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Level 14 Dragonborn Druid, Circle of The Spiritlords 140000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ark Hellog
Archaeologist Neutral The Spirits of the Past Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Draconic Ancestry.


STRENGTH Unarmored (13) 13 Blue. Your draconic ancestry is blue. Your damage type is
lightning. Your breath weapon is 5 by 30 ft. line (dex. save).
PROFICIENCY BONUS +5
11
SHIELD
AC Breath Weapon (Action—1/Short Rest). Exhale destructive energy.
Your breath weapon does 4d6 lightning damage in a 5 by 30 ft. line
(dex. save) DC 15
N
CIE C

+0 Strength
Y
PROFI

Damage Resistance. You have resistance to lightning.


+0
+3 Dexterity Theologian. You learn the thaumaturgy and detect evil and good
spells. You can cast detect evil and good once without expending a
+2 Constitution ARMOR CLASS spell slot, and you regain the ability to do so when you finish a long
DEXTERITY rest.
✘ +8 Intelligence
MAXIMUM HIT DICE TEMPORARY

16
Dungeon Delver. You have advantage on Perception and
✘ +9 Wisdom Investigation checks made to detect the presence of secret
90 14d8 doors.You have advantage on saving throws made to avoid or resist
+3 Charisma traps.You have resistance to the damage dealt by traps.Traveling at
CONDITIONAL a fast pace doesn’t impose the normal −5 penalty on your passive
+3 Perception score.

Arcanist. You learn the prestidigitation and detect magic spells. You
CURRENT HIT POINTS can cast detect magic once without expending a spell slot, and you
regain the ability to do so when you finish a long rest.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Druidic. You know Druidic, the secret language of druids.

14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Spellcasting. You can cast druid spells as rituals. You can prepare 18
Y
PROFI

spells from the druid spell list. You can use a druidic focus as your
RT

EXPE

VISION INSPIRATION EXHAUSTION


spellcasting focus.
+4 Animal Handling (Wis)
+2 ✘ +8 Arcana (Int)
Wildshape. You can use your action to magically assume the shape
of a beast that you have seen before. You can use this feature
twice. You regain expended uses when you finish a short or long
+0 Athletics (Str) Resistances. Lightning rest.
INTELLIGENCE +3 Deception (Cha) Druid Circle. You choose to identify with a circle of druids.

17 ✘


+8 History (Int)
+9 Insight (Wis)
Spirit Bond. You can cast the find familiar spell, which bears
features similar to your chosen spirit-element. Once you cast find
familiar using this feature, you can’t cast it again until you finish a
+3 Intimidation (Cha) long rest.Creating a new mask for your spirit-element takes 8 hours
SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
of uninterrupted time, which you can accomplish during a long rest.

Empowered Conduit. When your connection with the spirit realm


+4 Medicine (Wis) 1 Dungeoneer’s Pack strengthens enough to host an additional spirit-element, you can
switch between them with an action. When you do, you gain the
WISDOM 1 Cartographer’s Tools benefits of the mask’s current bond and your familiar can take on a
+3 Nature (Int)
1 Spell Scroll, 7th Level similar appearance. No matter how many spirits inhabit your mask,

18 +9 Perception (Wis)
✘ you can only ever call on the aid of one at a time.
1 Spell Scroll, 6th Level
+3 Performance (Cha) 1 Spell Scroll, 5th Level Vigilant Spirits. You add your Wisdom modifier (4) to the damage
you deal with any druid cantrip and, each time you switch to a
+3 Persuasion (Cha) 1 Spell Scroll, 5th Level different spirit-element within your mask, you gain resistance to
+4 ✘ +8 Religion (Int) 1 Spell Scroll, 6th Level
that damage type.

1 Spell Scroll, 6th Level Honored Host. You gain access to all of the spirit-elements listed on
+3 Sleight of Hand (Dex) the Spirit Bond table, and can switch between them with a bonus
1 Spell Scroll, 7th Level action, and your spells ignore resistance and immunity to that
CHARISMA +3 Stealth (Dex) damage type.
1 Spell Scroll, 3rd Level

17 ✘ +9 Survival (Wis)
SKILLS
1
1
Spell Scroll, 2nd Level
Spell Scroll, 1st Level
Earth Spirit. You can bond the earth spirit with your mask. Its
damage type is poison.

1 Spell Scroll, 2nd Level Fire Spirit. You can bond the fire spirit with your mask. Its damage
type is fire.
+3 19 PASSIVE PERCEPTION
1 Spell Scroll, 3rd Level
Water Spirit. You can bond the water spirit with your mask. Its
1 Spell Scroll, 4th Level damage type is cold.
CP SP EP GP PP WEIGHT
ADVANTAGE Wind Spirit. You can bond the wind spirit with your mask. Its
0 0 0 0 0 23.0 lb. damage type is lightning.
INITIATIVE +3 1 Attack / Attack Action EQUIPMENT Light Spirit. You can bond the light spirit with your mask. Its
damage type is radiant.

NAME RANGE ATTACK DAMAGE / TYPE Shadow Spirit. You can bond the shadow spirit with your mask. Its
damage type is necrotic.
Wand of Secrets 5 ft +0 vs AC +0

FEATURES & TRAITS


Returning Spear +1 20/60 +6 vs AC 1d6 + 1 piercing
Thrown, Versatile
Armor Proficiencies. Light Armor, Medium Armor, Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin, Mace,


Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Cartographer’s tools, Herbalism kit

Languages. Common, Draconic, Netherese, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 24 6' 279 lbs
GENDER AGE HEIGHT WEIGHT
Ark Hellog Yellow fine golden scales with blue tips
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
Traps don't make me nervous, idiots who trigger monarchs and high priests, wars and cataclysms.
traps make me nervous.
I'm happier in a dusty old tomb than I am in the
centers of civilization.

PERSONALITY TRAITS

Danger. With every great discovery comes grave


danger. The two walk hand in hand. (Any)

IDEAL

I won't sell an art object or other treasure that has


historical significance or is one of a kind.

BOND

When given the choice of going left or right, I always


go left.

