System Reference Document 5.2.1
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 Using a Higher-Level Spell Slot. The damage the 
wall deals when it appears increases by 2d6 and the 
damage from passing through the sheet of frigid air 
increases by 1d6 for each spell slot level above 6.
Wall of Stone
Level 5 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a cube of granite)
Duration: Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into exis -
tence at a point you choose within range. The wall 
is 6 inches thick and is composed of ten 10-foot-by-
10-foot panels. Each panel must be contiguous with 
another panel. Alternatively, you can create 10-foot-
by-20-foot panels that are only 3 inches thick.
 If the wall cuts through a creature’s space when 
it appears, the creature is pushed to one side of the 
wall (you choose which side). If a creature would 
be surrounded on all sides by the wall (or the wall 
and another solid surface), that creature can make 
a Dexterity saving throw. On a success, it can use its 
Reaction to move up to its Speed so that it is no lon -
ger enclosed by the wall.
 The wall can have any shape you desire, though it 
can’t occupy the same space as a creature or object. 
The wall doesn’t need to be vertical or rest on a firm 
foundation. It must, however, merge with and be 
solidly supported by existing stone. Thus, you can 
use this spell to bridge a chasm or create a ramp.
 If you create a span greater than 20 feet in length, 
you must halve the size of each panel to create sup -
ports. You can crudely shape the wall to create bat -
tlements and the like.
 The wall is an object made of stone that can be 
damaged and thus breached. Each panel has AC 15 
and 30 Hit Points per inch of thickness, and it has 
Immunity to Poison and Psychic damage. Reducing 
a panel to 0 Hit Points destroys it and might cause 
connected panels to collapse at the GM’s discretion.
 If you maintain your Concentration on this spell 
for its full duration, the wall becomes permanent 
and can’t be dispelled. Otherwise, the wall disap -
pears when the spell ends.
Wall of Thorns
Level 6 Conjuration (Druid)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of tangled brush bristling with 
needle-sharp thorns. The wall appears within range 
on a solid surface and lasts for the duration. You 
choose to make the wall up to 60 feet long, 10 feet 
high, and 5 feet thick or a circle that has a 20-foot 
diameter and is up to 20 feet high and 5 feet thick. 
The wall blocks line of sight.
 When the wall appears, each creature in its area 
makes a Dexterity saving throw, taking 7d8 Pierc -
ing damage on a failed save or half as much damage 
on a successful one.
 A creature can move through the wall, albeit 
slowly and painfully. For every 1 foot a creature 
moves through the wall, it must spend 4 feet of 
movement. Furthermore, the first time a creature 
enters a space in the wall on a turn or ends its turn 
there, the creature makes a Dexterity saving throw, 
taking 7d8 Slashing damage on a failed save or half 
as much damage on a successful one. A creature 
makes this save only once per turn.
 Using a Higher-Level Spell Slot. Both types of 
damage increase by 1d8 for each spell slot level 
above 6.
Warding Bond
Level 2 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 
50+ GP each, which you and the target must wear for 
the duration)
Duration: 1 hour
You touch another creature that is willing and 
create a mystic connection between you and the 
target until the spell ends. While the target is 
within 60 feet of you, it gains a +1 bonus to AC and 
saving throws, and it has Resistance to all damage. 
Also, each time it takes damage, you take the same 
amount of damage.
 The spell ends if you drop to 0 Hit Points or if you 
and the target become separated by more than 60 
feet. It also ends if the spell is cast again on either of 
the connected creatures.
Water Breathing
Level 3 Transmutation (Druid, Ranger, Sorcerer, 
Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your 
choice within range the ability to breathe under -
water until the spell ends. Affected creatures also 
retain their normal mode of respiration.
Water Walk
Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time: Action or Ritual
Range: 30 feet