The Harbinger 5e
The Harbinger 5e
A Destructive and Apocalyptic Counterpart to the Druid, A New Class for Dungeons and
Dragons Fifth Edition
The Harbinger
A
man walks out of an inferno, nary a scratch on Dark Omens
his form, as those who challenged him burn to
ashes. Harbingers are usually feared and shunned in any civilized
communities, as their mere prescense is often seen as a sign
A decrepid, thin figure lays a finger on a soldier of great destruction. This is usually true, though moreso
as he leaves, then watches the disease of his because the destruction often seen is as a direct result of the
creation spread like wildfire. harbinger in question, and less because they are omens of the
A goliath stands atop a mountaintop, commanding the snow apocalypse. Nevertheless, this has led to them being known
and ice to punish wrongdoers below. colloquially as harbingers, doombringers, or vanquishers.
Whatever the case, the appearence of a harbinger is rarely
a good sign for the surrounding area. If the inhabitants are
Nature's Wrath lucky, the harbinger will leave sooner. If not, the area will
Harbingers serve to remind everyone that while nature may soon be plagued by powerful and strange weather conditions.
be beautiful at times, one should never forget the sheer
destructive power of its wrath and the devestation of its Creating a Harbinger
unbridled fury. Wielding powerful magic, harbingers When creating a harbinger, you should think about what
manipulate these forces to annihilate their foes. causes their connection to nature. This connection isn't quite
like a druid's. While druids focus more on the magic of life
A Solemn Duty and birth (or rebirth in the case of more destructive druids,
Harbingers know that all things must come to an end, even such as those of the Circle of Spores), the magic of
the highest of powers. Few relish in this realization, seeing harbingers is much more grim, focusing on entropy and
their work as a necessary evil to keep the world in balance. death.
Some harbingers break this mold, becoming deadly legends This connection likely has a profound effect on your
or powerful mage tyrants. Little can challenge the strength of character's psyche. For most harbingers, this either leaves
a powerful harbinger with no reservations. the being afraid to use their power or completely morally
bankrupt, slaughtering anything that gets in their way.
Destructive Magic
Quick Build
A harbinger's magic is infused with the power of entropy One can quickly create a harbinger by following these steps.
from their defeated foes. This leads to much more destructive First, make Wisdom your highest ability score, followed by
and deadly magic, and a harbinger who is not careful could Strength. Second, pick the Haunted One background. Third,
easily end up destroying their allies and themselves. choose the fire bolt, shillelagh, druidcraft, and control flames
This power comes at a cost, and some believe that it is cantrips.
slowly eating away at the souls of harbingers, turning them
into monsters with a lack of any human empathy or
compassion.
The Final Death
Even though some druids may focus on more destructive
magics, such as those of the Circle of Spores or the Circle of
Wildfire, their magic still is with the aim of rebirth and
renewal. Harbingers aim to destroy and for their destruction
to stay that way.
Fueled by Entropy
Harbinger's magic comes directly from the forces of entropy.
Death and destruction empower them and allow their magic
to be more deadly and farther reaching, and this can very
quickly snowball until a harbinger's magic is more
destructive than the fury of a god.
This connection to entropy leads to a somewhat grim
outlook on death in most harbingers, and little compassion
for the dead.
1 LORE
The Harbinger
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Apocalyptic Speech, Spellcasting 4 2 - - - - - - - -
2nd +2 Entropic Focus, Entropic Extraction, Entropic 4 3 - - - - - - - -
Empowering, Entropic Recovery
3rd +2 - 4 4 2 - - - - - - -
4th +2 Ability Score Improvement, Entropic Empowering 4 4 3 - - - - - - -
Improvement
5th +3 - 4 4 3 2 - - - - - -
6th +3 Entropic Focus Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Entropic Empowering 5 4 3 3 2 - - - - -
Improvement
9th +4 - 5 4 3 3 3 1 - - - -
10th +4 Entropic Focus Feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Entropic Focus Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 6 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 -
17th +6 - 6 4 3 3 3 2 1 1 1 1
18th +6 Inevitable 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Apocalypse 6 4 3 3 3 3 2 2 1 1
Nebulous Aura
Starting at 2nd level, you exude an aura that appears as a
nebula to outside viewers. The area within 10 feet of you is
considered lightly obscured to creatures of your choice and is
immune to divination magic.
