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Druid's Exclusive Spells

Druid's Exclusive Spells Art Credit : Wizards of the Coast


Spell level Spell
1st Hunter's Instinct, Thorns Spray Thorns Spray
1st level evocation
2nd Roots
Casting Time: 1 action
3rd Roaring Tempest, Summon Plant Range: Self (15-foot cone)
4th Summon Swarm
Components: V, S, M (the stem of a rose)
Duration: Instantaneous
5th Summon Monstrosity
You extend your arms in front of you, and a torrent of thorns
6th Corrosion appears from your hands and rush through your enemies.
7th Stone Rain
Each creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes 4d4 piercing damage on a failed save,
9th Summon Titanic Monstrosity or half as much damage on a successful one.
In higher level. When you cast this spell using a 2nd-level
Hunter's Instinct spell slot or higher, the piercing damage increases by 2d4 for
1st level divination each spell level above 1st. Moreover, When you cast this spell
Casting Time: 1 bonus action using a 5th-level spell slot or higher, the area it affects
Range: self becomes a 30-foot cone instead of a 15-foot one.
Components: S
Duration: Concentration, up to 1 hour Roots
For the duration of the spell, you can add your Wisdom 2nd level transmutation
modifier to your survival and stealth checks, and you can take Casting Time: 1 action
the Hide or Search Actions as a Bonus Action. Range: Self
Components: S
In addition, when you cast that spell, you can immediately use Duration: Concentration, up to 1 minute
the Hide or Search Actions as part of the same Bonus Action
you used for the casting of the spell.
Long roots grow from your feet in the ground below you. If
you are not on the ground when you cast this spell, the spell
fails. For the duration, your speed becomes 0, and nothing Plant Spirit
can push, pull or move you in any direction. Moreover, you Large Plant
regain 2 hit points at the start of each of your turns.
In higher level. When you cast this spell using a 3rd-level Armor Class 12 + the level of the spell (natural
spell slot or higher, you regain 1 more hit point at the start of armor)
each of your turns for each spell slot level above 2nd. Hit Points 30 (flowering tree and giant mushroom
only) or 40 (treant only) + 10 for each spell level
Roaring Tempest above 3rd
3rd level evocation Speed 20 ft. (treant only)
Casting Time: 1 bonus action
Range: Self STR DEX CON INT WIS CHA
Components: V, S
Duration: Concentration, up to 1 minute 19 (+4) 6 (-2) 15 (+2) 4 (-3) 10 (+0) 5 (-3)

