System	
  Reference	
   Document	
  5.1 	
   129	
  
(no	
  action	
  required	
  by	
  yo u).	
  If	
  you	
  don’t	
  issue	
  any	
  
commands	
  to	
  them,	
  they	
  defend	
  themselves	
  from	
  
hostile	
  creatures,	
  but	
  otherwise	
  take	
  no	
  actions. 	
  
The	
  GM	
  has	
  the	
  creatures’	
  statistics. 	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  
certain	
  higher-­‐‑level	
  spell	
  slots,	
  you	
  choose 	
  one	
  of	
  the	
  
summoning	
  options	
  above,	
  and	
  more	
  creatures	
  
appear:	
  twice	
  as	
  many	
  with	
  a	
  6th -­‐‑level	
  slot	
  and	
  three	
  
times	
  as	
  many	
  with	
  an	
  8th -­‐‑level	
  slot.	
  
Conjure Woodland Beings 
4th-­‐‑level	
  conjuration 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
  V,	
  S,	
  M	
  (one	
  holly	
  berry	
  per	
  creature	
  
summoned)	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  hour 	
  
You	
  summon	
  fey	
  creatures	
  that	
  appear	
  in	
  
unoccupied	
  spaces	
  that	
  you	
  can	
  see	
  within	
  range.	
  
Choose	
  one	
  of	
  the	
  following	
  options	
  for	
  what	
  
appears:	
  
• One	
  fey	
  creature	
  of	
  challenge	
  rating	
  2	
   or	
  lower
• Two	
  fey	
  creatures	
  of	
  challenge	
  rating	
  1	
  or	
  lower
• Four	
  fey	
  creatures	
  of	
  challenge	
  rating	
  1/2	
  or	
  lower
• Eight	
  fey	
  creatures	
  of	
  challenge	
  rating	
  1/4	
  or
lower
A	
  summoned	
  creature	
  disappears	
  when	
  it	
  drops	
  to	
  0	
  
hit	
  points	
  or	
  when	
  the	
  spell	
  ends. 	
  
	
   The	
  summoned	
  creatures	
  are	
  friendly	
  to	
  you	
  and	
  
your	
  companions.	
  Roll	
  initiative	
  for	
  the	
  summoned	
  
creatures	
  as	
  a	
  group,	
  which	
  have	
  their	
  own	
  turns.	
  
They	
  obey	
  any	
  verbal	
  commands	
  that	
  you	
  issue	
  to	
  
them	
  (no	
  action	
  required	
  by	
  you).	
  If	
  you	
  don’t	
  issue	
  
any	
  commands	
  to	
   them,	
  they	
  defend	
  themselves	
  
from	
  hostile	
  creatures,	
  but	
  otherwise	
  take	
  no	
  actions. 	
  
The	
  GM	
  has	
  the	
  creatures’	
  statistics. 	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  
certain	
  higher-­‐‑level	
  spell	
  slots,	
  you	
  choose	
  one	
  of	
  the	
  
summoning	
  options	
  above,	
  a nd	
  more	
  creatures	
  
appear:	
  twice	
  as	
  many	
  with	
  a	
  6th -­‐‑level	
  slot	
  and	
  three	
  
times	
  as	
  many	
  with	
  an	
  8th -­‐‑level	
  slot.	
  
Contact Other Plane 
5th-­‐‑level	
  divination	
  (ritual) 	
  
Casting	
  Time: 	
  1	
  minute	
  
Range:	
  Self	
  
Components:	
  V	
  
Duration:	
  1	
  minute	
  
You	
  mentally	
  contact	
  a	
  demigod,	
  the	
  spirit	
  of	
  a	
  long -­‐‑
dead	
  sage,	
  or	
  some	
  other	
  mysterious	
  entity	
  from	
  
another	
  plane.	
  Contacting	
  this	
  extraplanar	
  
intelligence	
  can	
  strain	
  or	
  even	
  break	
  your	
  mind.	
  
When	
  you	
  cast	
  this	
  spell,	
  make	
  a	
  DC	
  15	
  Intelligence	
  
saving	
  throw.	
  On	
  a	
  failure,	
  you	
  take	
  6d6	
  psychic	
  
damage	
  and	
  are	
  insane	
  until	
  you	
  finish	
  a	
  long	
  rest.	
  
