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CONTROL FLAMES CREATE BONFIRE DRUIDCRAFT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Concentration, up to 1 V, S Instantaneous
(see below) minute
Whispering to the spirits of nature, you create
You choose nonmagical ame that you can see You create a bon re on ground that you can see one of the following effects within range.
within range and that ts within a 5-foot cube. within range. Until the spells ends, the magic • You create a tiny, harmless sensory effect that
You affect it in one of the following ways: bon re lls a 5-foot cube. Any creature in the predicts what the weather will be at your
• You instantaneously expand the ame 5 feet in bon re's space when you cast the spell must location for the next 24 hours. The effect might
one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8 manifest as a golden orb for clear skies, a cloud
is present in the new location. re damage. A creature must also make the for rain, falling snow akes for snow, and so on.
• You instantaneously extinguish the ames saving throw when it enters the bon re's space This effect persists for 1 round.
within the cube. for the rst time on a turn or ends its turn there. • You instantly make a ower blossom, a seed
• You double or halve the area of bright light and The bon re ignites ammable objects in its area pod open, or a leaf bud bloom.
dim light cast by the ame, change its color or that aren't being worn or carried. • You create an instantaneous, harmless sensory
both . The change lasts for 1 hour. The spell's damage increases by 1d8 when you effect, such as falling leaves, a puff of wind, the
• You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th sound of a small animal, or the faint odor of
form of a creature, an inanimate object, or a level (4d8). skunk. The effect must t in a 5-foot cube.
location- to appear within the ames and • You instantly light or snuff out a candle, a
animate as you like. The shapes last for 1 hour. torch, or a small camp re.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip

FROSTBITE GUIDANCE GUST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
minute
You cause numbing frost to form on one creature You seize the air and compel it to create one of
that you can see within range. The target must You touch one willing creature. Once before the the following effects at a point you can see
make a Constitution saving throw. On a failed spell ends, the target can roll a d4 and add the within range:
save, the target takes 1d6 cold damage, and it number rolled to one ability check of its choice. • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll It can roll the die before or after making the choose must succeed on a Strength saving throw
it makes before the end of its next turn. ability check. The spell then ends. or be pushed up to 5 feet away from you.
The spell's damage increases by 1d6 when you • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th moving one object that is neither held nor
level (4d6). carried and that weighs no more than 5 pounds.
The object is pushed up to 10 feet away from
you. It isn't pushed with enough force to cause
damage.
• You create a harm less sensory effect using air,
such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
breeze.

Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip

INFESTATION MAGIC STONE MENDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 minute V, S, M Instantaneous
a living ea You touch one to three pebbles and imbue them two lodestones
with magic. You or someone else can make a
You cause a cloud of mites, eas, and other ranged spell attack with one of the pebbles by This spell repairs a single break or tear in an
parasites to appear momentarily on one creature throwing it or hurling it with a sling. lf thrown, a object you touch, such as broken chain link, two
you can see within range. The target must pebble has a range of 60 feet. If someone else halves of a broken key, a torn clack, or a leaking
succeed on a Constitution saving throw, or it attacks with a pebble, that attacker adds your wineskin. As long as the break or tear is no larger
takes 1d6 poison damage and moves 5 feet in a spellcasting ability modi er, not the attacker's, than 1 foot in any dimension, you mend it,
random direction if it can move and its speed is to the attack roll. On a hit, the target takes leaving no trace of the former damage.
at least 5 feet. Roll a d4 for the direction: 1, bludgeoning damage equal to 1d6 +your This spell can physically repair a magic item or
north: 2, south: 3, east: or 4, west. This spellcasting ability modi er. Whether the attack construct, but the spell can't restore magic to
movement doesn't provoke opportunity attacks, hits or misses, the spell then ends on the stone. such an object.
and if the direction rolled is blocked, the target If you cast this spell again, the spell ends on any
doesn't move. pebbles still affected by your previous casting.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

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

PRODUCE FLAME RESISTANCE SHAPE WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 1 S Instantaneous or 1 hour
minute (see below)
A ickering ame appears in your hand. The
ame remains there for the duration and harms a miniature cloak You choose an area of water that you can see
neither you nor your equipment. The ame within range and that ts within a 5-foot cube.
sheds bright light in a 10-foot radius and dim You touch one willing creature. Once before the You manipulate it in one of the following ways:
light for an additional 10 feet. The spell ends if spell ends, the target can roll a d4 and add the • You instantaneously move or otherwise
you dismiss it as an action or if you cast it again. number rolled to one saving throw of its choice. change the ow of the water as you direct, up to
You can also attack with the ame, although It can roll the die before or after the saving 5 feet in any direction. This movement doesn't
doing so ends the spell. When you cast this spell, throw. The spell then ends. have enough force to cause damage.
or as an action on a later turn, you can hurl the • You cause the water to form into simple shapes
ame at a creature within 30 feet of you. Make a and animate at your direction. This change lasts
ranged spell attack. On a hit, the target takes for 1 hour.
1d8 re damage. • You change the water's color or opacity. The
This spell's damage increases by 1d8 when you water must be changed in the same way
reach 5th level (2d8), 11th level (3d8), and 17th throughout. This change lasts for 1 hour.
level (4d8). • You freeze the water, provided that there are
no creatures in it. The water unfreezes in 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 Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip

