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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

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Spell slots
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Absorb Elements Alarm (Ritual)


Abjuration Abjuration

Level: 1 Level: 1
Casting time: Special Casting time: 1 Minute
Range: Self Range: 30 feet
Components: S Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 1 round Duration: 8 hours

1 Reac tion, whic h you take when you take ac id, c old, fire, lightning, You set an alarm against unwanted intrusion.
or thunder damage Choose a door, a window, or an area within range that is no larger
than a 20-foot c ube. Until the spell ends, an alarm alerts you
The spell c aptures some of the inc oming energy, lessening its whenever a tiny or larger c reature touc hes or enters the warded
effec t on you and storing it for your next melee attac k. You have area. When you c ast the spell, you c an designate c reatures that
resistanc e to the triggering damage type until the start of your won’t set off the alarm. You also c hoose whether the alarm is
next turn. Also, the first time you hit with a melee attac k on your mental or audible.
next turn, the target takes an extra 1d6 damage of the triggering
type, and the spell ends. A mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are
At higher level sleeping.
An audible alarm produc es the sound of a hand bell for 10 sec onds
When you c ast this spell using a spell slot of 2nd level or higher, within 60 feet.
the extra damage inc reases by 1d6 for eac h slot level above 1st.

Animal Friendship Beast Bond


Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S, M (a morsel of food) Components: V, S, M (a bit of fur wrapped in a cloth)
Duration: 24 hours Duration: Concentration, up to 10 minutes

This spell lets you c onvinc e a beast that you mean it no harm. You establish a telepathic link with one beast you touc h that is
Choose a beast that you c an see within range. It must see and hear friendly to you or c harmed by you. The spell fails if the beast’s
you. If the beast’s Intelligenc e is 4 or higher, the spell fails. Intelligenc e is 4 or higher. Until the spell ends, the link is ac tive
Otherwise, the beast must suc c eed on a Wisdom saving throw or be while you and the beast are within line of sight of eac h other.
c harmed by you for the spell’s duration. If you or one of your Through the link, the beast c an understand your telepathic
c ompanions harms the target, the spell ends. messages to it, and it c an telepathic ally c ommunic ate simple
emotions and c onc epts bac k to you. While the link is ac tive, the
At higher level beast gains advantage on attac k rolls against any c reature within 5
feet of you that you c an see.
When you c ast this spell using a spell slot of 2nd level or higher,
you c an affec t one additional beast for eac h slot level above 1st.
Cure Wounds Detect Magic (Ritual)
Evocation Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

A c reature you touc h regains a number of hit points equal to 1d8 + For the duration, you sense the presenc e of magic within 30 feet of
your spellc asting ability modifier. This spell has no effec t on you. If you sense magic in this way, you c an use your ac tion to see
undead or c onstruc ts. a faint aura around any visible c reature or objec t in the area that
bears magic , and you learn its sc hool of magic , if any.
At higher level
The spell c an penetrate most barriers, but is bloc ked by 1 foot of
When you c ast this spell using a spell slot of 2nd level or higher, stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
the healing inc reases by 1d8 for eac h slot level above 1st. wood or dirt.

Detect Poison and Disease (Ritual) Ensnaring Strike


Divination C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Self Range: Self
Components: V, S, M (a yew leaf) Components: V
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

For the duration, you c an sense the presenc e and loc ation of The next time you hit a c reature with a weapon attac k before this
poisons, poisonous c reatures, and diseases within 30 feet of you. spell ends, a writhing mass of thorny vines appears at the point of
You also identify the kind of poison, poisonous c reature, or disease impac t, and the target must suc c eed on a S trength saving throw or
in eac h c ase. be restrained by the magic al vines until the spell ends. A Large or
larger c reature has advantage on this saving throw. If the target
The spell c an penetrate most barriers, but is bloc ked by 1 foot of suc c eeds on the save, the vines shrivel away.
stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood or dirt. While restrained by this spell, the target takes 1d6 pierc ing
damage at the start of eac h of its turns. A c reature restrained by
the vines or one that c an touc h the c reature c an use its ac tion to
make a S trength c hec k against your spell save DC. On a suc c ess,
the target is freed.