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Wisdom +9 17 18

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of The Spiritlords

CANTRIPS Chill Touch Control Flames


Create Bonfire Dancing Lights Douse
Frostbite Gust Magic Stone
Minor Illusion Mold Earth Mold Earth
Primal Savagery Produce Flame Sacred Flame
Shape Water Thunderclap

1ST LEVEL 4 SPELL SLOTS ● Animal Friendship ● Cure Wounds


● Duskwalk ● Faerie Fire Absorb Elements
Absorb Elements Beast Bond Beast Bond
Charm Person Create or Destroy Water Detect Magic
Detect Poison and Disease Earth Tremor Earth Tremor
Entangle Fog Cloud Goodberry
Guiding Hand Healing Word Hunter's Pace
Ice Knife Ice Knife Jump
Longstrider Mend Flesh Purify Food and Drink
Shrill Whistle Snare Speak with Animals
Thunderwave Wild Cunning

2ND LEVEL 3 SPELL SLOTS ● Find Traps ● Gust of Wind


● Locate Object Animal Messenger Barkskin
Beast Sense Darkness Darkvision
Dust Devil Dust Devil Earthbind
Earthbind Enhance Ability Flame Blade
Flaming Sphere Healing Spirit Heartripper
Heat Metal Hold Person Lesser Restoration
Locate Animals or Plants Moonbeam Pass without Trace
Protection from Poison Replenish Skystrike
Skywrite Skywrite Spike Growth
Warding Wind Warding Wind

3RD LEVEL 3 SPELL SLOTS ● Daylight ● Dispel Magic


Blackened Heart Call Lightning Conjure Animals
Crushing Tide Erupting Earth Erupting Earth
Feign Death Flame Arrows Flame Arrows
Frozen Lance Luring Light Meld into Stone
Plant Growth Protection from Energy Resonance
Serpent's Bite Skewering Vines Sleet Storm
Speak with Plants Tidal Wave Tidal Wave
Venom Blast Wall of Water Wall of Water
Water Breathing Water Walk Wind Wall
Wisdom +9 17 18

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of The Spiritlords

4TH LEVEL 3 SPELL SLOTS ● Conjure Minor Elementals ● Stone Shape


Ashen Pack Blight Bloodthorn
Cage of Briars Charm Monster Confusion
Conjure Woodland Beings Control Water Dominate Beast
Elemental Bane Elemental Bane Forbidden Obelisk
Freedom of Movement Giant Insect Grasping Vine
Guardian of Nature Hallucinatory Terrain Ice Storm
Locate Creature Polymorph Serpentine Ward
Skin of Flint Sleepwalking Stoneskin
Wall of Fire Watery Sphere Watery Sphere
Windblade

5TH LEVEL 2 SPELL SLOTS ● Greater Restoration ● Transmute Rock


Antilife Shell Awaken Commune with Nature
Conjure Elemental Constriction Contagion
Control Winds Control Winds Geas
Hungering Hate Insect Plague Maelstrom
Maelstrom Mass Cure Wounds Nemesis
Planar Binding Reincarnate Scrying
Storm's Eye Transmute Rock Tree Stride
Unstoppable Ascent Wall of Stone Wrath of Nature

6TH LEVEL 1 SPELL SLOTS ● Heal ● Investiture of Stone


● Primordial Ward Blood Cartography Bones of the Earth
Bones of the Earth Conjure Fey Druid Grove
Find the Path Heroes’ Feast Investiture of Flame
Investiture of Flame Investiture of Ice Investiture of Ice
Investiture of Stone Investiture of Wind Investiture of Wind
Move Earth Perfect Toxin Primordial Ward
Sunbeam Transport via Plants Wall of Thorns
Wind Walk

7TH LEVEL 1 SPELL SLOTS ● Plane Shift ● Reverse Gravity


Cruel Wind Fire Storm Mirage Arcane
Regenerate Spreading Nightmare Whirlwind
Whirlwind
Chill Touch Control Flames Create Bonfire
Necromancy Cantrip Transmutation Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 60 feet RANGE 60 feet
DURATION 1 round DURATION Instantaneous or 1 hour (see below) DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You choose nonmagical flame that you can see within range and that You create a bonfire on ground that you can see within range. Until
range. Make a ranged spell attack against the creature to assail it fits within a 5-foot cube. You affect it in one of the following ways: the spells ends, the bonfire fills a 5-foot cube. Any creature in the
with the chill of the grave. On a hit, the target takes 1d8 necrotic • You instantaneously expand the flame 5 feet in one direction, bonfire's space when you cast the spell must succeed on a Dexterity
damage, and it can’t regain hit points until the start of your next turn. provided that wood or other fuel is present in the new location. saving throw or take 1d8 fire damage. A creature must also make the
Until then, the hand clings to the target. If you hit an undead target, • You instantaneously extinguish the flames within the cube. saving throw when it enters the bonfire's space for the first time on a
it also has disadvantage on attack rolls against you until the end of • You double or halve the area of bright light and dim light cast by turn or ends its turn there.
your next turn. This spell’s damage increases by 1d8 when you reach the flame, change its color, or both. The change lasts for 1 hour. The bonfire ignites flammable objects in its area that aren't being
5th level (2d8), 11th level (3d8), and 17th level (4d8). • You cause simple shapes-such as the vague form of a creature, worn or carried.
an inanimate object, or a location-to appear within the flames and The spell's damage increases by 1d8 when you reach 5th level
animate as you like. The shapes last for 1 hour. (2d8), 11th level (3d8), and 17th level (4d8).

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.

Shadow Spirit (Druid) Player’s Handbook Fire Spirit (Druid) Xanathar’s Guide to Everything Fire Spirit (Druid) Xanathar’s Guide to Everything

Dancing Lights Douse Frostbite


Evocation Cantrip Conjuration Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS S COMPONENTS V, S

You create up to four torch-sized lights within range, making them The ocean’s spray conceals a cold and callous nature. You cause numbing frost to form on one creature that you can see
appear as torches, lanterns, or glowing orbs that hover in the air for You gesture, summoning a splash of saltwater to fall upon a within range. The target must make a Constitution saving throw. On a
the duration. You can also combine the four lights into one glowing creature or object within range. Flames are instantly quenched, and failed save, the target takes 1d6 cold damage, and it has
vaguely humanoid form of Medium size. Whichever form you choose, objects targeted by this spell cannot be ignited for at least one disadvantage on the next weapon attack roll it makes before the end
each light sheds dim light in a 10-foot radius. As a bonus action on minute. If you target a creature, you can choose to have the of its next turn.
your turn, you can move the lights up to 60 feet to a new spot within saltwater be bone-chillingly cold. The target must make a The spell's damage increases by 1d6 when you reach 5th level
range. A light must be within 20 feet of another light created by this Constitution saving throw. If they fail, they take 1d8 cold damage. (2d6), 11th level (3d6), and 17th level (4d6).
spell, and a light winks out if it exceeds the spell’s range. This spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Light Spirit (Druid) Player’s Handbook Spellcasting (Druid) The Compendium of Forgotten Secrets Water Spirit (Druid) Xanathar’s Guide to Everything