In addition, you gain resistance to radiant damage.
Accustomed to Horror
Starting at 6th level, you have seen so many horrible things Credit: NASA
that nothing sparks fear. You are immune to the frightened
condition.
In addition, as an action you can share what you have seen
with a creature within 5 feet. The target must make a
Wisdom saving throw against your spell save DC or be
frightened of you until the start of your next turn. A creature
that succeeds its saving throw is immune to this effect for 24
hours.
Great Nebula
Starting at 10th level, your nebulous aura grows in
magnitude. Its range increases to 30 feet.
In addition, allies within your nebula may use a bonus
action to take the Disengage or Hide action.
5 SUBCLASSES | ASTRONOMICAL
Blizzard Focus Arctic Storm
Blizzard harbingers control the chilled magics of snow and Starting at 10th level, the arctic winds you can summon drop
ice. Their magic can freeze their enemies solid. Blizzard in temperature and increase in velocity. Creatures that move
harbingers are cold, calculating, and very unpersonable. into the wind for the first time or start their turn there must
make a Constitution saving throw against your spell save DC
or take 1d8 cold damage. A creature that succeeds on its
Focus Spells saving throw takes half as much damage. A creature
At 2nd level, you learn the frostbite cantrip. At 2nd, 3rd, 5th, acclimated to a cold environment makes this saving throw at
7th, 9th, and 17th level you gain access to the spells listed for advantage.
that level in the Blizzard Focus Spells table. In addition, the wind's range increases to 15 feet wide and
Once you gain access to one of these spells, you always 60 feet long or a 30 foot sphere.
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell Ice Age
that doesn’t appear on the harbinger spell list, the spell is Starting at 14th level, you can plunge the nearby area into an
nonetheless a harbinger spell for you. ice age. You may now use your Arctic Wind feature an
Blizzard Focus Spells unlimited number of times.
Harbinger Level Spells In addition, the damage of your Arctic Storm feature
increases to 2d8 cold damage and creatures not acclimated
2nd armor of agathys, ice knife to a cold environment make the saving throw against your
3rd hold person, snilloc's snowball storm Arctic Storm feature at disadvantage.
5th sleet storm, wind wall
7th ice storm, otiluke's resilient sphere
9th cone of cold, hold monster
17th absolute zero
Arctic Wind
Starting at 2nd level, as an action, you can blast a wind of
sheer cold from your position. The wind fills an area 5 feet
wide and 30 feet long, or a 15 foot sphere, originating from
you and moving with you. Creatures within the wind have
disadvantage on Strength, Dexterity, and Constitution ability
checks, as well as on saving throws made to maintain
concentration on a spell.
The wind lasts 1 hour or until you use a bonus action to
end it. You can change the direction it blows if it is a line or
between a line and a sphere as a bonus action on your turn.
You are immune to the effects of the wind. You can designate
a number of creatures less than or equal to your Wisdom
modifier (minimum of one creature) to also be immune to the
effects of the wind.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once) and regain all expended
uses on a long rest.
In addition, you gain resistance to cold damage.
Arctic Gale
Starting at 6th level, the speed of the ice-cold wind you can
summon increases significantly. Ranged attacks that target a
point within or pass through your wind are made at
disadvantage.
SUBCLASSES | BLIZZARD 6
Disease Focus Avatar of Death
Among all harbingers, those of the disease focus are the most Starting at 14th level, You become a master of death itself
mysterious and unpersonable. Their magic is by far the most and can drain the life out of your enemies. All creatures of
devestating, able to easily wipe out entire cities or even your choice within 35 feet of you must make a Constitution
nations, even if it wouldn't seem as so at first glance. saving throw. Creatures that fail their saving throw take 8d6
necrotic damage and lose a number of hit dice equal to your
Wisdom modifier. A creature that succeeds its saving throw
Focus Spells takes half as much damage and suffers no additional effects.