At higher level

If you c ast this spell using a spell slot of 2nd level or higher, the
damage inc reases by 1d6 for eac h slot level above 1st.

Fog Cloud Goodberry


C onjuration Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Touch
Components: V, S Components: V, S, M (a sprig of mistletoe)
Duration: Concentration, up to 1 hour Duration: Instantaneous

You c reate a 20-foot-radius sphere of fog c entered on a point within Up to ten berries appear in your hand and are infused with magic
range. The sphere spreads around c orners, and its area is heavily for the duration. A c reature c an use its ac tion to eat one berry.
obsc ured, It lasts for the duration or until a wind of moderate or Eating a berry restores 1 hit point, and the berry provides enough
greater speed (at least 10 miles per hour) disperses it. nourishment to sustain a c reature for one day.
The berries lose their potenc y if they have not been c onsumed
At higher level within 24 hours of the c asting of this spell.

When you c ast this spell using a spell slot of 2nd level or higher,
the radius of the fog inc reases by 20 feet for eac h slot level above
1st.
Hail of Thorns Hunter’s Mark
C onjuration Divination

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Bonus Action
Range: Self Range: 90 feet
Components: V Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

The next time you hit a c reature with a ranged weapon attac k You c hoose a c reature you c an see within range and mystic ally
before the spell ends, this spell c reates a rain of thorns that mark it as your quarry.
sprouts from your ranged weapon or ammunition. In addition to the Until the spell ends, you deal an extra 1d6 damage to the target
normal effec t of the attac k, the target of the attac k and eac h whenever you hit it with a weapon attac k, and you have advantage
c reature within 5 feet of it must make a Dexterity saving throw. A on any Wisdom (Perc eption) or Wisdom (S urvival) c hec k you make
c reature takes 1d10 pierc ing damage on a failed save, or half as to find it. If the target drops to 0 hit points before this spell ends,
muc h damage on a suc c essful one. you c an use a bonus ac tion on a subsequent turn of yours to mark
a new c reature.
At higher level
At higher level
If you c ast this spell using a spell slot of 2nd level or higher, the
damage inc reases by 1d10 for eac h slot level above 1st (to a When you c ast this spell using a spell slot of 3rd or 4th level, you
maximum of 6d10). c an maintain your c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain
your c onc entration on the spell for up to 24 hours.

Jump Longstrider
Transmutation Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S, M (a grasshopper’s hind leg) Components: V, S, M (a pinch of dirt)
Duration: 1 minute Duration: 1 hour

You touc h a c reature. The c reature’s jump distanc e is tripled until You touc h a c reature. The target’s speed inc reases by 10 feet until
the spell ends. the spell ends.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
1st.
Snare Speak with Animals (Ritual)
Abjuration Divination

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: Self
Components: S, M (25 feet of rope, which the spell consumes) Components: V, S
Duration: 8 hours Duration: 10 minutes

As you c ast this spell, you use the rope to c reate a c irc le with a 5- You gain the ability to c omprehend and verbally c ommunic ate with
foot radius on the ground or the floor. When you finish c asting, the beasts for the duration.
rope disappears and the c irc le bec omes a magic trap. The knowledge and awareness of many beasts is limited by their
This trap is nearly invisible, requiring a suc c essful Intelligenc e intelligenc e, but at minimum, beasts c an give you information
(Investigation) c hec k against your spell save DC to be disc erned. about nearby loc ations and monsters, inc luding whatever they c an
The trap triggers when a S mall, Medium, or Large c reature moves perc eive or have perc eived within the past day. You might be able
onto the ground or the floor in the spell’s radius. That c reature to persuade a beast to perform a small favor for you, at the DM’s
must suc c eed on a Dexterity saving throw or be magic ally hoisted disc retion.
into the air, leaving it hanging upside down 3 feet above the
ground or the floor. The c reature is restrained there until the spell
ends.
A restrained c reature c an make a Dexterity saving throw at the end
of eac h of its turns, ending the effec t on itself on a suc c ess.
Alternatively, the c reature or someone else who c an reac h it c an
use an ac tion to make an Intelligenc e (Arc ana) c hec k against your
spell save DC. On a suc c ess, the restrained effec t ends.
After the trap is triggered, the spell ends when no c reature is
restrained by it.

