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CONTROL FLAMES CREATE BONFIRE DRUIDCRAFT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Concentration, up to 1 V, S Instantaneous
(see below) minute
Whispering to the spirits of nature, you create
You choose nonmagical flame that you can see You create a bonfire on ground that you can see one of the following effects within range.

within range and that fits within a 5-foot cube. within range. Until the spells ends, the magic • You create a tiny, harmless sensory effect that
You affect it in one of the following ways:
bonfire fills a 5-foot cube. Any creature in the predicts what the weather will be at your
• You instantaneously expand the flame 5 feet in bonfire's space when you cast the spell must location for the next 24 hours. The effect might
one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8 manifest as a golden orb for clear skies, a cloud
is present in the new location.
fire damage. A creature must also make the for rain, falling snowflakes for snow, and so on.
• You instantaneously extinguish the flames saving throw when it enters the bonfire's space This effect persists for 1 round.

within the cube.


for the first time on a turn or ends its turn there.
• You instantly make a flower blossom, a seed
• You double or halve the area of bright light and The bonfire ignites flammable objects in its area pod open, or a leaf bud bloom.

dim light cast by the flame, change its color or that aren't being worn or carried.
• You create an instantaneous, harmless sensory
both . The change lasts for 1 hour.
The spell's damage increases by 1d8 when you effect, such as falling leaves, a puff of wind, the
• You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th sound of a small animal, or the faint odor of
form of a creature, an inanimate object, or a level (4d8). skunk. The effect must fit in a 5-foot cube.

location- to appear within the flames and • You instantly light or snuff out a candle, a
animate as you like. The shapes last for 1 hour.
torch, or a small campfire.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

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

FROSTBITE GUIDANCE GUST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
minute
You cause numbing frost to form on one creature You seize the air and compel it to create one of
that you can see within range. The target must You touch one willing creature. Once before the the following effects at a point you can see
make a Constitution saving throw. On a failed spell ends, the target can roll a d4 and add the within range:

save, the target takes 1d6 cold damage, and it number rolled to one ability check of its choice. • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll It can roll the die before or after making the choose must succeed on a Strength saving throw
it makes before the end of its next turn.
ability check. The spell then ends. or be pushed up to 5 feet away from you.

The spell's damage increases by 1d6 when you • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th moving one object that is neither held nor
level (4d6). carried and that weighs no more than 5 pounds.
The object is pushed up to 10 feet away from
you. It isn't pushed with enough force to cause
damage.

• You create a harm less sensory effect using air,


such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
breeze.

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

INFESTATION MAGIC STONE MENDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 minute V, S, M Instantaneous
a living flea You touch one to three pebbles and imbue them two lodestones
You cause a cloud of mites, fleas, and other with magic. You or someone else can make a This spell repairs a single break or tear in an
parasites to appear momentarily on one creature ranged spell attack with one of the pebbles by object you touch, such as broken chain link, two
you can see within range. The target must throwing it or hurling it with a sling. lf thrown, a halves of a broken key, a torn clack, or a leaking
pebble has a range of 60 feet. If someone else
succeed on a Constitution saving throw, or it attacks with a pebble, that attacker adds your wineskin. As long as the break or tear is no larger
takes 1d6 poison damage and moves 5 feet in a spellcasting ability modifier, not the attacker's, than 1 foot in any dimension, you mend it,
random direction if it can move and its speed is to the attack roll. On a hit, the target takes leaving no trace of the former damage.

at least 5 feet. Roll a d4 for the direction: 1, bludgeoning damage equal to 1d6 +your This spell can physically repair a magic item or
north: 2, south: 3, east: or 4, west. This spellcasting ability modifier. Whether the attack construct, but the spell can't restore magic to
movement doesn't provoke opportunity attacks, hits or misses, the spell then ends on the stone.
such an object.
and if the direction rolled is blocked, the target If you cast this spell again, the spell ends on any
doesn't move.
pebbles still affected by your previous casting.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid (XGE) Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip
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0
MOLD EARTH POISON SPRAY PRIMAL SAVAGERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous S Instantaneous
(see below)
You extend your hand toward a creature you can You channel primal magic to cause your teeth or
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious fingernails to sharpen, ready to deliver a
within range and that fits within a 5-foot cube. You gas from your palm. The creature must succeed corrosive attack. Make a melee spell attack
manipulate it in one of the following ways:
on a Constitution saving throw or take 1d12 against one creature within 5 feet of you. On a
• If you target an area of loose earth, you can poison damage.
hit, the target takes 1d10 acid damage. After you
instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you make the attack, your teeth or fingernails return
and deposit it up to 5 feet away. This movement reach 5th level (2d12), 11th level (3d12), and 17 to normal.

doesn't involve enough force to cause damage.

• You cause shapes, colors, or both to appear on the level (4d12). The spell's damage increases by 1d10 when you
dirt or stone, spelling out words, creating images, or reach 5th level (2d10), 11th level (3d10), a nd
shaping patterns. The changes last for 1 hour.
17th level (4d10).
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already difficult terrain . This change lasts for 1 hour.

If you cast this spell multiple times, you can have no


more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.

