Dice Roller!

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Advantage/Disadvantage:

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Other Dice:

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Abilities:
Ability Total: ?

Ability Score Cost (27)
Score Point Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9
Skill Attributes
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Ingelligence
Arcana
History
Investigation
Nature
Religion
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion
Ability Score Modifier
Score Modifier Score Modifier
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10
Racial Score Modifiers
Race Score Modifier Race Score Modifier
Dragonborn S(+2),CH(+1) Gnome, Forest D(+1)
Drow CH(+1) Gnome, Rock C(+1)
Dwarf C(+2) Half-Elf CH(+2)
Dwarf, Hill W(+1) Half-Orc S(+2),C(+1)
Dwarf, Mountain S(+2) Halfling D(+2)
Elf D(+2) Halfling, Lightfoot CH(+1)
Elf, High I(+1) Halfling, Stout C(+1)
Elf, Wood W(+1) Human +1 to each
Gnome I(+2) Tiefling I(+1),CH(+2)
Level/Proficiency Advancement
EXP Level Bonus EXP Level Bonus
0 1 +2 85,000 11 +4
300 2 +2 100,000 12 +4
900 3 +2 120,000 13 +5
2,700 4 +2 140,000 14 +5
6,500 5 +3 165,000 15 +5
14,000 6 +3 195,000 16 +5
23,000 7 +3 225,000 17 +6
34,000 8 +3 265,000 18 +6
48,000 9 +4 305,000 19 +6
64,000 10 +4 355,000 20 +6
Class Summary
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior of primitive background who can enter a battle rage d12 Strength Strength & Constitution Light and medium armor, shields, simple and martial weapons
Bard An inspiring magician whose power echoes the music of creation d8 Charisma Dexterity & Charisma Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric A priestly champion who wields divine magic in service of a higher power d8 Wisdom Wisdom & Charisma Light and medium armor, shields, simple weapons
Druid A priest of the Old Faith, wielding the powers of nature — moonlight and plant growth, fire and lightning —
and adopting animal forms
d8 Wisdom Intelligence & Wisdom Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts,
javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter A master of martial combat, skilled with a variety of weapons and armor d10 Strength or Dexterity Strength & Constitution All armor, shields, simple and martial weapons
Monk A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection d8 Dexterity & Wisdom Strength & Dexterity Simple weapons, shortswords
Paladin A holy warrior bound to a sacred oath d10 Strength & Charisma Wisdom & Charisma All armor, shields, simple and martial weapons
Ranger A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization d10 Dexterity & Wisdom Strength & Dexterity Light and medium armor, shields, simple and martial weapons
Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline d6 Charisma Constitution & Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Warlock A wielder of magic that is derived from a bargain with an extraplanar entity d8 Charisma Wisdom & Charisma Light armor, simple weapons
Wizard A scholarly magic-user capable of manipulating the structures of reality d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
Experience Points by Challenge Rating
Challenge XP Challenge XP Challenge XP Challenge XP Challenge XP
0 0 or 10 4 1100 11 7200 18 20000 25 75000
1/8 25 5 1800 12 8400 19 22000 26 90000
1/4 50 6 2300 13 10000 20 25000 27 105000
1/2 100 7 2900 14 11500 21 33000 28 120000
1 200 8 3900 15 13000 22 41000 29 135000
2 450 9 5000 16 15000 23 50000 30 155000
3 700 10 5900 17 18000 24 62000
Hit Dice By Size
Monster Size Hit Die Average HP per Die
Tiny d4 2.5
Small d6 3.5
Medium d8 4.5
Large d10 5.5
Huge d12 6.5
Gargantuan d20 10.5
Typical Difficulty Classes
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
Proficiency Bonus by Challenge Rating
Challenge Bonus Challenge Bonus Challenge Bonus Challenge Bonus
0 +2 6 +3 15 +5 24 +7
1/8 +2 7 +3 16 +5 25 +8
1/4 +2 8 +3 17 +6 26 +8
1/2 +2 9 +4 18 +6 27 +8
1 +2 10 +4 19 +6 28 +8
2 +2 11 +4 20 +6 29 +9
3 +2 12 +4 21 +7 30 +9
4 +2 13 +5 22 +7
5 +3 14 +5 23 +7
Travel Pace
Pace Minute Hour Day Effect
Fast 400 Feet 4 Miles 30 Miles -5 passive wisdom
Normal 300 Feet 3 Miles 24 Miles -
Slow 200 Feet 2 Miles 18 Miles Able to use stealth
Standard Exchange Rates
Coin CP SP EP GP PP
Copper (cp) - 1/10 1/50 1/100 1/1000
Silver (sp) 10 - 1/5 1/10 1/100
Electrum (ep) 50 5 - 1/2 1/20
Gold (gp) 100 10 2 - 1/10
Platinum (pp) 1,000 100 20 10 -
Armor Types
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11 + Dex modifier - Disadvantage 8 lb
Leather 10 gp 11 + Dex modifier - - 10 lb
Studded Leather 45 gp 12 + Dex modifier - - 13 lb
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) - - 12 lb
Chain Shirt 50 gp 13 + Dex modifier (max 2) - - 20 lb
Scale Mail 50 gp 14 + Dex modifier (max 2) - Disadvantage 45 lb
Breast Plate 400 gp 14 + Dex modifier (max 2) - - 20 lb
Half Plate 750 gp 15 + Dex modifier (max 2) - Disadvantage 40 lb
Heavy Armor
Ring Mail 30 gp 14 - Disadvantage 40 lb
Chain Mail 75 gp 16 Str 13 Disadvantage 55 lb
Splint 200 gp 17 Str 15 Disadvantage 60 lb
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb
Shield
Shield 10 gp +2 - - 6 lb
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb Light
Dagger 2 gp 1d4 piercing 1 lb Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb Two-handed
Handaxe 5 gp 1d6 slashing 2 lb Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb -
Quarterstaff 2 sp 1d6 bludgeoning 4 lb Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb Light
Spear 1 gp 1d6 piercing 3 lb Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb -
Glaive 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb Reach, req. 2 hands, disadvantage w/in 5'
Longsword 15 gp 1d8 slashing 3 lb Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb -
Pike 5 gp 1d10 piercing 18 lb Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb Finesse
Scimitar 25 gp 1d6 slashing 3 lb Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb Finesse, light
Trident 5 gp 1d6 piercing 4 lb Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb -
Warhammer 15 gp 1d8 bludgeoning 2 lb Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb Ammunition (range 150/600), heavy, two-handed
Net 1 gp - 3 lb Large or < creature hit is restrained until freed, thrown (range 5/15); only one attack regardless of the number of attacks you normally can make
Heavy: Small creatures have disadvantage.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range: 2nd (long) range number has disadvantage.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Versatile: can be used with 2 hands.
Finesse: use your choice of your Strength or Dexterity modifier for the attack and damage rolls
Bard Spells
Cantrips (0 Level)
Dancing Lights
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery

1st Level
Animal Friendship
Bane
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Faerie Fire
Feather Fall
Healing Word
Heroism
Identify
Illusory Script
Longstrider
Silent Image
Sleep
Speak with Animals
Hideous Laughter
Thunderwave
Unseen Servant

2nd Level
Animal Messenger
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
See Invisibility
Shatter
Silence
Suggestion
Zone of Truth

3rd Level
Bestow Curse
Clairvoyance
Dispel Magic
Fear
Feign Death
Glyph of Warding
Hypnotic Pattern
Tiny Hut
Major Image
Nondetection
Plant Growth
Sending
Speak with Dead
Speak with Plants
Stinking Cloud
Tongues

4th Level
Compulsion
Confusion
Dimension Door
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Polymorph

5th Level
Animate Objects
Awaken
Dominate Person
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
Teleportation Circle

6th Level
Eyebite
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Programmed Illusion
True Seeing

7th Level
Arcane Sword
Etherealness
Forcecage
Mirage Arcane
Magnificent Mansion
Mordenkainen’s Sword
Project Image
Regenerate
Resurrection
Symbol
Teleport

8th Level
Dominate Monster
Feeblemind
Glibness
Mind Blank
Power Word Stun

9th Level
Foresight
Power Word Kill
True Polymorph
Cleric Spells
Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy

1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith

2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth

3rd Level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk

4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape

5th Level
Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying

6th Level
Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall

7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol

8th Level
Antimagic Field
Control Weather
Earthquake
Holy Aura

9th Level
Astral Projection
Gate
Mass Heal
True Resurrection
Druid Spells
Cantrips (0 Level)
Druidcraft
Guidance
Mending
Poison Spray
Produce Flame
Resistance
Shillelagh

1st Level
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave

2nd Level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth

3rd Level
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Feign Death
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall

4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th Level
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Geas
Greater Restoration
Insect Plague
Mass Cure Wounds
Planar Binding
Reincarnate
Scrying
Tree Stride
Wall of Stone

6th Level
Conjure Fey
Find the Path
Heal
Heroes’ Feast
Move Earth
Sunbeam
Transport via Plants
Wall of Thorns
Wind Walk

7th Level
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity

8th Level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst

9th Level
Foresight
Shapechange
Storm of Vengeance
True Resurrection
Paladin Spells
1st Level
Bless
Command
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith

2nd Level
Aid
Branding Smite
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth

3rd Level
Create Food and Water
Daylight
Dispel Magic
Magic Circle
Remove Curse
Revivify

4th Level
Banishment
Death Ward
Locate Creature
Staggering Smite

5th Level
Circle of Power
Dispel Evil and Good
Geas
Raise Dead
Ranger Spells
1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals

2nd Level
Animal Messenger
Barkskin
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without Trace
Protection from Poison
Silence
Spike Growth

3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall

4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin

5th Level
Commune with Nature
Tree Stride
Sorcerer Spells
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike

1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave

2nd Level
Alter Self
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web

3rd Level
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk

4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire

5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone

6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing

7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport

8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst

9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Warlock Spells
Cantrips (0 Level)
Chill Touch
Eldritch Blast
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike

1st Level
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant

2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion

3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch

4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain

5th Level
Contact Other Plane
Dream
Hold Monster
Scrying

6th Level
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing

7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift

8th Level
Demiplane
Dominate Monster
Feeblemind
Glibness
Power Word Stun

9th Level
Astral Projection
Foresight
Imprisonment
Power Word Kill
True Polymorph
Wizard Spells
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike

1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Hideous Laughter
Floating Disk
Thunderwave
Unseen Servant

2nd Level
Acid Arrow
Alter Self
Arcane Lock
Arcanist’s Magic Aura
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web

3rd Level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing

4th Level
Arcane Eye
Banishment
Black Tentacles
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Secret Chest
Locate Creature
Faithful Hound
Private Sanctum
Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th Level
Animate Objects
Arcane Hand
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Rary’s Telepathic Bond
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone

6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Instant Summons
Eyebite
Flesh to Stone
Globe of Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Freezing Sphere
Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice

7th Level
Arcane Sword
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Magnificent Mansion
Mordenkainen’s Sword
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport

8th Level
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish

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(Content used under OGL, from the System Reference Document 5.1)
Dice silliness © 2019 S. Sligh