While	
  insane,	
  you	
  can’t	
  take	
  actions,	
  can’t	
  
understand	
  what	
  other	
  creatures	
  say,	
  can’t	
  read,	
  and	
  
speak	
  only	
  in	
  gibberish.	
  A	
   greater	
  restoration 	
  spell	
  
cast	
  on	
  you	
  ends 	
  this	
  effect.	
  	
  
	
   On	
  a	
  successful	
  save,	
  you	
  can	
  ask	
  the	
  entity	
  up	
  to	
  
five	
  questions.	
  You	
  must	
  ask	
  your	
  questions	
  before	
  
the	
  spell	
  ends.	
  The	
  GM	
  answers	
  each	
  question	
  with	
  
one	
  word,	
  such	
  as	
  “yes,”	
  “no,”	
  “maybe,”	
  “never,”	
  
“irrelevant,”	
  or	
  “unclear”	
  (if	
  the	
  enti ty	
  doesn’t	
  know	
  
the	
  answer	
  to	
  the	
  question).	
  If	
  a	
  one -­‐‑word	
  answer	
  
would	
  be	
  misleading,	
  the	
  GM	
  might	
  instead	
  offer	
  a	
  
short	
  phrase	
  as	
  an	
  answer. 	
  
Contagion 
5th-­‐‑level	
  necromancy 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Component:	
  V,	
  S	
  
Duration:	
  7	
  days	
  
Your	
  touch	
  inflicts	
  disease.	
  Make	
  a	
  melee	
  spell	
  attack	
  
against	
  a	
  creature	
  within	
  your	
  reach.	
  On	
  a	
  hit,	
  you	
  
afflict	
  the	
  creature	
  with	
  a	
  disease	
  of	
  your	
  choice	
  
from	
  any	
  of	
  the	
  ones	
  described	
  below. 	
  
	
   At	
  the	
  end	
  of	
  each	
  of	
  the	
  target’s	
  turns,	
  it	
  must	
  
make	
  a	
  Constitution	
   saving	
  throw.	
  After	
  failing	
  three	
  
of	
  these	
  saving	
  throws,	
  the	
  disease’s	
  effects	
  last	
  for	
  
the	
  duration,	
  and	
  the	
  creature	
  stops	
  making	
  these	
  
saves.	
  After	
  succeeding	
  on	
  three	
  of	
  these	
  saving	
  
throws,	
  the	
  creature	
  recovers	
  from	
  the	
  disease,	
  and	
  
the	
  spell	
  ends.	
  
	
   Since	
  this	
  spell	
  induces	
  a	
  natural	
  disease	
  in	
  its	
  
target,	
  any	
  effect	
  that	
  removes	
  a	
  disease	
  or	
  
otherwise	
  ameliorates	
  a	
  disease’s	
  effects	
  apply	
  to	
  it. 	
  
	
   Blinding	
  Sickness. 	
  Pain	
  grips	
  the	
  creature’s	
  mind,	
  
and	
  its	
  eyes	
  turn	
  milky	
  white.	
  The	
  creature	
  has	
  
disadvantage	
  on	
  Wisdom	
  checks	
  and	
  Wisdom	
  saving	
  
throws	
  and	
  is	
  blinded. 	
  
	
   Filth	
  Fever.	
  A	
  raging	
  fever	
  sweeps	
  through	
  the	
  
creature’s	
  body.	
  The	
  creature	
  has	
  disadvantage	
  on	
  
Strength	
  checks,	
  Strength	
  saving	
  throws,	
  and	
  attack	
  
rolls	
  that	
  use	
  Strength. 	
  
	
   Flesh	
  Rot.	
  The	
  creature’s	
  flesh	
  decays.	
  The	
  
creature	
  has	
  disadvantage	
  on	
  Charisma	
  checks	
  and	
  
vulnerability	
  to	
  all	
  damage. 	
  
	
   Mindfire.	
  The	
  creature’s	
  mind	
  becomes	
  feverish.	
  
The	
  creature	
  has	
  disadvantage	
  on	
  Intelligence	
  
checks	
  and	
  Intelligence	
  saving	
  throws,	
  and	
  the	
  