Gust Magic Stone Minor Illusion


Transmutation Cantrip Transmutation Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

You seize the air and compel it to create one of the following effects You touch one to three pebbles and imbue them with magic. You or You create a sound or an image of an object within range that lasts
at a point you can see within range. someone else can make a ranged spell attack with one of the pebbles for the duration. The illusion also ends if you dismiss it as an action or
• One Medium or smaller creature that you choose must succeed by throwing it or hurling it with a sling. If thrown, it has a range of 60 cast this spell again. If you create a sound, its volume can range from
on a Strength saving throw or be pushed up to 5 feet away from you. feet. If someone else attacks with the pebble, that attacker adds your a whisper to a scream. It can be your voice, someone else’s voice, a
• You create a small blast of air capable of moving one object that spellcasting ability modifier, not the attacker's, to the attack roll. On a lion’s roar, a beating of drums, or any other sound you choose. The
is neither held nor carried and that weighs no more than 5 pounds. hit, the target takes bludgeoning damage equal to 1d6 + your sound continues unabated throughout the duration, or you can make
The object is pushed up to 10 feet away from you. It isn't pushed with spellcasting ability modifier. Hit or miss, the spell then ends on the discrete sounds at different times before the spell ends. If you create
enough force to cause damage. stone. an image of an object—such as a chair, muddy footprints, or a small
• You create a harmless sensory affect using air, such as causing If you cast this spell again, the spell ends early on any pebbles still chest—it must be no larger than a 5-foot cube. The image can’t
leaves to rustle, wind to slam shutters shut, or your clothing to ripple affected by it. create sound, light, smell, or any other sensory effect. Physical
in a breeze. interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Wind Spirit (Druid) Xanathar’s Guide to Everything Earth Spirit (Druid) Xanathar’s Guide to Everything Shadow Spirit (Druid) Player’s Handbook
Mold Earth Mold Earth Prestidigitation
Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE 10 feet
DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous or 1 hour (see below) DURATION Up to 1 hour
COMPONENTS S COMPONENTS S COMPONENTS V, S

You choose a portion of dirt or stone that you can see within range You choose a portion of dirt or stone that you can see within range This spell is a minor magical trick that novice spellcasters use for
and that fits within a 5-foot cube. You manipulate it in one of the and that fits within a 5-foot cube. You manipulate it in one of the practice. You create one of the following magical effects within
following ways: following ways. range:
• If you target an area of loose earth, you can instantaneously • If you target an area of loose earth, you can instantaneously • You create an instantaneous, harmless sensory effect, such as a
excavate it, move it along the ground, and deposit it up to 5 feet excavate it, move it along the ground, and deposit it up to 5 feet shower of sparks, a puff of wind, faint musical notes, or an odd odor.
away. This movement doesn’t have enough force to cause damage. away. This movement doesn't have enough force to cause damage. • You instantaneously light or snuff out a candle, a torch, or a
• You cause shapes, colors, or both to appear on the dirt or stone, • You cause shapes, colors, or both to appear on the dirt or stone, small campfire.
spelling out words, creating images, or shaping patterns. The changes spelling out words, creating images, or shaping patterns. The changes • You instantaneously clean or soil an object no larger than 1 cubic
last for 1 hour. last for 1 hour. foot.
• If the dirt or stone you target is on the ground, you cause it to • If the dirt or stone you target is on the ground, you cause it to • You chill, warm, or flavor up to 1 cubic foot of nonliving material
become difficult terrain. Alternatively, you can cause the ground to become difficult terrain. Alternatively, you can cause the ground to for 1 hour.
become normal terrain if it is already difficult terrain. This change become normal terrain if it is already difficult terrain. This change • You make a color, a small mark, or a symbol appear on an object
lasts for 1 hour. lasts for 1 hour. or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
If you cast this spell multiple times, you can have no more than two If you cast this spell multiple times, you can have no more than two in your hand and that lasts until the end of your next turn.
of its non-instantaneous effects active at a time, and you can dismiss of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action. such an effect as an action. If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Druid) Princes of the Apocalypse Earth Spirit (Druid) Xanathar’s Guide to Everything Arcanist Player’s Handbook

Primal Savagery Produce Flame Sacred Flame


Transmutation Cantrip Conjuration Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 10 minutes DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You channel primal magic to cause your teeth or fingernails to A flickering flame appears in your hand. The flame remains there for Flame-like radiance descends on a creature that you can see within
sharpen, ready to deliver a corrosive attack. Make a melee spell the duration and harms neither you nor your equipment. The flame range. The target must succeed on a Dexterity saving throw or take
attack against one creature within 5 feet of you. On a hit, the target sheds bright light in a 10-foot radius and dim light for an additional 1d8 radiant damage. The target gains no benefit from cover for this
takes 1d10 acid damage. After you make the attack, your teeth or 10 feet. The spell ends if you dismiss it as an action or if you cast it saving throw. The spell’s damage increases by 1d8 when you reach
fingernails return to normal. again. You can also attack with the flame, although doing so ends the 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The spell's damage increases by 1d10 when you reach 5th level spell. When you cast this spell, or as an action on a later turn, you can
(2d10), 11th level (3d10), and 17th level (4d10). hurl the flame at a creature within 30 feet of you. Make a ranged
spell attack. On a hit, the target takes 1d8 fire damage. This spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Player’s Handbook Light Spirit (Druid) Player’s Handbook

Shape Water Thaumaturgy Thunderclap


Transmutation Cantrip Transmutation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE 5 feet
DURATION Instantaneous or 1 hour (see below) DURATION Up to 1 minute DURATION Instantaneous
COMPONENTS S COMPONENTS V COMPONENTS S

You choose an area of water that you can see within range and that You manifest a minor wonder, a sign of supernatural power, within You create a burst of thunderous sound, which can be heard 100 feet
fits within a 5-foot cube. You manipulate it in one of the following range. You create one of the following magical effects within range: away. Each creature other than you within range, other than you,
ways. • Your voice booms up to three times as loud as normal for 1 must succeed on a Constitution saving throw or take 1d6 thunder
• You instantaneously move or otherwise change the flow of the minute. damage.
water as you direct, up to 5 feet in any direction. This movement • You cause flames to flicker, brighten, dim, or change color for 1 The spell's damage increases by 1d6 when you reach 5th level
doesn't have enough force to cause damage. minute. (2d6), 11th level (3d6), and 17th level (4d6).
• You cause the water to form into simple shapes and animate at • You cause harmless tremors in the ground for 1 minute.
your direction. This change lasts for 1 hour. • You create an instantaneous sound that originates from a point
• You change the water's color or opacity. The water must be of your choice within range, such as a rumble of thunder, the cry of a
changed in the same way throughout. This change lasts for 1 hour. raven, or ominous whispers.
• You freeze the water, provided that there are no creatures in it. • You instantaneously cause an unlocked door or window to fly
The water unfreezes in 1 hour. open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
If you cast this spell multiple times, you can have no more than two this spell multiple times, you can have up to three of its 1-minute
of its non-instantaneous effects active at a time, and you can dismiss effects active at a time, and you can dismiss such an effect as an
such an effect as an action. action.