Zephyr Strike Animal Messenger (Ritual)


Transmutation Enchantment

Level: 1 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V Components: V, S, M (a morsel of food)
Duration: Concentration, up to 1 minute Duration: 24 hours

You move like the wind. Until the spell ends, your movement By means of this spell, you use an animal to deliver a message.
doesn’t provoke opportunity attac ks. Choose a Tiny beast you c an see within range, suc h as a squirrel, a
Onc e before the spell ends, you c an give yourself advantage on one blue ray, or a bat. You spec ify a loc ation, whic h you must have
weapon attac k roll on your turn. That attac k deals an extra 1d8 visited, and a rec ipient who matc hes a general desc ription, suc h
forc e damage on a hit. Whether you hit or miss, your walking speed as a man or woman dressed in the uniform of the town guard or a
inc reases by 30 feet until the end of that turn. red-haired dwarf wearing a pointed hat. You also speak a message
of up to twenty-five words. The target beast travels for the duration
of the spell towards the spec ified loc ation, c overing about 50 miles
per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the


c reature that you desc ribed, replic ating the sound of your voic e.
The messenger speaks only to a c reature matc hing the desc ription
you gave. If the messenger doesn’t reac h its destination before the
spell ends, the message is lost, and the beast makes it way bac k to
where you c ast this spell.

At higher level

If you c ast this spell using a spell slot of 3rd level or higher, the
duration of the spell inc reases by 48 hours for eac h slot level
above 2nd.
Barkskin Beast Sense (Ritual)
Transmutation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S, M (A handful of oak bark) Components: S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour

You touc h a willing c reature. Until the spellends, the target’s skin You touc h a willing beast. For the duration of the spell, you c an use
has a rough, bark-like appearanc e, and the target’s AC c an’t be your ac tion to see through the beast’s eyes and hear what it hears,
less than 16, regardless of what kind of armor it is wearing. and c ontinue to do so until you use your ac tion to return to your
normal senses.

Cordon of Arrows Darkvision


Transmutation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: Touch
Components: V, S, M (four or more arrows or bolts) Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours Duration: 8 hours

You plant four piec es of nonmagic al ammunition – arrows or You touc h a willing c reature to grant it the ability to see in the
c rossbow bolts – in the ground within range and lay magic upon dark.
them to protec t an area. For the duration, that c reature has darkvision out to a range of 60
Until the spell ends, whenever a c reature other than you c omes feet.
within 30 feet of the ammunition for the first time on a turn or ends
its turn there, one piec e of ammunition flies up to strike it. The
c reature must suc c eed on a Dexterity saving throw or take 1d6
pierc ing damage. The piec e of ammunition is then destroyed. The
spell ends when no ammunition remains.

When you c ast this spell, you c an designate any c reatures you
c hoose, and the spell ignores them.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, the
amount of ammunition that c an be affec ted inc reases by two for
eac h slot level above 2nd.

Find Traps Healing Spirit


Divination C onjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

You sense the presenc e of any trap within range that is within line You c all forth a nature spirit to soothe the wounded. The intangible
of sight. spirit appears in a spac e that is a 5-foot c ube you c an see within
A trap, for the purpose of this spell, inc ludes anything that would range. The spirit looks like a transparent beast or fey (your c hoic e).
inflic t a sudden or unexpec ted effec t you c onsider harmful or Until the spell ends, whenever you or a c reature you c an see moves
undesirable, whic h was spec ific ally intended as suc h by its c reator. into the spirits spac e for the first time on a turn or starts its turn
Thus, the spell would sense an area affec ted by the alarm spell, a there, you c an c ause the spirit to restore ld6 hit points to that
glyph of warding, or a mec hanic al pit trap, but it would not reveal a c reature (no ac tion required). The spirit c an’t heal c onstruc ts or
natural weakness in the floor, an unstable c eiling, or a hidden undead. As a bonus ac tion on your turn, you c an move the S pirit up
sinkhole. to 30 feet to a spac e you c an see.

