You are on page 1of 15

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

First Second Third Forth Fifth Sixth Seventh Eight Ninth Tenth
Spell slots
_______ _______ _______ _______ _______ _______ _______ _______ _______ _______

Absorb Elements Alarm (Ritual)


Abjuration Abjuration

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

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

Animal Friendship Beast Bond


Enchantment Divination

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

This spell lets you c onvinc e a beast that you mean it no harm. You establish a telepathic link with one beast you touc h that is friendly to you or c harmed
Choose a beast that you c an see within range. It must see and hear you. If the beast’s by you. The spell fails if the beast’s Intelligenc e is 4 or higher. Until the spell ends, the link
Intelligenc e is 4 or higher, the spell fails. Otherwise, the beast must suc c eed on a Wisdom is ac tive while you and the beast are within line of sight of eac h other. Through the link, the
saving throw or be c harmed by you for the spell’s duration. If you or one of your beast c an understand your telepathic messages to it, and it c an telepathic ally
c ompanions harms the target, the spell ends. c ommunic ate simple emotions and c onc epts bac k to you. While the link is ac tive, the beast
gains advantage on attac k rolls against any c reature within 5 feet of you that you c an see.
At higher level

When you c ast this spell using a spell slot of 2nd level or higher, you c an affec t one
additional beast for eac h slot level above 1st.
Cure Wounds Detect Magic (Ritual)
Evocation Divination

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

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

Detect Poison and Disease (Ritual) Ensnaring Strike


Divination C onjuration

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

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

At higher level

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

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

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

When you c ast this spell using a spell slot of 2nd level or higher, the radius of the fog
inc reases by 20 feet for eac h slot level above 1st.

Hail of Thorns Hunter’s Mark


C onjuration Divination

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

The next time you hit a c reature with a ranged weapon attac k before the spell ends, this You c hoose a c reature you c an see within range and mystic ally mark it as your quarry.
spell c reates a rain of thorns that sprouts from your ranged weapon or ammunition. In Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a
addition to the normal effec t of the attac k, the target of the attac k and eac h c reature weapon attac k, and you have advantage on any Wisdom (Perc eption) or Wisdom (S urvival)
within 5 feet of it must make a Dexterity saving throw. A c reature takes 1d10 pierc ing c hec k you make to find it. If the target drops to 0 hit points before this spell ends, you c an
damage on a failed save, or half as muc h damage on a suc c essful one. use a bonus ac tion on a subsequent turn of yours to mark a new c reature.

At higher level At higher level

If you c ast this spell using a spell slot of 2nd level or higher, the damage inc reases by 1d10 When you c ast this spell using a spell slot of 3rd or 4th level, you c an maintain your
for eac h slot level above 1st (to a maximum of 6d10). c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain your c onc entration on the
spell for up to 24 hours.
Jump Longstrider
Transmutation Transmutation

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

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

At higher level

When you c ast this spell using a spell slot of 2nd level or higher, you c an target one
additional c reature for eac h slot level above 1st.

Snare Speak with Animals (Ritual)


Abjuration Divination

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

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

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

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

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

At higher level

If you c ast this spell using a spell slot of 3rd level or higher, the duration of the spell
inc reases by 48 hours for eac h slot level above 2nd.

Barkskin Beast Sense (Ritual)


Transmutation Divination

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

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

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

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

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

At higher level

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

Find Traps Healing Spirit


Divination C onjuration

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

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

When you c ast this spell using a spell slot of 3rd level or higher, the healing inc reases 1d6
for eac h slot level above 2nd.
Lesser Restoration Locate Animals or Plants (Ritual)
Abjuration Divination

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

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

Locate Object Pass Without Trace


Divination Abjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S, M (a forked twig) Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour

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

This spell c an’t loc ate an objec t if any thic kness of lead, even a thin sheet, bloc ks a direc t
path between you and the objec t.
Protection from Poison Silence (Ritual)
Abjuration Illusion

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

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

Spike Growth
Transmutation

Level: 2
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius c entered on a point within range twists and sprouts hard
spikes and thorns. The area bec omes diffic ult terrain for the duration. When a c reature
moves into or within the area, it takes 2d4 pierc ing damage for every 5 feet it travels.