At 2nd level, you learn the chill touch cantrip. At 2nd, 3rd, 5th, You heal by a number of hit points equal to half the damage
7th, 9th, and 17th level you gain access to the spells listed for dealt. This feature does not affect constructs or undead.
that level in the Disease Focus Spells table. You can use this feature once, and regain the ability to do
Once you gain access to one of these spells, you always so when you finish a long rest.
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Disease Focus Spells
Harbinger Level Spells
2nd inflict wounds, ray of sickness
3rd crown of madness, ray of enfeeblement
5th life transference, vampiric touch
7th blight, vitriolic sphere
9th cloudkill, contaigion
17th great malady
7 SUBCLASSES | DISEASE
Divine Focus
Sometimes the gods wipe the world clean, using their divine
power to destroy so that a new civilization can rise.
Harbingers of this focus serve as arms of the gods' will in this
regard. They can tap into powerful divine magic, something
unique to their focus.
Focus Spells
At 2nd level, you learn the sacred flame cantrip. At 2nd, 3rd,
5th, 7th, 9th, and 17th level you gain access to the spells
listed for that level in the Divine Focus Spells table.
Once you gain access to one of these spells, you always
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Divine Focus Spells
Harbinger
Level Spells
2nd guiding bolt, protection from evil and
good
3rd spiritual weapon, zone of truth
5th aura of vitality, spirit guardians
7th banishment, guardian of faith
9th dispel evil and good, holy weapon
17th power word kill
Credit: Avacyn, Angel of Hope by Randy Vargas
Radiant Infusion
Starting at 2nd level, your spells burn with radiant light.
Whenever you cast a spell that deals damage, you can choose
to replace its damage type with radiant.
Radiant Aura
Also starting at 2nd level, you radiate an aura of holy light.
You radiate bright light out to 10 feet and dim light 10 feet
beyond that. As a bonus action, you can suppress this light
until you use a bonus action to radiate it again.
Divine Blast
Starting at 6th level, your spells are increased in potency. You
may add your Wisdom modifier to one damage roll of your
cantrips.
Burning Light
Starting at 10th level, your light is increased in intensity and
becomes harmful to those that hide from the light. It is
considered sunlight and fiends and undead within your bright
light suffer disadvantage on attack rolls.
Angelic Paragon
Starting at 14th level, the divine magic within you bursts out.
You sprout angelic wings which grant you a flying speed
equal to your walking speed. Armor must be specially
modified to accomodate these wings.
SUBCLASSES | DIVINE 8
Meteoric Focus Shock Wave
Among all methods of apocalypse, none are more iconic than Starting at 14th level, you learn to create the shock waves
a meteor. Quick, clean, and simple. Harbingers of this focus produced by meteorlogical impacts. As a reaction after taking
are a hearty bunch who love a good rumble. Their magic is damage, you can create a massive shock wave. The shock
brutal and hits hard. wave expands out from you in a circle to a distance of 30 feet
forcing all creatures within range to make a Constitution
saving throw against your spell save DC. Creatures that fail
Focus Spells their saving throw take 3d10 thunder damage and are
At 2nd level, you learn the magic stone cantrip. At 2nd, 3rd, pushed 15 feet away from you and knocked prone. Creatures
5th, 7th, 9th, and 17th level you gain access to the spells that succeed their saving throw take half as much damage
listed for that level in the Meteoric Focus Spells table. and don't suffer any additional effects. Unsecured objects are
Once you gain access to one of these spells, you always thrown by the shock wave 15 feet past the end of the wave's
have it prepared, and it doesn’t count against the number of range. The shock wave is heard up to 1 mile away.
spells you can prepare each day. If you gain access to a spell You can use this feature a number of times equal to your
that doesn’t appear on the harbinger spell list, the spell is Wisdom modifier (minimum of once) and regain all expended
nonetheless a harbinger spell for you. uses on a long rest.