Water Spirit (Druid) Xanathar’s Guide to Everything Theologian Player’s Handbook Wind Spirit (Druid) Xanathar’s Guide to Everything
Animal Friendship Cure Wounds Detect Evil and Good
1st-level enchantment 1st-level evocation 1st-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE Self
DURATION 24 hours DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a morsel of food) COMPONENTS V, S COMPONENTS V, S

This spell lets you convince a beast that you mean it no harm. Choose A creature you touch regains a number of hit points equal to 1d8 + For the duration, you know if there is an aberration, celestial,
a beast that you can see within range. It must see and hear you. If the your spellcasting ability modifier. This spell has no effect on undead elemental, fey, fiend, or undead within 30 feet of you, as well as
beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast or constructs. where the creature is located. Similarly, you know if there is a place
must succeed on a Wisdom saving throw or be charmed by you for At Higher Levels. When you cast this spell using a spell slot of 2nd of object within 30 feet of you that has been magically consecrated
the spell’s duration. If you or one of your companions harms the level or higher, the healing increases by 1d8 for each slot level above or desecrated. The spell can penetrate most barriers, but it is blocked
target, the spell ends. 1st. by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
At Higher Levels. When you cast this spell using a spell slot of 2nd feet of wood or dirt.
level or higher, you can affect one additional beast for each slot level
above 1st.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Theologian Player’s Handbook

Detect Magic Duskwalk Faerie Fire


1st-level divination (ritual) 1st-level divination 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 15 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

For the duration, you sense the presence of magic within 30 feet of In the beginning, there was only darkness. It will return. Each object in a 20-foot cube within range is outlined in blue, green,
you. If you sense magic in this way, you can use your action to see a Choose a location within range that is within 5 feet of a creature or or violet light (your choice). Any creature in the area when the spell is
faint aura around any visible creature or object in the area that bears in dim light or darkness. You teleport to this location. As a bonus cast is also outlined in light if it fails a Dexterity saving throw. For the
magic, and you learn its school of magic, if any. The spell can action before or after teleporting, you can make a single melee spell duration, objects and affected creatures shed dim light in a 10-foot
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of attack against a target within your reach. If you hit, the target takes radius.
common metal, a thin sheet of lead, or 3 feet of wood or dirt. 1d6 psychic damage. Any attack roll against an affected creature or object has advantage
At Higher Levels. When you cast this spell using a spell slot of 2nd if the attacker can see it, and the affected creature or object can’t
level or higher, the range increases by 5 feet and the psychic damage benefit from being invisible.
increases by 1d6 per spell slot level above 1st.

Arcanist Player’s Handbook Prepared (Druid) The Compendium of Forgotten Secrets Prepared (Druid) Player’s Handbook

Find Traps Gust of Wind Locate Object


2nd-level divination 2nd-level evocation 2nd-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self (60-foot line) RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (a legume seed) COMPONENTS V, S, M (a forked twig)

You sense the presence of any trap within range that is within line of A line of strong wind 60 feet long and 10 feet wide blasts from you in Describe or name an object that is familiar to you. You sense the
sight. A trap, for the purpose of this spell, includes anything that a direction you choose for the spell’s duration. Each creature that direction to the object’s location, as long as that object is within
would inflict a sudden or unexpected effect you consider harmful or starts its turn in the line must succeed on a Strength saving throw or 1,000 feet of you. If the object is in motion, you know the direction of
undesirable, which was specifically intended as such by its creator. be pushed 15 feet away from you in a direction following the line. its movement. The spell can locate a specific object known to you, as
Thus, the spell would sense an area affected by the alarm spell, a Any creature in the line must spend 2 feet of movement for every 1 long as you have seen it up close - within 30 feet - at least once.
glyph of warding, or a mechanical pit trap, but it would not reveal a foot it moves when moving closer to you. Alternatively, the spell can locate the nearest object of a particular
natural weakness in the floor, an unstable ceiling, or a hidden The gust disperses gas or vapor, and it extinguishes candles, kind, such as a certain kind of apparel, jewelry, furniture, tool, or
sinkhole. torches, and similar unprotected flames in the area. It causes weapon. This spell can’t locate an object if any thickness of lead, even
This spell merely reveals that a trap is present. You don’t learn the protected flames, such as those of lanterns, to dance wildly and has a a thin sheet, blocks a direct path between you and the object.
location of each trap, but you do learn the general nature of the 50 percent chance to extinguish them.
danger posed by a trap you sense. As a bonus action on each of your turns before the spell ends, you
can change the direction in which the line blasts from you.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Daylight Dispel Magic Conjure Minor Elementals
3rd-level evocation 3rd-level abjuration 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 60 feet RANGE 120 feet RANGE 90 feet
DURATION 1 hour DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A 60-foot-radius sphere of light spreads out from a point you choose Choose any creature, object, or magical effect within range. Any spell You summon elementals that appear in unoccupied spaces that you
within range. The sphere is bright light and sheds dim light for an of 3rd level or lower on the target ends. For each spell of 4th level or can see within range. You choose one the following options for what
additional 60 feet. If you chose a point on an object you are holding higher on the target, make an ability check using your spellcasting appears:
or one that isn’t being worn or carried, the light shines from the ability. The DC equals 10 + the spell’s level. On a successful check, the • One elemental of challenge rating 2 or lower
object with and moves with it. Completely covering the affected spell ends. • Two elementals of challenge rating 1 or lower
object with an opaque object, such as a bowl or a helm, blocks the At Higher Levels. When you cast this spell using a spell slot of 4th • Four elementals of challenge rating 1/2 or lower
light. If any of this spell’s area overlaps with an area of darkness level or higher, you automatically end the effects of a spell on the • Eight elementals of challenge rating 1/4 or lower.
created by a spell of 3rd level or lower, the spell that created the target if the spell’s level is equal to or less than the level of the spell
darkness is dispelled. slot you used. An elemental summoned by this spell disappears when it drops to 0
hit points or when the spell ends.
The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which has its
own turns. They obey any verbal commands that you issue to them
(no action required by you). If you don’t issue any commands to
them, they defend themselves from hostile creatures, but otherwise
take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-
level spell slots, you choose one of the summoning options above,
and more creatures appear: twice as many with a 6th-level slot and
three times as many with an 8th-level slot.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Stone Shape Greater Restoration Transmute Rock