The transformation of the ground is c amouflaged to look natural. Any c reature that c an’t
see the area at the time the spell is c ase must make a Wisdom (Perc eption) c hec k against
your spell save DC to rec ogniz e the terrain as haz ardous before entering it.
Conjure Animals
C onjuration

Level: 3
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoc c upied spac es that
you c an see within range.

Choose one of the following options for what appears:

• One beast of c hallenge rating 2 or lower


• Two beasts of c hallenge rating 1 or lower
• Four beasts of c hallenge rating 1/2 or lower
• Eight beasts of c hallenge rating 1/4 or lower

Eac h beast is also c onsidered fey, and it disappears when it drops to 0 hit points or when
the spell ends.

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

At higher level

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

twic e as many with a 5th-level slot


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

Conjure Barrage
C onjuration

Level: 3
Casting time: 1 Action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous

You throw a nonmagic al weapon or fire a piec e of nonmagic al ammunition into the air to
c reate a c one of identic al weapons that shoot forward and then disappear. Eac h c reature
in a 60-foot c one must suc c eed on a Dexterity saving throw. A c reature takes 3d8 damage
on a failed save, or half as muc h damage on a suc c essful one. The damage type is the
same as that of the weapon or ammunition used as a c omponent.
Daylight
Evocation

Level: 3
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you c hoose within range.
The sphere is bright light and sheds dim light for an additional 60 feet.

If you c hose a point on an objec t you are holding or one that isn’t being worn or c arried,
the light shines from the objec t with and moves with it. Completely c overing the affec ted
objec t with an opaque objec t, suc h as a bowl or a helm, bloc ks the light.

If any of this spell’s area overlaps with an area of darkness c reated by a spell of 3rd level or
lower, the spell that c reated the darkness is dispelled.

Flame Arrows Lightning Arrow


Transmutation Transmutation

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

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

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

At higher level

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

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

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

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

Protection from Energy Speak with Plants


Abjuration Transmutation

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

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

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

Plants might be able to perform other tasks on your behalf, at the DM’s disc retion. The spell
doesn’t enable plants to uproot themselves and move about, but they c an freely move
branc hes, tendrils, and stalks.

If a plant c reature is in the area, you c an c ommunic ate with it as if you shared a c ommon
language, but you gain no magic al ability to influenc e it.

This spell c an c ause the plants c reated by the entangle spell to release a restrained
c reature.
Water Breathing (Ritual) Water Walk (Ritual)
Transmutation Transmutation

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

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

If you target a c reature submerged in a liquid, the spell c arries the target to the surfac e of
the liquid at a rate of 60 feet per round.

Wind Wall Conjure Woodland Beings


Evocation C onjuration

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

A wall of strong wind rises from the ground at a point you c hoose within range. You summon fey c reatures that appear in unoc c upied spac es that you c an see within
You c an make the wall up to 50 feet long, 15 feet high, and 1 foot thic k. You c an shape the range.
wall in any way you c hoose so long as it makes one c ontinuous path along the ground. The
wall lasts for the duration. Choose one of the following options for what appears:
• One fey c reature of c hallenge rating 2 or lower
When the wall appears, eac h c reature within its area must make a S trength saving throw. A • Two fey c reatures of c hallenge rating 1 or lower
c reature takes 3d8 bludgeoning damage on a failed save, or half as muc h damage on a • Four fey c reatures of c hallenge rating 1/2 or lower
suc c essful one. • Eight fey c reatures of c hallenge rating 1/4 or lower

The strong wind keeps fog, smoke, and other gases at bay. S mall or smaller flying c reatures A summoned c reature disappears when it drops to 0 hit points or when the spell ends.
or objec ts c an’t pass through the wall. Loose, lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary projec tiles launc hed at targets behind the wall The summoned c reatures are friendly to you and your c ompanions. Roll initiative for the
are deflec ted upward and automatic ally miss. (Boulders hurled by giants or siege engines, summoned c reatures as a group, whic h have their own turns. They obey any verbal
and similar projec tiles, are unaffec ted.) Creatures in gaseous form c an’t pass through it. c ommands that you issue to them (no ac tion required by you). If you don’t issue any
c ommands to them, they defend themselves from hostile c reatures, but otherwise take no
ac tions.
The DM has the c reatures’ statistic s.