This spell merely reveals that a trap is present. You don’t learn the At higher level
loc ation of eac h trap, but you do learn the general nature of the
danger posed by a trap you sense. When you c ast this spell using a spell slot of 3rd level or higher, the
healing inc reases 1d6 for eac h slot level above 2nd.
Lesser Restoration Locate Animals or Plants (Ritual)
Abjuration Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous Duration: Instantaneous

You touc h a c reature and c an end either one disease or one Desc ribe or name a spec ific kind of beast or plant. Conc entrating
c ondition afflic ting it. The c ondition c an be blinded, deafened, on the voic e of nature in your surroundings, you learn the direc tion
paralyz ed, or poisoned. and distanc e to the c losest c reature or plant of that kind within 5
miles, if any are present.

Locate Object Pass Without Trace


Divination Abjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S, M (a forked twig) Components: V, S, M (ashes from a burned leaf of mistletoe and a
Duration: Concentration, up to 10 minutes sprig of spruce)
Duration: Concentration, up to 1 hour
Desc ribe or name an objec t that is familiar to you. You sense the
direc tion to the objec t’s loc ation, as long as that objec t is within A veil of shadows and silenc e radiates from you, masking you and
1,000 feet of you. If the objec t is in motion, you know the direc tion your c ompanions from detec tion.
of its movement. For the duration, eac h c reature you c hoose within 30 feet of you
(inc luding you) has a +10 bonus to Dexterity (S tealth) c hec ks and
The spell c an loc ate a spec ific objec t known to you, as long as you c an’t be trac ked exc ept by magic al means. A c reature that
have seen it up c lose – within 30 feet – at least onc e. Alternatively, rec eives this bonus leaves behind no trac ks or other trac es of its
the spell c an loc ate the nearest objec t of a partic ular kind, suc h as passage.
a c ertain kind of apparel, jewelry, furniture, tool, or weapon.

This spell c an’t loc ate an objec t if any thic kness of lead, even a
thin sheet, bloc ks a direc t path between you and the objec t.

Protection from Poison Silence (Ritual)


Abjuration Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: Concentration, up to 10 minutes

You touc h a c reature. If it is poisoned, you neutraliz e the poison. If For the duration, no sound c an be c reated within or pass through a
more than one poison afflic ts the target, you neutraliz e one poison 20-foot-radius sphere c entered on a point you c hoose within range.
that you know is present, or you neutraliz e one at random. Any c reature or objec t entirely inside the sphere is immune to
thunder damage, and c reatures are deafened while entirely inside
For the duration, the target has advantage on saving throws it. Casting a spell that inc ludes a verbal c omponent is impossible
against being poisoned, and it has resistanc e to poison damage. there.
Spike Growth Conjure Animals
Transmutation C onjuration

Level: 2 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 60 feet
Components: V, S, M (seven sharp thorns or seven small twigs, Components: V, S
each sharpened to a point) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes
You summon fey spirits that take the form of beasts and appear in
The ground in a 20-foot radius c entered on a point within range unoc c upied spac es that you c an see within range.
twists and sprouts hard spikes and thorns. The area bec omes
diffic ult terrain for the duration. When a c reature moves into or Choose one of the following options for what appears:
within the area, it takes 2d4 pierc ing damage for every 5 feet it
travels. • One beast of c hallenge rating 2 or lower
• Two beasts of c hallenge rating 1 or lower
The transformation of the ground is c amouflaged to look natural. • Four beasts of c hallenge rating 1/2 or lower
Any c reature that c an’t see the area at the time the spell is c ase • Eight beasts of c hallenge rating 1/4 or lower
must make a Wisdom (Perc eption) c hec k against your spell save DC
to rec ogniz e the terrain as haz ardous before entering it. Eac h beast is also c onsidered fey, and it disappears when it drops
to 0 hit points or when the spell ends.