4th-level transmutation 5th-level abjuration 5th-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (soft clay, which must be worked into roughly the desired COMPONENTS V, S, M (diamond dust worth 100 gp, which the spell consumes) COMPONENTS V, S, M (clay and water)
shape of the stone object)

You touch a stone object of Medium size or smaller or a section of You imbue a creature you touch with positive energy to undo a You choose an area of stone or mud that you can see that fits within a 40-
stone no more than 5 feet in any dimension and form it into any debilitating effect. You can reduce the target’s exhaustion level by foot cube and that is within range, and choose one of the following
shape that suits your purpose. So, for example, you could shape a one, or end one of the following effects on the target: effects.
large rock into a weapon, idol, or coffer, or make a small passage • One effect that charmed or petrified the target Transmute Rock to Mud. Nonmagical rock of any sort in the area
through a wall, as long as the wall is less than 5 feet thick. You could • One curse, including the target’s attunement to a cursed magic becomes an equal volume of thick and flowing mud that remains for the
also shape a stone door or its frame to seal the door shut. The object item spell’s duration.
you create can have up to two hinges and a latch, but finer • Any reduction to one of the target’s ability scores If you cast the spell on an area of ground, it becomes muddy enough
mechanical detail isn’t possible. • One effect reducing the target’s hit point maximum that creatures can sink into it. Each foot that a creature moves through
the mud costs 4 feet of movement, and any creature on the ground when
you cast the spell must make a Strength saving throw. A creature must
also make this save the first time it enters the area on a turn or ends its
turn there. On a failed save, a creature sinks into the mud and is
restrained, though it can use an action to end the restrained condition on
itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the
mud when it falls must make a Dexterity saving throw. A creature takes
4d8 bludgeoning damage on a failed save, or half as much damage on a
successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no
more than 10 feet deep transforms into soft stone for the spell’s
duration. Any creature in the mud when it transforms must make a
Dexterity saving throw. On a failed save, a creature becomes restrained
by the rock. The restrained creature can use an action to try to break free
by succeeding on a Strength check (DC 20) or by dealing 25 damage to the
rock around it. On a successful save, a creature is shunted safely to the

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Princes of the Apocalypse

Heal Investiture of Stone Primordial Ward


6th-level evocation 6th-level transmutation 6th-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Choose a creature that you can see within range. A surge of positive Until the spell ends, bits of rock spread across your body, and you You have resistance to acid, cold, fire, lightning, and thunder damage
energy washes through the creature, causing it to regain 70 hit gain the following benefits: for the spell’s duration.
points. The spell also ends blindness, deafness, and any diseases • You have resistance to bludgeoning, piercing, and slashing When you take damage of one of those types, you can use your
affecting the target. This spell has no effect on constructs or undead. damage from nonmagical attacks. reaction to gain immunity to that type of damage, including against
At Higher Levels. When you cast this spell using a spell slot of 7th • You can use your action to create a small earthquake on the the triggering damage. If you do so, the resistances end, and you
level or higher, the amount of healing increases by 10 for each slot ground in a 15-foot radius centered on you. Other creatures on that have the immunity until the end of your next turn, at which time the
level above 6th. ground must succeed on a Dexterity saving throw or be knocked spell ends.
prone.
• You can move across difficult terrain made of earth or stone
without spending extra movement. You can move through solid earth
or stone as if it was air and without destabilizing it, but you can't end
your movement there. If you do so, you are ejected to the nearest
unoccupied space, this spell ends, and you are stunned until the end
of your next turn.

Prepared (Druid) Player’s Handbook Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Princes of the Apocalypse
Plane Shift Reverse Gravity
7th-level conjuration 7th-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 100 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a forked, metal rod worth at least 250 gp, attuned to a COMPONENTS V, S, M (a lodestone and iron filings)
particular plane of existence)

You and up to eight willing creatures who link hands in a circle are This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder
transported to a different plane of existence. You can specify a target centered on a point within range. All creatures and objects that
destination in general terms, such as the City of Brass on the aren’t somehow anchored to the ground in the area fall upward and
Elemental Plane of Fire or the palace of Dispater on the second level reach the top of the area when you cast this spell. A creature can
of the Nine Hells, and you appear in or near that destination. If you make a Dexterity saving throw to grab onto a fixed object it can
are trying to reach the City of Brass, for example, you might arrive in reach, thus avoiding the fall. If some solid object (such as a ceiling) is
its Street of Steel, before its Gate of Ashes, or looking at the city from encountered in this fall, falling objects and creatures strike it just as
across the Sea of Fire, at the DM’s discretion. they would during a normal downward fall. If an object or creature
Alternatively, if you know the sigil sequence of a teleportation reaches the top of the area without striking anything, it remains
circle on another plane of existence, this spell can take you to that there, oscillating slightly, for the duration. At the end of the duration,
circle. If the teleportation circle is too small to hold all the creatures affected objects and creatures fall back down.
you transported, they appear in the closest unoccupied spaces next
to the circle.
You can use this spell to banish an unwilling creature to another
plane. Choose a creature within your reach and make a melee spell
attack against it. On a hit, the creature must make a Charisma saving
throw. If the creature fails the save, it is transported to a random
location on the plane of existence you specify. A creature so
transported must find its own way back to your current plane of
existence.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook


Wand of Secrets Returning Spear +1
Simple Melee Weapon

RANGE 5 ft RANGE 20/60


ATTACK +0 vs AC ATTACK +6 vs AC
DAMAGE +0 DAMAGE 1d6 + 1 piercing
Thrown, Versatile
Dungeoneer’s Pack Cartographer’s Tools Spell Scroll, 7th Level
Equipment Packs Tools Scrolls