SHILLELAGH THORN WHIP THUNDERCLAP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 30 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Instantaneous S Instantaneous
The wood of a club or quarterstaff you are the stem of a plant with thorns You create a burst of thunderous sound that can
holding is imbued with nature's power. For the be heard up to 100 feet away. Each creature
duration, you can use your spellcasting ability You create a long, vine-like whip covered in within range, other than you, must make a
instead of Strength for the attack and damage thorns that lashes out at your command toward Constitution saving throw or take 1d6 thunder
rolls of melee attacks using that weapon, and the a creature in range. Make a melee spell attack damage.
weapon's damage die becomes a d8. The weapon against the target. If the attack hits, the creature The spell's damage increases by 1d6 when you
also becomes magical, if it isn't already. The spell takes 1d6 piercing damage, and if the creature is reach 5th level (2d6), 11th level (3d6), and 17th
ends if you cast it again or if you let go of the Large or smaller, you pull the creature up to 10 level (4d6).
weapon. feet closer to you.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip

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        

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  

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                 
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           

0
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

CHARM PERSON CREATE OR DESTROY WATER CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S, M Instantaneous V, S Instantaneous
You attempt to charm a humanoid you can see a drop of water if creating water or a few grains of A creature you touch regains a number of hit
within range. It must make a Wisdom saving sand if destroying it points equal to 1d8 + your spellcasting ability
throw, and does so with advantage if you or your modi er. This spell has no effect on undead or
companions are ghting it. If it fails the saving You either create or destroy water. constructs.
throw, it is charmed by you until the spell ends or Create Water: You create up to 10 gallons of At Higher Levels: When you cast this spell
until you or your companions do anything clean water within range in an open container. using a spell slot of 2nd level or higher, the
harmful to it. The charmed creature regards you Alternatively, the water falls as rain in a 30-foot healing increases by 1d8 for each slot level
as a friendly acquaintance. When the spell ends, cube within range, extinguishing exposed ames above 1st.
the creature knows it was charmed by you. in the area.
At Higher Levels: When you cast this spell Destroy Water: You destroy up to 10 gallons of
using a spell slot of 2nd level or higher, you can water in an open container within range.
target one additional creature for each slot level Alternatively, you destroy fog in a 30-foot cube
above 1st. The creatures must be within 30 feet within range.
of each other when you target them. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Druid 1st level Enchantment Druid 1st level Transmutation Druid 1st level Evocation

DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE EARTH TREMOR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S Instantaneous
minutes minutes
You cause a tremor in the ground within range.
For the duration, you sense the presence of a yew leaf Each creature other than you in that area must
magic within 30 feet of you. If you sense magic in make a Dexterity saving throw. On a failed save,
this way, you can use your action to see a faint For the duration, you can sense the presence and a creature takes 1d6 bludgeoning damage and is
aura around any visible creature or object in the location of poisons, poisonous creatures, and knocked prone. If the ground in that area is loose
area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify earth or stone, it becomes dif cult terrain until
magic, if any. the kind of poison, poisonous creature, or cleared, with each 5-foot-diameter portion
The spell can penetrate most barriers, but is disease in each case. requiring at least 1 minute to clear by hand.
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is At Higher Levels: When you cast this spell
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common using a spell slot of 2nd level or higher, the
dirt. metal, a thin sheet of lead, or 3 feet of wood or damage increases by 1d6 for each slot level
dirt. above 1st.

Druid 1st level Divination Druid 1st level Divination Druid (XGE) 1st level Evocation

/
        
        
1

1
        

/
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  

  

  

  
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1

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1

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  


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  
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1

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1

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  


           
  
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                    
           

1
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

GOODBERRY HEALING WORD ICE KNIFE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Instantaneous S, M Instantaneous
a sprig of mistletoe A creature of your choice that you can see within a drop of water or piece of ice
range regains hit points equal to 1d4 + your
Up to ten berries appear in your hand and are spellcasting ability modi er. This spell has no You create a shard of ice and ing it at one
infused with magic for the duration. A creature effect on undead or constructs. creature within range. Make a ranged spell
can use its action to eat one berry. Eating a berry At Higher Levels: When you cast this spell attack against the target. On a hit, the target
restores 1 hit point, and the berry provides using a spell slot of 2nd level or higher, the takes 1d10 piercing damage. Hit or miss, the
enough nourishment to sustain a creature for healing increases by 1d4 for each slot level shard then explodes. The target and each
one day. above 1st. creature within 5 feet of it must succeed on a
The berries lose their potency if they have not Dexterity saving throw or take 2d6 cold damage.
been consumed within 24 hours of the casting of At Higher Levels: When you cast this spell
this spell. using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.

Druid 1st level Transmutation Druid 1st level Evocation Druid (XGE) 1st level Conjuration

JUMP LONGSTRIDER PURIFY FOOD AND DRINK (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M 1 hour V, S Instantaneous
a grasshopper's hind leg a pinch of dirt All nonmagical food and drink within a 5-foot-
radius sphere centered on a point of your choice
You touch a creature. The creature's jump You touch a creature. The target's speed within range is puri ed and rendered free of
distance is tripled until the spell ends. increases by 10 feet until the spell ends. poison and disease.
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.

Druid 1st level Transmutation Druid 1st level Transmutation Druid 1st level Transmutation

/
        
        
1

1
        

/
        
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  

  

  

  
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1

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  


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  


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1
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.

Druid 1st level Evocation

/
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