Meteoric Focus Spells
Harbinger Level Spells
2nd catapult, thunderwave
3rd flaming sphere, shatter
5th conjure barrage, melf's minute meteors
7th staggering smite, stoneskin
9th conjure volley, destructive wave
17th meteor swarm
9 SUBCLASSES | METEORIC
Revelatory Beast Focus Petrifying Fear
Inclduing great dragons, krakens, or even the mighty Starting at 14th level, you can exude the primal fear that
tarrasque, great beasts are commonly associated with the apocalyptic beasts inspire in mortals. As an action, you can
end of the world. Harbingers that draw power from these force creatures of your choice within 30 feet to make a
immense creatures are of this focus. They can inspire fear Wisdom saving throw against your spell save DC. Creatures
and horror in their enemies, and then crush them with brute that fail are frightened of you for 1 minute. A creature that is
force. frightened of you in this way is also considered paralyzed. An
affected creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. A
Focus Spells creature that succeeds its saving throw is immune to this
At 2nd level, you learn the booming blade cantrip. At 2nd, 3rd, effect for 24 hours.
5th, 7th, 9th, and 17th level you gain access to the spells You can use this feature a number of times equal to your
listed for that level in the Revelatory Beast Focus Spells table. Wisdom modifier (minimum of once) and regain all expended
Once you gain access to one of these spells, you always uses on a long rest.
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Revelatory Beast Focus Spells
Harbinger Level Spells
2nd bane, cause fear
3rd dragon's breath, enlarge/reduce
5th erupting earth, fear
7th guardian of nature, phantasmal killer
9th destructive wave, wall of stone
17th titanic growth
Thunderbolts
Starting at 2nd level, you gain the ability to throw lightning
like javelins. As an action, you can throw a lightning bolt at a
target within 60 feet. Make a ranged spell attack against the
target. On a hit, the target takes 1d6 lightning damage and
can't take reactions until the start of your next turn.
This damage increases to 1d8 at 6th level, 1d10 at 10th
level, and 1d12 at 14th level.
In addition, you gain resistance to lightning damage.
Lightning Arc
Starting at 6th level, your lightning can arc to nearby targets.
When you hit a creature with your Thunderbolts feature, you
can choose a target within 10 feet of the original target. This
second target must make a Dexterity saving throw against
your spell save DC or take lightning damage of one size Credit: Lightning Strike by Adam Paquette
smaller than the initial bolt (1d8 to 1d6, 1d10 to 1d8, etc).
The target makes this saving throw at disadvantage if they
are wearing armor made of metal.
You can arc the lightning to additional creatures within 10
feet of the second target if the second target fails its saving
throw. These creatures make the same saving throw or take
lightning damage of decreasing damage each time. Once the
arc deals 1d4 lightning damage, it cannot arc again.
You can cause these additional arcs of lightning a number
of times equal to your Wisdom modifier (minimum of once)
and regain all expended uses on a long rest.
11 SUBCLASSES | STORM
Temporal Focus Psychometrist
While most harbinger foci entail active causes of the Starting at 10th level, you can understand the history of
apocalypse, harbingers of the temporal focus study time. The objects. As an action, you can touch an object and learn
relentless march of time can reduce even the grandest of everything that happened to it within the last five days.
cities to rubble eventually, and these harbingers are willing to You can use this feature a number of times equal to your
sit back and wait. Wisdom modifier (minimum of once) and regain all expended
uses on a long rest.
Focus Spells Temporal Glimpse
At 2nd level, you learn the toll the dead cantrip. At 2nd, 3rd, Starting at 14th level, you can peer into the future to gain
5th, 7th, 9th, and 17th level you gain access to the spells insight into your plans. As a bonus action, you can grant
listed for that level in the Temporal Focus Spells table. yourself or an ally within 15 feet advantage on all ability
Once you gain access to one of these spells, you always checks, attack rolls, and saving throws until the start of your
have it prepared, and it doesn’t count against the number of next turn.
spells you can prepare each day. If you gain access to a spell You can use this feature a number of times equal to your
that doesn’t appear on the harbinger spell list, the spell is Wisdom modifier (minimum of once) and regain all expended
nonetheless a harbinger spell for you. uses on a long rest.
Temporal Focus Spells
Harbinger Level Spells
2nd feather fall, gift of alacrity
3rd hold person, pass without trace
5th haste, slow
7th divination, freedom of movement
9th hold monster, temporal shunt
17th time ravage
Temporal Awareness
Starting at 2nd level, your study of time grants you insight
into historical events. You gain proficiency in the History skill
if you don't already have it and your proficiency bonus is
doubled for checks made with it.