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Using cartographer’s tools, you can create accurate maps to make A spell scroll bears the words of a single spell, written in a mystical
torches, a tinderbox, 10 days of rations, and a waterskin. travel easier for yourself and those who come after you. These maps cipher. If the spell is on your class's spell list, you can use an action
can range from large-scale depictions of mountain ranges to diagrams to read the scroll and cast its spell without having to provide any of
The pack also has 50 feet of hempen rope strapped to the that show the layout of a dungeon level.
side of it. the spell's components. Otherwise, the scroll is unintelligible.
Components. Cartographer’s tools consist of a quill, ink, parchment, If the spell is on your class's spell list but of a higher level than
a pair of compasses, calipers, and a ruler. you can normally cast, you must make an ability check using your
Arcana, History, Religion. You can use your knowledge of maps and spellcasting ability to determine whether you cast it successfully.
locations to unearth more detailed information when you use these The DC equals 10 + the spell's level. On a failed check, the spell
skills. For instance, you might spot hidden messages in a map, identify disappears from the scroll with no other effect.
when the map was made to determine if geographical features have
changed since then, and so forth. Once the spell is cast, the words on the scroll fade, and the scroll
Nature. Your familiarity with physical geography makes it easier for itself crumbles to dust.
you to answer questions or solve issues relating to the terrain around The level of the spell on the scroll determines the spell's saving
you. throw DC and attack bonus, as well as the scroll's rarity, as shown
Survival. Your understanding of geography makes it easier to find in the Spell Scroll table.
paths to civilization, to predict areas where villages or towns might be Spell Level Rarity Save DC Attack Bonus
found, and to avoid becoming lost. You have studied so many maps Cantrip Common 13 +5
that common patterns, such as how trade routes evolve and where 1st Common 13 +5
settlements arise in relation to geographic locations, are familiar to 2nd Uncommon 13 +5
you. 3rd Uncommon 15 +7
Craft a Map. While traveling, you can draw a map as you go in 4th Rare 15 +7
addition to engaging in other activity. 5th Rare 17 +9
CARTOGRAPHER’S TOOLS 6th Very rare 17 +9
Activity DC 7th Very rare 18 +10
Determine a map’s age and origin 10 8th Very rare 18 +10
Estimate direction and distance to a landmark 15 9th Legendary 19 +11
Discern that a map is fake 15
Fill in a missing part of a map 20

10 lbs. Player’s Handbook 6 lbs. Player’s Handbook 0 lb. Dungeon Master’s Guide

Spell Scroll, 6th Level Spell Scroll, 5th Level Spell Scroll, 5th Level
Scrolls Scrolls Scrolls

A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical
cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action
to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of
the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your
spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell
disappears from the scroll with no other effect. disappears from the scroll with no other effect. disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll
itself crumbles to dust. itself crumbles to dust. itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown
in the Spell Scroll table. in the Spell Scroll table. in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5 Cantrip Common 13 +5 Cantrip Common 13 +5
1st Common 13 +5 1st Common 13 +5 1st Common 13 +5
2nd Uncommon 13 +5 2nd Uncommon 13 +5 2nd Uncommon 13 +5
3rd Uncommon 15 +7 3rd Uncommon 15 +7 3rd Uncommon 15 +7
4th Rare 15 +7 4th Rare 15 +7 4th Rare 15 +7
5th Rare 17 +9 5th Rare 17 +9 5th Rare 17 +9
6th Very rare 17 +9 6th Very rare 17 +9 6th Very rare 17 +9
7th Very rare 18 +10 7th Very rare 18 +10 7th Very rare 18 +10
8th Very rare 18 +10 8th Very rare 18 +10 8th Very rare 18 +10
9th Legendary 19 +11 9th Legendary 19 +11 9th Legendary 19 +11

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Spell Scroll, 6th Level Spell Scroll, 6th Level Spell Scroll, 7th Level
Scrolls Scrolls Scrolls

A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical
cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action
to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of
the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your
spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell
disappears from the scroll with no other effect. disappears from the scroll with no other effect. disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll
itself crumbles to dust. itself crumbles to dust. itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown
in the Spell Scroll table. in the Spell Scroll table. in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5 Cantrip Common 13 +5 Cantrip Common 13 +5
1st Common 13 +5 1st Common 13 +5 1st Common 13 +5
2nd Uncommon 13 +5 2nd Uncommon 13 +5 2nd Uncommon 13 +5
3rd Uncommon 15 +7 3rd Uncommon 15 +7 3rd Uncommon 15 +7
4th Rare 15 +7 4th Rare 15 +7 4th Rare 15 +7
5th Rare 17 +9 5th Rare 17 +9 5th Rare 17 +9
6th Very rare 17 +9 6th Very rare 17 +9 6th Very rare 17 +9
7th Very rare 18 +10 7th Very rare 18 +10 7th Very rare 18 +10
8th Very rare 18 +10 8th Very rare 18 +10 8th Very rare 18 +10
9th Legendary 19 +11 9th Legendary 19 +11 9th Legendary 19 +11

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide
Spell Scroll, 3rd Level Spell Scroll, 2nd Level Spell Scroll, 1st Level
Scrolls Scrolls Scrolls

A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical
cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action
to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of
the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your
spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell
disappears from the scroll with no other effect. disappears from the scroll with no other effect. disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll
itself crumbles to dust. itself crumbles to dust. itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown
in the Spell Scroll table. in the Spell Scroll table. in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5 Cantrip Common 13 +5 Cantrip Common 13 +5
1st Common 13 +5 1st Common 13 +5 1st Common 13 +5
2nd Uncommon 13 +5 2nd Uncommon 13 +5 2nd Uncommon 13 +5
3rd Uncommon 15 +7 3rd Uncommon 15 +7 3rd Uncommon 15 +7
4th Rare 15 +7 4th Rare 15 +7 4th Rare 15 +7
5th Rare 17 +9 5th Rare 17 +9 5th Rare 17 +9
6th Very rare 17 +9 6th Very rare 17 +9 6th Very rare 17 +9
7th Very rare 18 +10 7th Very rare 18 +10 7th Very rare 18 +10
8th Very rare 18 +10 8th Very rare 18 +10 8th Very rare 18 +10
9th Legendary 19 +11 9th Legendary 19 +11 9th Legendary 19 +11

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Spell Scroll, 2nd Level Spell Scroll, 3rd Level Spell Scroll, 4th Level
Scrolls Scrolls Scrolls