A storm rages inside of you for the duration of the spell. Your Damage Vulnerabilities Fire
eyes start shining blue. Once per round when you hit a target Damage Resistances Bludgeoning, Piercing
with a melee attack, you can choose that a bolt of lightning Damage Immunities Poison (giant mushroom only)
comes out of your body to strike your target. You can then Condition Immunities Poisoned (giant mushroom
choose to make it bounce on a second creature of your choice only), Forced movements (flowering tree and
within 10 feet of your first target. Both your first and giant mushroom only), Prone (flowering tree and
secondary targets take 2d6 lightning damage. giant mushroom only)
Senses passive Perception 10
In higher level. When you cast this spell using a spell slot of Languages understands the languages you speak
4th level or higher, the damage increases by 1d6 for every two
slot levels above 3rd. Dangerous Spores.(giant mushroom only) Any
creature, other than you, that starts its turn within
Summon Plant 10 feet of the spirit must make a Constitution
3rd level conjuration saving throw against your spell save DC, taking 1d6
Casting Time: 1 action poison damage for each spell level and being
Range: 90 feet poisoned until the start of its next turn on a fail, or
Components: V, S, M (a fig leaf, a cherry blossom, and a taking half damage without being poisoned on a
success.
piece of willow bark inside a leather pouch marked with
the runes of the spring spirits of the feywild worth at least Bless of Rejuvenation.(flowering tree only) When one
300 gp) of the spirit's allies (it can be you) starts its turn
Duration: Concentration, up to 1 hour within 10 ft. of the spirit, it can choose to make a
You call forth the spirit of an ancient plant. It manifests in an saving throw to end an ongoing poison or disease
unoccupied space on the ground that you can see within on itself, or to gain temporary hit points equal to
1d6 + the spell level.
range. This corporeal form uses the Plant Spirit stat block.
When you cast the spell, choose a type of plant : flowering False Appearance. While the spirit remains
tree, giant mushroom, or treant. The creature resembles a motionless, it is indistinguishable from a normal
plant of your choice of this type, which determines certain tree.
traits in its stat block. The creature disappears when it drops Just a Plant.(flowering tree and giant mushroom only)
to 0 hit points or when the spell ends. The spirit is permanently blinded and incapacitated.
The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes Actions
its turn immediately after yours. It obeys your verbal Multiattack.(treant only) The spirit makes a number
commands (no action required by you). If you don’t issue any, of attacks equal to half this spell’s level (rounded
it takes the Dodge action and uses its move to avoid danger. down).
At Higher Levels. When you cast this spell using a spell slot Slam.(treant only) Melee Weapon Attack: your spell
of 4th level or higher, use the higher level where the spell’s attack modifier to hit, Reach 10 ft., one target. Hit:
level appears in the stat block. 2d6 + 4 + the spell’s level bludgeoning damage.
Rock Throw.(trant only) Range Weapon Attack: your
spell attack modifier to hit, Range 40 ft., one target.
Hit: 1d10 + 4 + the spell’s level bludgeoning
damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Summon Swarm
4th level conjuration
Casting Time: 1 action Swarm Spirit
Range: 90 feet Large Swarm of Tiny beasts (the size of the swarm
Components: V, S, M (a silver flute worth at least 400 gp) increases by one rank for every 2 spell level above
Duration: Concentration, up to 1 hour 4th)