At higher level

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

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Touch Range: 30 feet
Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 minute

You touc h a willing c reature. For the duration, the target’s movement is unaffec ted by You c onjure a vine that sprouts from the ground in an unoc c upied spac e of your c hoic e
diffic ult terrain, and spells and other magic al effec ts c an neither reduc e the target’s speed that you c an see within range. When you c ast this spell, you c an direc t the vine to lash out
nor c ause the target to be paralyz ed or restrained. at a c reature within 30 feet of it that you c an see. That c reature must suc c eed on a
Dexterity saving throw or be pulled 20 feet direc tly toward the vine.
The target c an also spend 5 feet of movement to automatic ally esc ape from nonmagic al
restraints, suc h as manac les or a c reature that has it grappled. Finally, being underwater Until the spell ends, you c an direc t the vine to lash out at the same c reature or another
imposes no penalties on the target’s movement or attac ks. one as a bonus ac tion on eac h of your turns.

Guardian of Nature Locate Creature


Transmutation Divination

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

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

Level: 4 Level: 5
Casting time: 1 Action Casting time: 1 Minute
Range: Touch Range: Self
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous

This spell turns the flesh of a willing c reature you touc h as hard as stone. Until the spell You briefly bec ome one with nature and gain knowledge of the surrounding territory.
ends, the target has resistanc e to nonmagic al bludgeoning, pierc ing, and slashing In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In c aves
damage. and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t
func tion where nature has been replac ed by c onstruc tion, suc h as in dungeons and towns.

You instantly gain knowledge of up to three fac ts of your c hoic e about any of the following
subjec ts as they relate to the area:

• terrain and bodies of water


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

For example, you c ould determine the loc ation of powerful undead in the area, the loc ation
of major sourc es of safe drinking water, and the loc ation of any nearby towns.

Conjure Volley Steel Wind Strike


C onjuration C onjuration

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 30 feet
Components: V, S, M (one piece of ammunition or one thrown weapon) Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Instantaneous

You fire a piec e of nonmagic al ammunition from a ranged weapon or throw a nonmagic al You flourish the weapon used in the c asting and then vanish to strike like the wind. Choose
weapon into the air and c hoose a point within range. up to five c reatures you c an see within range. Make a melee spell attac k against eac h
Hundreds of duplic ates of the ammunition or weapon fall in a volley from above and then target. On a hit, a target takes 6d10 forc e damage.
disappear. Eac h c reature in a 40-foot-radius. 20-foot-high c ylinder c entered on that point You c an then teleport to an unoc c upied spac e you c an see within 5 feet of one of the
must make a Dexterity saving throw. A c reature takes 8d8 damage on a failed save, or half targets you hit or missed.
as muc h damage on a suc c essful one. The damage type is the same as that of the
ammunition or weapon.
Swift Quiver Tree Stride
Transmutation C onjuration

Level: 5 Level: 5
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (a quiver containing at least one piece of ammunition) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You transmute your quiver so it produc es an endless supply of nonmagic al ammunition, You gain the ability to enter a tree and move from inside it to inside another tree of the
whic h seems to leap into your hand when you reac h for it. same kind within 500 feet.
Both trees must be living and at least the same siz e as you. You must use 5 feet of
On eac h of your turns until the spell ends, you c an use a bonus ac tion to make two attac ks movement to enter a tree. You instantly know the loc ation of all other trees of the same
with a weapon that uses ammunition from the quiver. Eac h time you make suc h a ranged kind within 500 feet and, as part of the move used to enter the tree, c an either pass into
attac k, your quiver magic ally replac es the piec e of ammunition you used with a similar one of those trees or step out of the tree you’re in. You appear in a spot of your c hoic e
piec e of nonmagic al ammunition. Any piec es of ammunition c reated by this spell within 5 feet of the destination tree, using another 5 feet of movement. If you have no
disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. movement left, you appear within 5 feet of the tree you entered.

You c an use this transportation ability onc e per round for the duration. You must end eac h
turn outside a tree.

Wrath of Nature
Evocation

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

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

- Generated and printed at Dnd-Spells.com

You might also like