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Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip
Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip
Druid (XGE) Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip
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MOLD EARTH POISON SPRAY PRIMAL SAVAGERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous S Instantaneous
(see below)
You extend your hand toward a creature you can You channel primal magic to cause your teeth or
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious ngernails to sharpen, ready to deliver a
within range and that ts within a 5-foot cube. You gas from your palm. The creature must succeed corrosive attack. Make a melee spell attack
manipulate it in one of the following ways: on a Constitution saving throw or take 1d12 against one creature within 5 feet of you. On a
• If you target an area of loose earth, you can
instantaneously excavate it, move it along the ground, poison damage. hit, the target takes 1d10 acid damage. After you
and deposit it up to 5 feet away. This movement This spell's damage increases by 1d12 when you make the attack, your teeth or ngernails return
doesn't involve enough force to cause damage. reach 5th level (2d12), 11th level (3d12), and 17 to normal.
• You cause shapes, colors, or both to appear on the level (4d12). The spell's damage increases by 1d10 when you
dirt or stone, spelling out words, creating images, or reach 5th level (2d10), 11th level (3d10), a nd
shaping patterns. The changes last for 1 hour. 17th level (4d10).
• If the dirt or stone you target is on the ground, you
cause it to become dif cult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already dif cult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.
Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid (XGE) Transmutation cantrip
Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip
Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
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ABSORB ELEMENTS ANIMAL FRIENDSHIP BEAST BOND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 action 30 feet 1 action Touch
when you take acid, cold,
re, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage V, S, M 24 hours V, S, M Concentration, up to 10
minutes
COMPONENTS DURATION a morsel of food
S 1 round a bit of fur wrapped in a cloth
This spell lets you convince a beast that you
The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can You establish a telepathic link with one beast you
lessening its effect on you and storing it for your see within range. It must see and hear you. If the touch that is friendly to you or charmed by you.
next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails. The spell fails if the beast's Intelligence is 4 or
triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom higher. Until the spell ends, the link is active
next turn. Also, the rst time you hit with a saving throw or be charmed by you for the spell's while you and the beast are within line of sight of
melee attack on your next turn, the target takes duration. If you or one of your companions each other. Through the link, the beast can
an extra 1d6 damage of the triggering type, and harms the target, the spell ends. understand your telepathic messages to it, and it
the spell ends. At Higher Levels: When you cast this spell can telepathically communicate simple emotions
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can and concepts back to you. While the link is
using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level active, the beast gains advantage on attack rolls
damage increases by 1d6 for each slot level above 1st. against any creature within 5 feet of you that
above 1st. you can see.
Druid (XGE) 1st level Abjuration Druid 1st level Enchantment Druid (XGE) 1st level Divination
Druid 1st level Enchantment Druid 1st level Transmutation Druid 1st level Evocation
Druid 1st level Divination Druid 1st level Divination Druid (XGE) 1st level Evocation
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ENTANGLE FAERIE FIRE FOG CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your centered on a point within range. The sphere
within range. For the duration, these plants turn choice). Any creature in the area when the spell spreads around corners, and its area is heavily
the ground in the area into dif cult terrain. is cast is also outlined in light if it fails a Dexterity obscured. It lasts for the duration or until a wind
A creature in the area when you cast the spell saving throw. For the duration, objects and of moderate or greater speed (at least 10 miles
must succeed on a Strength saving throw or be affected creatures shed dim light in a 10-foot per hour) disperses it.
restrained by the entangling plants until the spell radius. At Higher Levels: When you cast this spell
ends. A creature restrained by the plants can use Any attack roll against an affected creature or using a spell slot of 2nd level or higher, the radius
its action to make a Strength check against your object has advantage if the attacker can see it, of the fog increases by 20 feet for each slot level
spell save DC. On a success, it frees itself. and the affected creature or object can't bene t above 1st.
When the spell ends, the conjured plants wilt from being invisible.
away.
Druid 1st level Conjuration Druid 1st level Evocation Druid 1st level Conjuration
Druid 1st level Transmutation Druid 1st level Evocation Druid (XGE) 1st level Conjuration
Druid 1st level Transmutation Druid 1st level Transmutation Druid 1st level Transmutation
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SNARE [1/2] SNARE [2/2] SPEAK WITH ANIMALS (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 8 hours S, M 8 hours V, S 10 minutes
25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
As you cast this spell, you use the rope to create a creature is restrained by it. knowledge and awareness of many beasts is
circle with a 5-foot radius on the ground or the oor. limited by their intelligence, but at minimum,
When you nish casting, the rope disappears and the
circle becomes a magic trap. beasts can give you information about nearby
This trap is nearly invisible, requiring a successful locations and monsters, including whatever they
Intelligence (Investigation) check against your spell can perceive or have perceived within the past
save DC to be discerned. day. You might be able to persuade a beast to
The trap triggers when a Small, Medium, or Large perform a small favor for you, at the DM's
creature moves onto the ground or the oor in the discretion.
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the oor. The creature is restrained
there until the spell ends.
A restrained creature can make a Dexterity saving
throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no
Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration Druid 1st level Divination
THUNDERWAVE
CASTING TIME RANGE
1 action Self (15-foot cube)
COMPONENTS DURATION
V, S Instantaneous
A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating
from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away
from you. On a successful save, the creature
takes half as much damage and isn't pushed.
In addition, unsecured objects that are
completely within the area of effect are
automatically pushed 10 feet away from you by
the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level
above 1st.
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