use 5 feet of movement to step into the tree you’re in, then emerge from the second tree using 5 feet of movement.

Wall of Force

  • 5th‑level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes
    An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a hemispherical dome or a sphere with a radius of up to 10 feet, or as a flat surface composed of up to ten 10‑foot‑by‑10‑foot panels. The wall is immune to all damage and can’t be dispelled by dispel magic; a disintegrate spell destroys it instantly. Nothing can physically pass through the wall; it extends into the Ethereal Plane, blocking ethereal travel through it.

6th-Level

Wall of Stone

  • 5th‑level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall can be up to six 10‑foot‑by‑10‑foot panels, 6 inches thick. The wall is permanent if you maintain concentration for the full duration. Panels must be continuous and can merge with existing stone to buttress structures or seal passages.

Whirlpool to Zerakahm

Zerakahm is built on the drowned first cities, and the Khemazi who keep it have never pretended otherwise. Everything in that trench eventually goes down. Silt goes down, ships go down, and the sealed vaults of the first Kelanari are down there under all of it, which the Khemazi mention to visitors roughly never. The working is the trench’s habit, borrowed. It does not strike. It collects.

  • 5th-level conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a chip of carved stone)
  • Duration: Concentration, up to 1 minute
    Dark water turns in a 30-foot-radius circle centered on a point on the ground you can see within range. The area is difficult terrain.
    A creature that starts its turn in the area must make a Strength saving throw. On a failed save, it takes 5d6 bludgeoning damage and is pulled 15 feet toward the center. On a successful save, it takes half as much damage and isn’t pulled.
    A creature pulled into the center of the circle falls prone, and its speed becomes 0 until the start of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.