You call forth the spirits of many little creatures, that all share Armor Class 10 + the level of the spell (natural
a same mind. The swarm manifests in an unoccupied space armor)
that you can see within range. This corporeal form uses the Hit Points 30 (Flyings only) or 40 (Insects and
Swarm Spirit stat block. When you cast the spell, choose a rodents only) + 5 for each spell level above 4th
type of swarm : Insects, Rodents or Flyings. The creatures Speed 20 ft. or 30 ft.(rodents only), Climb 20ft.
from the swarm resemble beasts of your choice of this type (Insects only), Fly 50ft. (Flyings only)
(birds, bats, spiders, rats, rabbits etc.), which determines
certain traits in its stat block. The swarm disappears when it
drops to 0 hit points or when the spell ends. STR DEX CON INT WIS CHA
The swarm is an ally to you and your companions. In combat, 3 (-4) 14 (+2) 10 (0) 2 (-4) 9 (-1) 4 (-3)
the swarm shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no Damage Resistances Bludgeoning, Piercing, Slashing
action required by you). If you don’t issue any, it takes the Condition Immunities Charmed, Frightened,
Dodge action and uses its move to avoid danger. Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
At Higher Levels. When you cast this spell using a spell slot Senses Darkvision 30ft., passive Perception 9
of 5th level or higher, use the higher level where the spell’s Languages understands the languages you speak
level appears in the stat block.
Swarm. The swarm can occupy another creature's
Summon Monstrosity space and vice versa, and the swarm can move
5th level conjuration through any opening large enough for a Tiny
creature. The swarm can't regain hit points or gain
Casting Time: 1 action temporary hit points.
Range: 90 feet
Components: V, S, M (a runes scribed tooth of a large
creature worth at least 500 gp) Actions
Duration: Concentration, up to 1 hour Multiattack (swarm has more than half HP). The
You call forth the spirit of a monstrosity. The creature swarm makes a number of attacks equal to this
manifests in an unoccupied space that you can see within spell’s level.
range. This corporeal form uses the Monstrosity Spirit stat
block. When you cast the spell, choose a type of monstrosity : Multiattack (swarm has half HP or less). The swarm
Owlbear, Manticore, or Bulette. The creature resembles a makes a number of attacks equal to half this spell’s
level (rounded down).
monstrosity creature of this type, which determines certain
traits in its stat block. The creature disappears when it drops Bite.(rodents and flyings only) Melee Weapon
to 0 hit points or when the spell ends. Attack: your spell attack modifier to hit, Reach 0 ft.,
one target in the swarm space. Hit: 1d4 + 2 + the
The creature is an ally to you and your companions. In spell's level piercing damage.
combat, the swarm shares your initiative count, but it takes
its turn immediately after yours. It obeys your verbal Venomous Bite.(insects only) Melee Weapon Attack:
your spell attack modifier to hit, Reach 0 ft., one
commands (no action required by you). If you don’t issue any, target in the swarm space. Hit: 2 piercing damage +
it takes the Dodge action and uses its move to avoid danger. 2d6 + the spell's level poison damage.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, use the higher level where the spell’s
level appears in the stat block.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Corrosion
6th level transmutation
Monstrosity Spirit Casting Time: 1 action
Large Monstrosity Range: 90 feet
Components: V, S, M (a pinch of rust dust)
Armor Class 10 + the level of the spell (natural Duration: Concentration, up to 1 minute
armor)
Hit Points 50 + 10 for each spell level above 5th
Choose a point you can see within range. You create a 15-foot
Speed 40 ft., Fly 50 ft. (Manticore only), Burrow 40
radius area of corrosion around that point. At the end of each
ft. (Bulette only)
of your turn for the duration of the spell, each non-magical
object made of metal that is inside the corrosion area
corrodes :
STR DEX CON INT WIS CHA
If it is a weapon, it takes a permanent and cumulative -1
18 (+4) 14 (+2) 18 (+4) 5 (-4) 12 (+1) 8 (-1) penalty to Damage Rolls. If its penalty drops to -5, the
weapon is destroyed.
Senses Darkvision 60ft., Tremor sense 60 ft. If it is a piece of ammunition, it is destroyed.
(Bulette only), passive Perception 11 If it is a piece of armor or a shield, it takes a permanent
Languages understands the languages you speak and cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a Shield that drops to a +0
Actions bonus is destroyed.
If it is an other object, the spell destroys 1-foot cube of it.
Multiattack. The spirit makes a number of attacks
equal to half this spell’s level (rounded down). Items that are completely covered by a thick layer of leather
or fabric, like items carried in a backpack for instance, are
Tail Spike.(manticore only) Range Weapon Attack: not affected.
your spell attack modifier to hit, Range 90 ft., one
target. Hit: 1d8 + 2 + the spell’s level piercing In higher level. When you cast this spell with a spell slot of
damage. 8th level or higher, the radius increases by 15 feet, and the
Claws.(owlbear only) Melee Weapon Attack: your
cumulative malus for weapons, armors and shields becomes
spell attack modifier to hit, Reach 5 ft., one target.
-2 (the minimum thresholds for the destruction of those
Hit: 2d6 + 4 + the spell’s level slashing damage, and objects stay the same).
the spirit has advantage on its next Bite against that
target this turn. Stone Rain
Bite. Melee Weapon Attack: your spell attack
7th level transmutation
modifier to hit, Range 5 ft., one target. Hit: 1d8 + 4 Casting Time: 1 action
+ the spell’s level piercing damage. Range: 150 feet
Deadly Leap.(bulette only) If the spirit jumps at least
Components: V, S, M (a perfectly round pebble of the size of
15 feet as part of its movement, it can then use this
your hand)
action to land on its feet in a space that contains
Duration: Instantaneous
one or more other creatures. Each of those Choose a point within reach. Large rocks appears in the air
creatures must succeed on a Strength or Dexterity above that point and fall on the creatures below. Each
saving throw (target's choice) against your spell creature within 20 feet of the point you chose must make a
save DC or be knocked prone and take 2d8 + 4 + dexterity saving throw, taking 6d10 bludgeoning damage and
the spell's level bludgeoning damage. On a being knocked prone and buried on a fail, or taking half
successful save, the creature takes only half the damage without being knocked prone nor buried on a
damage, isn't knocked prone, and is pushed 5 feet success.
out of the spirit's space into an unoccupied space of
the creature's choice. If no unoccupied space is While it is buried, a creature is blinded, its speed is reduced
within range, the creature instead falls prone in the to 0, it has a 3/4 cover but it can't breath and it can't take the
spirit's space. attack action. A buried creature can use an action to try to get
out of the gravels. When it does so, it must make an athletic
check against your spell save DC. On a success, it frees itself.
A creature next to a buried creature can also use its action to
make the athletic check to try to get the buried creature out
of the gravels.
The area where the rocks have fallen remains a difficult
terrain until a creature takes at least 1 hour to clean it up.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Summon Titanic Monstrosity When you cast the spell, choose a type of monstrosity : Giant
9th level conjuration Worm, Kraken, or Hydra. The creature resembles a
monstrosity creature of this type, which determines certain
Casting Time: 1 action traits in its stat block. The creature disappears when it drops
Range: 90 feet to 0 hit points or when the spell ends.
Components: V, S, M (the tooth or the claw of a gargantuan
monstrosity, carefully carved and set with precious stones The creature is an ally to you and your companions. In
worth at least 2000 gp) combat, the swarm shares your initiative count, but it takes
Duration: Concentration, up to 1 hour its turn immediately after yours. It obeys your verbal
You call forth the spirit of a gigantic monstrosity. The commands (no action required by you). If you don’t issue any,
creature manifests in an unoccupied space that you can see it takes the Dodge action and uses its move to avoid danger.
within range. This corporeal form uses the Titanic
Monstrosity Spirit stat block.