The summoned c reatures are friendly to you and your c ompanions.


Roll initiative for the summoned c reatures as a group, whic h has its
own turns. They obey any verbal c ommands that you issue to them
(no ac tion required by you). If you don’t issue any c ommands to
them, they defend themselves from hostile c reatures, but
otherwise take no ac tions.
The DM has the c reatures’ statistic s.

At higher level

When you c ast this spell using c ertain higher-level spell slots, you
c hoose one of the summoning options above, and more c reatures
appear:

twic e as many with a 5th-level slot


three times as many with a 7th-level slot
four times as many with a 9th-level slot.

Conjure Barrage Daylight


C onjuration Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Self (60-foot cone) Range: 60 feet
Components: V, S, M (one piece of ammunition or a thrown Components: V, S
weapon) Duration: 1 hour
Duration: Instantaneous
A 60-foot-radius sphere of light spreads out from a point you
You throw a nonmagic al weapon or fire a piec e of nonmagic al c hoose within range.
ammunition into the air to c reate a c one of identic al weapons that The sphere is bright light and sheds dim light for an additional 60
shoot forward and then disappear. Eac h c reature in a 60-foot c one feet.
must suc c eed on a Dexterity saving throw. A c reature takes 3d8
damage on a failed save, or half as muc h damage on a suc c essful If you c hose a point on an objec t you are holding or one that isn’t
one. The damage type is the same as that of the weapon or being worn or c arried, the light shines from the objec t with and
ammunition used as a c omponent. moves with it. Completely c overing the affec ted objec t with an
opaque objec t, suc h as a bowl or a helm, bloc ks the light.

If any of this spell’s area overlaps with an area of darkness c reated


by a spell of 3rd level or lower, the spell that c reated the darkness
is dispelled.
Flame Arrows Lightning Arrow
Transmutation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You touc h a quiver c ontaining arrows or bolts. When a target is hit The next time you make a ranged weapon attac k during the spell’s
by a ranged weapon attac k using a piec e of ammunition drawn duration, the weapon’s ammunition, or the weapon itself if it’s a
from the quiver, the target takes an extra 1d6 fire damage. The thrown weapon, transforms into a bolt of lightning. Make the attac k
spell’s magic ends on the piec e of ammunition when it hits or roll as normal, The target takes 4d8 lightning damage on a hit, or
misses, and the spell ends when twelve piec es of ammunition have half as muc h damage on a miss, instead of the weapon’s normal
been drawn from the quiver. damage.

At higher level Whether you hit or miss, eac h c reature within 10 feet of the target
must make a Dexterity saving throw. Eac h of these c reatures takes
When you c ast this spell using a spell slot of 4th level or higher, the 2d8 lightning damage on a failed save, or half as muc h damage on
number of piec es of ammunition you c an affec t with this spell a suc c essful one.
inc reases by two for eac h slot level above 3rd.
The piec e of ammunition or weapon then returns to its normal
form.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage for both effec ts of the spell inc reases by 1d8 for eac h slot
level above 3rd.

Nondetection Plant Growth


Abjuration Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: Special
Range: Touch Range: 150 feet
Components: V, S, M (a pinch of diamond dust worth 25 gp Components: V, S
sprinkled over the target, which the spell consumes) Duration: Instantaneous
Duration: 8 hours
This spell c hannels vitality into plants within a spec ific area. There
For the duration, you hide a target that you touc h from divination are two possible uses for the spell, granting either immediate or
magic . long-term benefits.
The target c an be a willing c reature or a plac e or an objec t no
larger than 10 feet in any dimension. The target c an’t be targeted If you c ast this spell using 1 ac tion, c hoose a point within range. All
by any divination magic or perc eived through magic al sc rying normal plants in a 100-foot radius c entered on that point bec ome
sensors. thic k and overgrown. A c reature moving through the area must
spend 4 feet of movement for every 1 foot it moves.

