You are on page 1of 3

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
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
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 PROTECTION FROM EVIL AND GOOD BURNING HANDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 action Touch 1 action Self (15-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S Instantaneous
minutes
A wave of thunderous force sweeps out from As you hold your hands with thumbs touching
you. Each creature in a 15-foot cube originating holy water or powdered silver and iron, which the and ngers spread, a thin sheet of ames shoots
from you must make a Constitution saving spell consumes forth from your outstretched ngertips. Each
throw. On a failed save, a creature takes 2d8 creature in a 15-foot cone must make a
thunder damage and is pushed 10 feet away Until the spell ends, one willing creature you Dexterity saving throw. A creature takes 3d6 re
from you. On a successful save, the creature touch is protected against certain types of damage on a failed save, or half as much damage
takes half as much damage and isn't pushed. creatures - aberrations, celestials, elementals, on a successful one.
In addition, unsecured objects that are fey, ends, and undead. The re ignites any ammable objects in the area
completely within the area of effect are The protection grants several bene ts. that aren't being worn or carried.
automatically pushed 10 feet away from you by Creatures of those types have disadvantage on At Higher Levels: When you cast this spell
the spell's effect, and the spell emits a attack rolls against the target. The target also using a spell slot of 2nd level or higher, the
thunderous boom audible out to 300 feet. can't be charmed, frightened, or possessed by damage increases by 1d6 for each slot level
At Higher Levels: When you cast this spell them. If the target is already charmed, above 1st.
using a spell slot of 2nd level or higher, the frightened, or possessed by such a creature, the
damage increases by 1d8 for each slot level target has advantage on any new saving throw
above 1st. against the relevant effect.

Druid 1st level Evocation Druid (TCE) 1st level Abjuration Druid (Wild re) 1st level Evocation

CURE WOUNDS
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S Instantaneous
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability
modi er. This spell has no effect on undead or
constructs.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level
above 1st.

Druid (Wild re) 1st level Evocation

You might also like