Titanic Monstrosity Actions


Spirit Multiattack. (Hydra only) The spirit make 6 Bite attacks.
Gargantuan Monstrosity Multiattack. (Kraken only) The spirit make 3 Tentacle
attacks.
Armor Class 18 Bite.(Hydra Only) Melee Weapon Attack: your spell
Hit Points 150 attack modifier to hit, Reach 10 ft., one target. Hit:
Speed 30 ft., Burrow 30 ft. (Giant Worm only), Swim 60 1d10 + 7 piercing damage.
ft. (Kraken only)
Swalow.(Giant Worm only) Melee Weapon Attack: your
spell attack modifier to hit, Reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 3d8 + 10 piercing damage and 6d6 acid damage. If
the target is a Large or smaller creature, it must
24 (+7) 11 (+0) 26 (+8) 4 (-4) 12 (+1) 7 (-2) succeed on a Dexterity saving throw against your spell
save DC or be swallowed by the spirit. A swallowed
Condition Immunities Sleep (Hydra only) creature is blinded and restrained, it has total cover
Senses Darkvision 60 ft., Tremor sense 60 ft. (Giant against attacks and other effects outside the spirit, and
Worm only), passive Perception 11 it takes 6d6 acid damage at the start of each of the
Languages understands the languages you speak spirit's turns. If the spirit takes 30 damage or more on a
single turn from a creature inside it, it regurgitates all
Siege Monster. The spirit deals double damage to swallowed creatures, which fall prone in a space within
objects and structures. 10 feet of the spirit.

Amphibious. (Kraken only) The spirit can breathe air and Tentacle.(Kraken only) Melee Weapon Attack: your spell
water. attack modifier to hit, Reach 30 ft., one target. Hit: 3d6
+ 10 bludgeoning damage, and if the target is Large or
Tunneler. (Giant Worm only) The spirit can burrow smaller, it is grappled (the DC it must beat to escape is
through solid rock at half its burrow speed and leaves a equal to your spell save DC). Until this grapple ends, the
10-foot-diameter tunnel in its wake. target is restrained. The spirit has ten tentacles, each of
Multiple Heads. (Hydra only) The spirit has six heads. It which can grapple one target.
has advantage on saving throws against being blinded,
charmed, deafened, frightened, stunned, and knocked
unconscious; and it can take up to 6 reactions per
round.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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