You c an exc lude one or more areas of any siz e within the spell’s
area from being affec ted.

If you c ast this spell over 8 hours, you enric h the land. All plants in
a half-mile radius c entered on a point within range bec ome
enric hed for 1 year. The plants yield twic e the normal amount of
food when harvested.
Protection from Energy Speak with Plants
Abjuration Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self (30-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: 10 minutes

For the duration, the willing c reature you touc h has resistanc e to You imbue plants within 30 feet of you with limited sentienc e and
one damage type of your c hoic e: ac id, c old, fire, lightning, or animation, giving them the ability to c ommunic ate with you and
thunder. follow your simple c ommands. You c an question plants about
events in the spell’s area within the past day, gaining information
about c reatures that have passed, weather, and other
c irc umstanc es.

You c an also turn diffic ult terrain c aused by plant growth (suc h as
thic kets and undergrowth) into ordinary terrain that lasts for the
duration. Or you c an turn ordinary terrain where plants are present
into diffic ult terrain that lasts for the duration, c ausing vines and
branc hes to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the


DM’s disc retion. The spell doesn’t enable plants to uproot
themselves and move about, but they c an freely move branc hes,
tendrils, and stalks.

If a plant c reature is in the area, you c an c ommunic ate with it as if


you shared a c ommon language, but you gain no magic al ability to
influenc e it.

This spell c an c ause the plants c reated by the entangle spell to


release a restrained c reature.

Water Breathing (Ritual) Water Walk (Ritual)


Transmutation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S, M (a short reed or piece of straw) Components: V, S, M (a piece of cork)
Duration: 24 hours Duration: 1 hour

This spell grants up to ten willing c reatures you c an see within This spell grants the ability to move ac ross any liquid surfac e –
range the ability to breathe underwater until the spell ends. suc h as water, ac id, mud, snow, quic ksand, or lava – as if it were
Affec ted c reatures also retain their normal mode of respiration. harmless solid ground (c reatures c rossing molten lava c an still
take damage from the heat).
Up to ten willing c reatures you c an see within range gain this
ability for the duration.

If you target a c reature submerged in a liquid, the spell c arries the


target to the surfac e of the liquid at a rate of 60 feet per round.
Wind Wall Conjure Woodland Beings
Evocation C onjuration

Level: 3 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 60 feet
Components: V, S, M (a tiny fan and a feather of exotic origin) Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

A wall of strong wind rises from the ground at a point you c hoose You summon fey c reatures that appear in unoc c upied spac es that
within range. you c an see within range.
You c an make the wall up to 50 feet long, 15 feet high, and 1 foot
thic k. You c an shape the wall in any way you c hoose so long as it Choose one of the following options for what appears:
makes one c ontinuous path along the ground. The wall lasts for the • One fey c reature of c hallenge rating 2 or lower
duration. • Two fey c reatures of c hallenge rating 1 or lower
• Four fey c reatures of c hallenge rating 1/2 or lower
When the wall appears, eac h c reature within its area must make a • Eight fey c reatures of c hallenge rating 1/4 or lower
S trength saving throw. A c reature takes 3d8 bludgeoning damage
on a failed save, or half as muc h damage on a suc c essful one. A summoned c reature disappears when it drops to 0 hit points or
when the spell ends.
The strong wind keeps fog, smoke, and other gases at bay. S mall or
smaller flying c reatures or objec ts c an’t pass through the wall. The summoned c reatures are friendly to you and your c ompanions.
Loose, lightweight materials brought into the wall fly upward. Roll initiative for the summoned c reatures as a group, whic h have
Arrows, bolts, and other ordinary projec tiles launc hed at targets their own turns. They obey any verbal c ommands that you issue to
behind the wall are deflec ted upward and automatic ally miss. them (no ac tion required by you). If you don’t issue any c ommands
(Boulders hurled by giants or siege engines, and similar to them, they defend themselves from hostile c reatures, but
projec tiles, are unaffec ted.) Creatures in gaseous form c an’t pass otherwise take no ac tions.
through it. The DM has the c reatures’ statistic s.