In addition, you always know the time of day down to the
second.
Ruinous Aura
Also starting at 2nd level, you radiate an aura within which
objects age much faster. Creatures wearing armor of your
choice who come within 15 feet of you suffer a penalty to
their Armor Class equal to half of your Wisdom modifier,
rounding down, as their armor corrodes and rusts away.
Rapid Spellcaster
Starting at 6th level, you can spring into combat and cast
spells at a moment's notice. You may add your Wisdom
modifier to your initiative rolls.
In addition, during the first round of combat, you may cast
any cantrip with a casting time of 1 action as a bonus action.
Credit: Academy Ruins by John Avon
SUBCLASSES | TEMPORAL 12
Volcanic Focus Pyroclastic Surge
Harbingers of the volcanic focus draw upon fiery, volcanic Starting at 14th level, you learn how to channel the most
magic. This magic is among the most uncontrollable of the deadly part of a volcanic eruption - pyroclastic surges.
harbinger foci, and unless a harbinger is careful they can As an action, you can create a surge of super-heated gases
easily destroy themselves. and ash that moves forward in a 60 ft cone at rapid speed.
Creatures in the surge must make a Dexterity saving throw
against your spell save DC, taking 4d10 fire damage, 3d10
Focus Spells poison damage, and becoming blinded on a failed saving
At 2nd level, you learn the create bonfire cantrip. At 2nd, 3rd, throw. On a success, a creature takes half as much damage
5th, 7th, 9th, and 17th level you gain access to the spells and isn't blinded. The lesser restoration spell or similar magic
listed for that level in the Volcanic Focus Spells table. can end the blinded condition on a creature.
Once you gain access to one of these spells, you always You can use this feature once, and regain the ability to do
have it prepared, and it doesn’t count against the number of so when you finish a long rest.
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Volcanic Focus Spells
Harbinger Level Spells
2nd burning hands, searing smite
3rd aganazzar's scorcher, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, immolation
17th ring of fire
Volcanic Core
Starting at 2nd level, the heat of a volcano's core radiates
within you. The area within 10 ft surrounding you is
increased in temperature. Creatures within this range must
make a Constitution saving throw against your spell save DC
or become unable to take Dash or Disengage actions due to
heatstroke. A creature acclimated to a hot environment
makes this saving throw at advantage. You can suppress this
aura as a bonus action, lasting until you use a bonus action to Credit: Roil Eruption by Campbell White
reactivate it.
In addition, you gain resistance to fire damage.
Obsidian Shell
Starting at 6th level, your skin or outermost layer of armor or
clothing (if applicable) becomes covered in a layer of
obsidian. Any creature who hits you with a melee attack
causes obsidian to splinter off, which deals slashing damage
equal to 1d4 + your Wisdom modifier to the attacker.
Thermal Furnace
Starting at 10th level, your volcanic core heats up as if an
entire magma chamber resided inside you. Creatures that fail
the saving throw against your Volcanic Core feature also take
1d10 fire damage.
13 SUBCLASSES | VOLCANIC
War Focus Great General
Sometimes no natural effects destroy the landscape in an Starting at 10th level, you can inspire your soldiers to
area, but great wars and battles have devestating effects on overcome anything. As a bonus action, you can grant up to
the areas within which they are fought. Harbingers of this five allies within 60 feet that can hear you temporary hit
focus can call upon these destructive energies to destroy points equal to your level + your Wisdom modifier.
their enemies with overwhelming numbers. You can use this feature a number of times equal to your
Wisdom modifier (minimum of once) and regain all expended
uses on a long rest.
Focus Spells
At 2nd level, you learn the sword burst cantrip. At 2nd, 3rd, Assemble the Legion
5th, 7th, 9th, and 17th level you gain access to the spells Starting at 14th level, your war call summons more soldiers
listed for that level in the War Focus Spells table. from across the land. You now summon five soldiers with
Once you gain access to one of these spells, you always your Call to Arms feature.
have it prepared, and it doesn’t count against the number of In addition, the range of your Aura of Valor feature
spells you can prepare each day. If you gain access to a spell increases to 30 feet.