A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical A spell scroll bears the words of a single spell, written in a mystical
cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action cipher. If the spell is on your class's spell list, you can use an action
to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of to read the scroll and cast its spell without having to provide any of
the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible. the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your you can normally cast, you must make an ability check using your
spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully. spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell The DC equals 10 + the spell's level. On a failed check, the spell
disappears from the scroll with no other effect. disappears from the scroll with no other effect. disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll Once the spell is cast, the words on the scroll fade, and the scroll
itself crumbles to dust. itself crumbles to dust. itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown throw DC and attack bonus, as well as the scroll's rarity, as shown
in the Spell Scroll table. in the Spell Scroll table. in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5 Cantrip Common 13 +5 Cantrip Common 13 +5
1st Common 13 +5 1st Common 13 +5 1st Common 13 +5
2nd Uncommon 13 +5 2nd Uncommon 13 +5 2nd Uncommon 13 +5
3rd Uncommon 15 +7 3rd Uncommon 15 +7 3rd Uncommon 15 +7
4th Rare 15 +7 4th Rare 15 +7 4th Rare 15 +7
5th Rare 17 +9 5th Rare 17 +9 5th Rare 17 +9
6th Very rare 17 +9 6th Very rare 17 +9 6th Very rare 17 +9
7th Very rare 18 +10 7th Very rare 18 +10 7th Very rare 18 +10
8th Very rare 18 +10 8th Very rare 18 +10 8th Very rare 18 +10
9th Legendary 19 +11 9th Legendary 19 +11 9th Legendary 19 +11

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Spell Scroll, 5th Level Potion of Gaseous Form (2) Potion of Healing (2)
Scrolls Potions Potions

A spell scroll bears the words of a single spell, written in a mystical When you drink this potion, you gain the effect of You regain 2d4 + 2 hit points when you drink this potion.
cipher. If the spell is on your class's spell list, you can use an action thegaseous form spell for 1 hour (no concentration Whatever its potency, the potion’s red liquid glimmers
to read the scroll and cast its spell without having to provide any of required) or until you end the effect as a bonus action. This when agitated.
the spell's components. Otherwise, the scroll is unintelligible. potion’s container seems to hold fog that moves and pours
If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using your like water.
spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell's level. On a failed check, the spell
disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll
itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9
7th Very rare 18 +10
8th Very rare 18 +10
9th Legendary 19 +11

0 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide
Potion of Supreme Healing (2) Potion of Superior Healing (2) Wand of Secrets
Potions Potions Wands

You regain 10d4 + 20 hit points when you drink this potion. You regain 8d4 + 8 hit points when you drink this potion. The wand has 3 charges. While holding it, you can use an
Whatever its potency, the potion’s red liquid glimmers Whatever its potency, the potion’s red liquid glimmers action to expend 1 of its charges, and if a secret door or
when agitated. when agitated. trap is within 30 feet of you, the wand pulses and points at
the one nearest to you. The wand regains 1d3 expended
charges daily at dawn.

1/2 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Candle of the Deep Gloves of Thievery Reliquary


Wondrous Items Wondrous Items Spellcasting Focus

The flame of this candle is not extinguished when These gloves are invisible while worn. While wearing them, A holy symbol is a representation of a god or pantheon. It
immersed in water. It gives off light and heat like a normal you gain a +5 bonus to Dexterity (Sleight of Hand) checks might be an amulet depicting a symbol representing a
candle. and Dexterity checks made to pick locks. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

0 lb. Xanathar’s Guide to Everything 0 lb. Dungeon Master’s Guide 2 lb. Player’s Handbook

Returning Spear +1 Helm of Comprehending Languages


Weapons Wondrous Items

This magic weapon grants a +1 bonus to attack and damage While wearing this helm, you can use an action to cast the
rolls made with it, and it returns to the wielder’s hand comprehend languages spell from it at will.
immediately after it is used to make a ranged attack.

3 lb. Unearthed Arcana: Artificer Revisited 0 lb. Dungeon Master’s Guide


Draconic Ancestry Draconic Ancestry (Blue) Breath Weapon
Racial Trait Racial Trait Racial Trait

You have draconic ancestry. Choose one type of dragon You can use your action to exhale destructive energy. Your
from the Draconic Ancestry table. Your breath weapon and draconic ancestry determines the size, shape, and damage
damage resistance are determined by the dragon type, as type of the exhalation.
shown in the table. When you use your breath weapon, each creature in the
DRACONIC ANCESTRY area of the exhalation must make a saving throw, the type
Dragon Damage Type Breath Weapon of which is determined by your draconic ancestry. The DC
Black Acid 5 by 30 ft. line (Dex. save) for this saving throw equals 8 + your Constitution modifier
Blue Lightning 5 by 30 ft. line (Dex. save) + your proficiency bonus. A creature takes 2d6 damage on
Brass Fire 5 by 30 ft. line (Dex. save) a failed save, and half as much damage on a successful one.
Bronze Lightning 5 by 30 ft. line (Dex. save) The damage increases to 3d6 at 6th level, 4d6 at 11th level,
Copper Acid 5 by 30 ft. line (Dex. save) and 5d6 at 16th level.
Gold Fire 15 ft. cone (Dex. save) After you use your breath weapon, you can’t use it again
Green Poison 15 ft. cone (Dex. save) until you complete a short or long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Dragonborn Player’s Handbook Draconic Ancestry Player’s Handbook Dragonborn Player’s Handbook

Damage Resistance Theologian Dungeon Delver


Racial Trait Feat Feat

You have resistance to the damage type associated with Your extensive study of religion rewards you with the Alert to the hidden traps and secret doors found in many
your draconic ancestry. following benefits: dungeons, you gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of • You have advantage on Wisdom (Perception) and
20 Intelligence (Investigation) checks made to detect the
• You gain proficiency in the Religion skill. If you are presence of secret doors.
already proficient in the skill, you add double your • You have advantage on saving throws made to avoid
proficiency bonus to checks you make with it. or resist traps.
• You learn the thaumaturgy and detect evil and good • You have resistance to the damage dealt by traps.
spells. You can cast detect evil and good once without • Traveling at a fast pace doesn’t impose the normal −5
expending a spell slot, and you regain the ability to do so penalty on your passive Wisdom (Perception) score.
when you finish a long rest.