At higher level

When you c ast this spell using c ertain higher-level spell slots, you
c hoose one of the summoning options above, and more c reatures
appear:
twic e as many with a 6th-level slot
three times as many with an 8th-level slot.

Freedom of Movement Grasping Vine


Abjuration C onjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Touch Range: 30 feet
Components: V, S, M (a leather strap, bound around the arm or a Components: V, S
similar appendage) Duration: Concentration, up to 1 minute
Duration: 1 hour
You c onjure a vine that sprouts from the ground in an unoc c upied
You touc h a willing c reature. For the duration, the target’s spac e of your c hoic e that you c an see within range. When you c ast
movement is unaffec ted by diffic ult terrain, and spells and other this spell, you c an direc t the vine to lash out at a c reature within
magic al effec ts c an neither reduc e the target’s speed nor c ause 30 feet of it that you c an see. That c reature must suc c eed on a
the target to be paralyz ed or restrained. Dexterity saving throw or be pulled 20 feet direc tly toward the vine.

The target c an also spend 5 feet of movement to automatic ally Until the spell ends, you c an direc t the vine to lash out at the same
esc ape from nonmagic al restraints, suc h as manac les or a c reature or another one as a bonus ac tion on eac h of your turns.
c reature that has it grappled. Finally, being underwater imposes no
penalties on the target’s movement or attac ks.
Guardian of Nature Locate Creature
Transmutation Divination

Level: 4 Level: 4
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: Self
Components: V Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

A nature spirit answers your c all and transforms you into a powerful Desc ribe or name a c reature that is familiar to you. You sense the
guardian. The transformation lasts until the spell ends. You c hoose direc tion to the c reature’s loc ation, as long as that c reature is
one of the following forms to assume: Primal Beast or Great Tree. within 1,000 feet of you. If the c reature is moving, you know the
Primal Beast. Bestial fur c overs your body, your fac ial features direc tion of its movement.
bec ome feral, and you gain the following benefits:
- Your walking speed inc reases by 10 feet. The spell c an loc ate a spec ific c reature known to you, or the
- You gain darkvision with a range of 120 feet. nearest c reature of a spec ific kind (suc h as a human or a unic orn),
- You make S trength—based attac k rolls with advantage. so long as you have seen suc h a c reature up c lose – within 30 feet
- Your melee weapon attac ks deal an extra 1d6 forc e damage on a – at least onc e. If the c reature you desc ribed or named is in a
hit. different form, suc h as being under the effec ts of a polymorph
Great Tree. Your skin appears barky, leaves sprout from your hair, spell, this spell doesn’t loc ate the c reature.
and you gain the following benefits:
. You gain 10 temporary hit points. This spell c an’t loc ate a c reature if running water at least 10 feet
- You make Constitution saving throws with advantage. wide bloc ks a direc t path between you and the c reature.
- You make Dexterity- and Wisdom-based attac k rolls with
advantage.
- While you are on the ground, the ground within 15 feet of you is
diffic ult terrain for your enemies.

Stoneskin Commune with Nature (Ritual)


Abjuration Divination

Level: 4 Level: 5
Casting time: 1 Action Casting time: 1 Minute
Range: Touch Range: Self
Components: V, S, M (diamond dust worth 100 gp, which the spell Components: V, S
consumes) Duration: Instantaneous
Duration: Concentration, up to 1 hour
You briefly bec ome one with nature and gain knowledge of the
This spell turns the flesh of a willing c reature you touc h as hard as surrounding territory.
stone. Until the spell ends, the target has resistanc e to In the outdoors, the spell gives you knowledge of the land within 3
nonmagic al bludgeoning, pierc ing, and slashing damage. miles of you. In c aves and other natural underground settings, the
radius is limited to 300 feet. The spell doesn’t func tion where
nature has been replac ed by c onstruc tion, suc h as in dungeons
and towns.

