System	
  Reference	
   Document	
  5.1 	
   154	
  
At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  a	
  
spell	
  slot	
  of	
  3rd	
  level	
  or	
  higher,	
  the	
  damage	
  
increases	
  by	
  1d8	
  for	
  each	
  slot	
  level	
  above	
  2nd. 	
  
Hellish Rebuke 
1st-­‐‑level	
  evocation 	
  
Casting	
  Time: 	
  1	
  reaction,	
  which	
  you	
  take	
  in	
  
response	
  to	
  being	
  damaged	
  by	
  a	
  creature	
  within	
  60 	
  
feet	
  of	
  you	
  that	
  you	
  can	
  see 	
  
Range:	
  60	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Instantaneous	
  
You	
  point	
  your	
  finger,	
  and	
  the	
  creature	
  that	
  
damaged	
  you	
  is	
  momentarily	
  surrounded	
  by	
  hellish	
  
flames.	
  The	
  creature	
  must	
  make	
  a	
  Dexterity	
  saving	
  
throw.	
  It	
  takes	
  2d10	
  fire	
   damage	
  on	
  a	
  failed	
  save,	
  or	
  
half	
  as	
  much	
  damage	
  on	
  a	
  successful	
  one. 	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  a	
  
spell	
  slot	
  of	
  2nd	
  level	
  or	
  higher,	
  the	
  damage	
  
increases	
  by	
  1d10	
  for	
  each	
  slot	
  level	
  above	
  1st. 	
  
Heroes’ Feast 
6th-­‐‑level	
  conjuration 	
  
Casting	
  Time:	
  10	
  minutes	
  
Range:	
  30	
  feet	
  
Components:	
  V,	
  S	
  ,	
  M	
  (a	
  gem -­‐‑encrusted	
  bowl	
  worth	
  
at	
  least	
  1,000	
  gp,	
  which	
  the	
  spell	
  consumes) 	
  
Duration:	
  Instantaneous	
  
You	
  bring	
  forth	
  a	
  great	
  feast,	
  including	
  magnificent	
  
food	
  and	
  drink.	
  The	
  feast	
  takes	
  1	
  hour	
  to	
  consume 	
  
and	
  disappears	
  at	
  the	
  end	
  of	
  that	
  time,	
  and	
  the	
  
beneficial	
  effects	
  don’t	
  set	
  in	
  until	
  this	
  hour	
  is	
  over.	
  
Up	
  to	
  twelve	
  other	
  creatures	
  can	
  partake	
  of	
  the	
  feast. 	
  
	
   A	
  creature	
  that	
  partakes	
  of	
  the	
  feast	
  gains	
  several	
  
benefits.	
  The	
  creature	
  is	
  cured	
  of	
  all	
  dis eases	
  and	
  
poison,	
  becomes	
  immune	
  to	
  poison	
  and	
  being	
  
frightened,	
  and	
  makes	
  all	
  Wisdom	
  saving	
  throws	
  
with	
  advantage.	
  Its	
  hit	
  point	
  maximum	
  also	
  
increases	
  by	
  2d10,	
  and	
  it	
  gains	
  the	
  same	
  number	
  of	
  
hit	
  points.	
  These	
  benefits	
  last	
  for	
  24	
  hours. 	
  
Heroism 
1st-­‐‑level	
  enchantment	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Components:	
  V,	
  S	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  minute 	
  
A	
  willing	
  creature	
  you	
  touch	
  is	
  imbued	
  with	
  bravery.	
  
Until	
  the	
  spell	
  ends,	
  the	
  creature	
  is	
  immune	
  to	
  being	
  
frightened	
  and	
  gains	
  temporary	
  hit	
  points	
   equal	
  to	
  
your	
  spellcasting	
  ability	
  modifier	
  at	
  the	
  start	
  of	
  each	
  
of	
  its	
  turns.	
  When	
  the	
  spell	
  ends,	
  the	
  target	
  loses	
  any	
  
remaining	
  temporary	
  hit	
  points	
  from	
  this	
  spell. 	
  
	
   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. 	
  
Hideous Laughter 
1st-­‐‑level	
  enchantment 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  30	
  feet	
  
Components:	
  V,	
  S,	
  M	
  (tiny	
  tarts	
  and	
  a	
  feather	
  that	
  is	
  
waved	
  in	
  the	
  air) 	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  minute 	
  
A	
  creature	
  of	
  your	
  choice	
  that	
  you	
  can	
  see	
  within	
  
range	
  perceives	
  everything	
  as	
  hilariously	
  funny	
  and	
  
falls	
  into	
  fits	
  of	
  laughter	
  if	
  this	
  spell	
  affects	
  it.	
  The	
  
target	
  must	
  succeed	
  on	
  a	
  Wisdom	
  saving	
  throw	
  or	
  
fall	
  prone,	
  becoming	
  incapacitated	
  and	
  unable	
  to	
  
stand	
  up	
  for	
  the	
  duration.	
  A	
  creature	
  with	
  an	
  
Intelligence	
  score	
  of	
  4	
  or	
  less	
  isn’t	
  affected. 	
  
	
   At	
  the	
  end	
  of	
  each	
  of	
  its	
  turns,	
  and	
  each	
  time	
  it	
  
takes	
  damage,	
  the	
  target	
  can	
  make	
  another	
  Wisdom	
  
saving	
  throw.	
  The	
  target	
   has	
  advantage	
  on	
  the	
  
saving	
  throw	
  if	
  it’s	
  triggered	
  by	
  damage.	
  On	
  a	
  
success,	
  the	
  spell	
  ends. 	
  
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	
  min ute	
  
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. 	
  
Hold Person 
2nd-­‐‑level	
  enchantment 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
   V,	
  S,	
  M	
  (a	
  small,	
  straight	
  piece	
  of	
  iron) 	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  minute 	
  