Dragonborn Player’s Handbook Feat (4) Unearthed Arcana: Feats for Skills Feat (8) Player’s Handbook

Arcanist Druidic Spellcasting


Feat Class Feature Class Feature

You study the arcane arts, gaining the following benefits: You know Druidic, the secret language of druids. You can Drawing on the divine essence of nature itself, you can cast spells to shape
that essence to your will.
• Increase your Intelligence score by 1, to a maximum of speak the language and use it to leave hidden messages. CANTRIPS
20 You and others who know this language automatically spot At 1st level, you know two cantrips of your choice from the druid spell list.
• You gain proficiency in the Arcana skill. If you are such a message. Others spot the message’s presence with a You learn additional druid cantrips of your choice at higher levels, as shown
already proficient in the skill, you add double your successful DC 15 Wisdom (Perception) check but can’t in the Cantrips Known column of the Druid table.
PREPARING AND CASTING SPELLS
proficiency bonus to checks you make with it. decipher it without magic. The Druid table shows how many spell slots you have to cast your spells of
• You learn the prestidigitation and detect magic spells. 1st level and higher. To cast one of these druid spells, you must expend a
You can cast detect magic once without expending a spell slot of the spell’s level or higher. You regain all expended spell slots when
you finish a long rest.
slot, and you regain the ability to do so when you finish a You prepare the list of druid spells that are available for you to cast,
long rest. choosing from the druid spell list. When you do so, choose a number of
druid spells equal to your Wisdom modifier + your druid level (minimum of
one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long
rest. Preparing a new list of druid spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your druid spells, since your magic
draws upon your devotion and attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a druid spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a druid spell as a ritual if that spell has the ritual tag and you
have the spell prepared.

Feat (12) Unearthed Arcana: Feats for Skills Druid Player’s Handbook Druid Player’s Handbook
Wildshape Druid Circle Spirit Bond
Class Feature Class Feature Archetype Feature
Starting at 2nd level, you can use your action to magically assume the shape of a At 2nd level, you choose to identify with a circle of druids: When you choose this circle at 2nd level, you choose one spirit-
beast that you have seen before. You can use this feature twice. You regain expended
uses when you finish a short or long rest. the Circle of the Land or the Circle of the Moon, both element to bond with your mask from the Spirit Bond table below
Your druid level determines the beasts you can transform into, as shown in the detailed at the end of the class description. Your choice and you learn the cantrip associated with your spirit-element’s
Beast Shapes table. At 2nd level, for example, you can transform into any beast that
grants you features at 2nd level and again at 6th, 10th, and fledging conduit, which counts as a druid cantrip for you, and
has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. doesn’t count against your number of cantrips known. You can
You can stay in a beast shape for a number of hours equal to half your druid level 14th level. select one additional spirit-element at 6th level and again at 10th
(rounded down). You then revert to your normal form unless you expend another use
of this feature. You can revert to your normal form earlier by using a bonus action on level.
your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Additionally, you can cast the find familiar spell, which bears
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain features similar to your chosen spirit-element (glowing skin, fiery
your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also eyes, a thorny tail, etc.). Once you cast find familiar using this
retain all of your skill and saving throw proficiencies, in addition to gaining those of feature, you can’t cast it again until you finish a long rest.
the creature. If the creature has the same proficiency as you and the bonus in its stat You can only have one mask at a time and once this bond is
block is higher than yours, use the creature’s bonus instead of yours. If the creature
has any legendary or lair actions, you can't use them. formed, you can’t change the spirit-element within your mask. If
• When you transform, you assume the beast’s hit points and Hit Dice. When you the mask is lost or destroyed, creating a new mask for your spirit-
revert to your normal form, you return to the number of hit points you had before element takes 8 hours of uninterrupted time, which you can
you transformed. However, if you revert as a result of dropping to 0 hit points, any accomplish during a long rest.
excess damage carries over to your normal form. For example, if you take 10 damage
in animal form and have only 1 hit point left, you revert and take 9 damage. As long SPIRIT BOND
as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t Spirit Type Fledgling Conduit Empowered Conduit Damage
knocked unconscious. Type
• You can’t cast spells, and your ability to speak or take any action that requires
hands is limited to the capabilities of your beast form. Transforming doesn’t break Earth mold earth magic stone Poison
your concentration on a spell you’ve already cast, however, or prevent you from Fire control flame create bonfire Fire
taking actions that are part of a spell, such as call lightning, that you’ve already cast. Water shape water frostbite Cold
• You retain the benefit of any features from your class, race, or other source and Wind gust thunderclap Lightning
can use them if the new form is physically capable of doing so. However, you can’t
use any of your special senses, such as darkvision, unless your new form also has that Light dancing lights sacred flame Radiant
sense. Shadow minor illusion chill touch Necrotic
• You choose whether your equipment falls to the ground in your space, merges
into your new form, or is worn by it. Worn equipment functions as normal, but the
DM decides whether it is practical for the new form to wear a piece of equipment,
based on the creature’s shape and size. Your equipment doesn’t change size or shape
to match the new form, and any equipment that the new form can’t wear must either
fall to the ground or merge with it. Equipment that merges with the form has no
effect until you leave the form.

Druid Player’s Handbook Druid Player’s Handbook Circle of The Spiritlords Xanathar’s Lost Notes to Everything Else

Empowered Conduit Vigilant Spirits Honored Host


Archetype Feature Archetype Feature Archetype Feature

At 6th level, your mask channels the destructive powers of Starting at 10th level, you add your Wisdom modifier to the At 14th level, you have become a beacon for the spirits
your spirit element. You gain the cantrip in the Empowered damage you deal with any druid cantrip and, each time you who wish to affect the world through you. You gain access
Conduit column on the Spirit Bond table. switch to a different spirit-element within your mask, you to all of the spirit-elements listed on the Spirit Bond table,
Further, when your connection with the spirit realm gain resistance to that damage type. and can switch between them with a bonus action, and
strengthens enough to host an additional spirit-element, your spells ignore resistance and immunity to that damage
you can switch between them with an action. When you type.
do, you gain the benefits of the mask’s current bond and
your familiar can take on a similar appearance. No matter
how many spirits inhabit your mask, you can only ever call
on the aid of one at a time.

Circle of The Spiritlords Xanathar’s Lost Notes to Everything Else Circle of The Spiritlords Xanathar’s Lost Notes to Everything Else Circle of The Spiritlords Xanathar’s Lost Notes to Everything Else

Earth Spirit Fire Spirit Water Spirit


Archetype Feature Archetype Feature Archetype Feature

Honored Host Xanathar’s Lost Notes to Everything Else Honored Host Xanathar’s Lost Notes to Everything Else Honored Host Xanathar’s Lost Notes to Everything Else
Wind Spirit Light Spirit Shadow Spirit
Archetype Feature Archetype Feature Archetype Feature

Honored Host Xanathar’s Lost Notes to Everything Else Honored Host Xanathar’s Lost Notes to Everything Else Honored Host Xanathar’s Lost Notes to Everything Else

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