You instantly gain knowledge of up to three fac ts of your c hoic e


about any of the following subjec ts as they relate to the area:

• terrain and bodies of water


• prevalent plants, minerals, animals, or peoples
• powerful c elestials, fey, fiends, elementals, or undead
• influenc e from other planes of existenc e
• buildings

For example, you c ould determine the loc ation of powerful undead
in the area, the loc ation of major sourc es of safe drinking water,
and the loc ation of any nearby towns.
Conjure Volley Steel Wind Strike
C onjuration C onjuration

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 30 feet
Components: V, S, M (one piece of ammunition or one thrown Components: S, M (a melee weapon worth at least 1 sp)
weapon) Duration: Instantaneous
Duration: Instantaneous
You flourish the weapon used in the c asting and then vanish to
You fire a piec e of nonmagic al ammunition from a ranged weapon strike like the wind. Choose up to five c reatures you c an see within
or throw a nonmagic al weapon into the air and c hoose a point range. Make a melee spell attac k against eac h target. On a hit, a
within range. target takes 6d10 forc e damage.
Hundreds of duplic ates of the ammunition or weapon fall in a volley You c an then teleport to an unoc c upied spac e you c an see within 5
from above and then disappear. Eac h c reature in a 40-foot-radius. feet of one of the targets you hit or missed.
20-foot-high c ylinder c entered on that point must make a Dexterity
saving throw. A c reature takes 8d8 damage on a failed save, or half
as muc h damage on a suc c essful one. The damage type is the
same as that of the ammunition or weapon.

Swift Quiver Tree Stride


Transmutation C onjuration

Level: 5 Level: 5
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (a quiver containing at least one piece of Components: V, S
ammunition) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to
You transmute your quiver so it produc es an endless supply of inside another tree of the same kind within 500 feet.
nonmagic al ammunition, whic h seems to leap into your hand when Both trees must be living and at least the same siz e as you. You
you reac h for it. must use 5 feet of movement to enter a tree. You instantly know
the loc ation of all other trees of the same kind within 500 feet and,
On eac h of your turns until the spell ends, you c an use a bonus as part of the move used to enter the tree, c an either pass into one
ac tion to make two attac ks with a weapon that uses ammunition of those trees or step out of the tree you’re in. You appear in a spot
from the quiver. Eac h time you make suc h a ranged attac k, your of your c hoic e within 5 feet of the destination tree, using another 5
quiver magic ally replac es the piec e of ammunition you used with a feet of movement. If you have no movement left, you appear within
similar piec e of nonmagic al ammunition. Any piec es of ammunition 5 feet of the tree you entered.
c reated by this spell disintegrate when the spell ends. If the quiver
leaves your possession, the spell ends. You c an use this transportation ability onc e per round for the
duration. You must end eac h turn outside a tree.
Wrath of Nature
Evocation

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You c all out to the spirits of nature to rouse them against your
enemies. Choose a point you c an see within range. The spirits
c ause trees, roc ks, and grasses in a 60-foot c ube c entered on that
point to bec ome animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the c ube that is
c overed by grass or undergrowth is diffic ult terrain for your
enemies.
Trees. At the start of eac h of your turns, eac h of your enemies
within 10 feet of any tree in the c ube must suc c eed on a Dexterity
saving throw or take 4d6 slashing damage from whipping branc hes.
Roots and Vines. At the end of eac h of your turns, one c reature of
your c hoic e that is on the ground in the c ube must suc c eed on a
S trength saving throw or bec ome restrained until the spell ends. A
restrained c reature c an use an ac tion to make a S trength
(Athletic s) c hec k against your spell save DC, ending the effec t on
itself on a suc c ess.
Roc ks. As a bonus ac tion on your turn, you c an c ause a loose roc k
in the c ube to launc h at a c reature you c an see in the c ube. Make
a ranged spell attac k against the target. On a hit, the target takes
3d8 nonmagic al bludgeoning damage, and it must suc c eed on a
S trength saving throw or fall prone.

- Generated and printed at Dnd-Spells.com

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