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
War Focus Spells
Harbinger
Soldier
Medium humanoid, any alignment
Level Spells
2nd heroism, shield Armor Class 18 (chain mail, shield)
Hit Points 24 (3d10 + 6)
3rd cordon of arrows, find steed Speed 30ft.
5th conjure barrage, enemies abound
7th find greater steed, mordenkainen's faithful STR DEX CON INT WIS CHA
hound
16 (+2) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
9th animate objects, conjure volley
17th thousand war effort Senses Passive Perception 14
Skills Athletics +5, Perception +4
Languages Any one language (usually Common)
Aura of Valor Challenge 1/4 (50 XP)
Starting at 2nd level, your allies' fighting ability is empowered
by your mere presence. Allies within 10 feet of you gain a Formation. While within 5 feet of an allied creature,
bonus to damage with weapon attacks equal to your Wisdom a soldier has advantage on ability checks and saving
modifier. throws made to avoid being grappled, knocked
prone, forcefully moved, restrained, or frightened.
Call to Arms
Starting at 6th level, you can summon warriors to fight for Actions
you in battle. As an action, you can summon three soldiers Melee Weapon. Melee Weapon Attack: +5 to hit,
who use the soldier stat block in the opposite column. They reach 5ft., one target. Hit: 5 (1d6 + 2)
appear as humanoid soldiers, though the specifics such as Ranged Weapon. Ranged Weapon Attack: +2 to hit,
species, armor design, and the weapons they carry are up to range 80/320, one target. Hit: 3 (1d6)
you.
The soldiers move immediatley after you in initiative count,
and follow your orders as long as you don't order them to do
something directly harmful to themselves or each other. You
can give them orders, collectivley or individually, as a bonus
action. If you do not give an order to a specific soldier, they
take the Dodge action. They will serve you for 1 minute or
until they die, upon which time they disappear.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once) and regain all expended
uses on a long rest. You can only have one instance of this
feature active at a time.
SUBCLASSES | WAR 14
Harbinger Spell List
Cantrips Ice Knife 4th-Level Spells Circle of Death
Acid Splash Inflict Wounds Blight Disintegrate
Booming Blade Ray of Sickness Control Water Harm
Control Flames Thunderwave Elemental Bane Investiture of Flame
Create Bonfire Witch Bolt Grasping Vine Investiture of Ice
Druidcraft Guardian of Nature Investiture of Stone
Fire Bolt 2nd-Level Spells Ice Storm Investiture of Wind
Frostbite Aganazzar's Scorcher Phantasmal Killer Move Earth
Green-Flame Blade Cloud of Daggers Storm Sphere Otiluke's Freezing Sphere
Gust Continual Flame Vitriolic Sphere Wall of Thorns
Infestation Darkness Wall of Fire
Lightning Lure Dragon's Breath Watery Sphere 7th-Level Spells
Mold Earth Dust Devil Delayed Blast Fireball
Poison Spray Earthbind 5th-Level Spells Finger of Death
Primal Savagery Flaming Sphere Antilife Shell Fire Storm
Produce Flame Gust of Wind Cloudkill Power Word: Pain
Ray of Frost Maximillian's Earthen Grasp Cone of Cold Whirlwind
Shillelagh Melf's Acid Arrow Commune with Nature
Shocking Grasp Phantasmal Force Contagion 8th-Level Spells
Thorn Whip Scorching Ray Control Winds Abi-Dalzim's Horrid Wilting
Thunderclap Shatter Destructive Wave Control Weather
Toll the Dead Enervation Earthquake
3rd-Level Spells Flame Strike Illusory Dragon
1st-Level Spells Bestow Curse Immolation Incindiary Cloud
Absorb Elements Call Lightning Insect Plague Maddening Darkness
Bane Erupting Earth Maelstrom Tsunami
Burning Hands Fear Negative Energy Flood
Catapult Fireball Wrath of Nature 9th-Level Spells
Cause Fear Flame Arrows Power Word: Kill
Chaos Bolt Lightning Arrow 6th-Level Spells Storm of Vengeance
Chromatic Orb Lightning Bolt Weird
Bones of the Earth
Earth Tremor Sleet Storm
Chain Lightning
Tidal Wave