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

PRODUCE FLAME RESISTANCE SHAPE WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 1 S Instantaneous or 1 hour
minute (see below)
A flickering flame appears in your hand. The
flame remains there for the duration and harms a miniature cloak You choose an area of water that you can see
neither you nor your equipment. The flame within range and that fits within a 5-foot cube.
You touch one willing creature. Once before the You manipulate it in one of the following ways:

sheds bright light in a 10-foot radius and dim spell ends, the target can roll a d4 and add the
light for an additional 10 feet. The spell ends if number rolled to one saving throw of its choice. • You instantaneously move or otherwise
you dismiss it as an action or if you cast it again.
change the flow of the water as you direct, up to
It can roll the die before or after the saving 5 feet in any direction. This movement doesn't
You can also attack with the flame, although throw. The spell then ends.
doing so ends the spell. When you cast this spell, have enough force to cause damage.

or as an action on a later turn, you can hurl the • You cause the water to form into simple shapes
flame at a creature within 30 feet of you. Make a and animate at your direction. This change lasts
ranged spell attack. On a hit, the target takes for 1 hour.

1d8 fire damage.


• You change the water's color or opacity. The
This spell's damage increases by 1d8 when you water must be changed in the same way
reach 5th level (2d8), 11th level (3d8), and 17th throughout. This change lasts for 1 hour.

level (4d8). • You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times,you can have


no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.

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

SHILLELAGH THORN WHIP THUNDERCLAP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 30 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Instantaneous S Instantaneous
The wood of a club or quarterstaff you are the stem of a plant with thorns You create a burst of thunderous sound that can
holding is imbued with nature's power. For the You create a long, vine-like whip covered in be heard up to 100 feet away. Each creature
duration, you can use your spellcasting ability thorns that lashes out at your command toward within range, other than you, must make a
instead of Strength for the attack and damage Constitution saving throw or take 1d6 thunder
rolls of melee attacks using that weapon, and the a creature in range. Make a melee spell attack damage.

weapon's damage die becomes a d8. The weapon against the target. If the attack hits, the creature The spell's damage increases by 1d6 when you
also becomes magical, if it isn't already. The spell takes 1d6 piercing damage, and if the creature is reach 5th level (2d6), 11th level (3d6), and 17th
ends if you cast it again or if you let go of the Large or smaller, you pull the creature up to 10 level (4d6).
weapon. feet closer to you.

This spell's damage increases by 1d6 when you


reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
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                 
                 
                    
           

0
CHILL TOUCH ABSORB ELEMENTS ANIMAL FRIENDSHIP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 reaction, which you take Self 1 action 30 feet
when you take acid, cold,
COMPONENTS DURATION fire, lightning, or thunder COMPONENTS DURATION
V, S 1 round damage V, S, M 24 hours
You create a ghostly, skeletal hand in the space COMPONENTS DURATION a morsel of food
of a creature within range. Make a ranged spell S 1 round
attack against the creature to assail it with the This spell lets you convince a beast that you
chill of the grave. On a hit, the target takes 1d8 The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can
necrotic damage, and it can't regain hit points lessening its effect on you and storing it for your see within range. It must see and hear you. If the
until the start of your next turn. Until then, the next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails.
hand clings to the target.
triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom
If you hit an undead target, it also has next turn. Also, the first time you hit with a saving throw or be charmed by you for the spell's
disadvantage on attack rolls against you until the melee attack on your next turn, the target takes duration. If you or one of your companions
end of your next turn.
an extra 1d6 damage of the triggering type, and harms the target, the spell ends.

This spell's damage increases by 1d8 when you the spell ends.
At Higher Levels: When you cast this spell
reach 5th level (2d8), 11th level (3d8), and 17th At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can
level (4d8). using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level
damage increases by 1d6 for each slot level above 1st.
above 1st.

Druid (Spores) Necromancy cantrip Druid (XGE) 1st level Abjuration Druid 1st level Enchantment

BEAST BOND CHARM PERSON CREATE OR DESTROY WATER

CASTING TIME RANGE


CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action Touch 1 action 30 feet
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S, M Concentration, up to 10 V, S 1 hour
minutes a drop of water if creating water or a few grains of sand if
You attempt to charm a humanoid you can see destroying it
a bit of fur wrapped in a cloth within range. It must make a Wisdom saving
throw, and does so with advantage if you or your You either create or destroy water.

You establish a telepathic link with one beast you Create Water: You create up to 10 gallons of
touch that is friendly to you or charmed by you. companions are fighting it. If it fails the saving
The spell fails if the beast's Intelligence is 4 or throw, it is charmed by you until the spell ends or clean water within range in an open container.
until you or your companions do anything Alternatively, the water falls as rain in a 30-foot
higher. Until the spell ends, the link is active cube within range, extinguishing exposed flames
while you and the beast are within line of sight of harmful to it. The charmed creature regards you
as a friendly acquaintance. When the spell ends, in the area.

each other. Through the link, the beast can the creature knows it was charmed by you.
Destroy Water: You destroy up to 10 gallons of
understand your telepathic messages to it, and it At Higher Levels: When you cast this spell water in an open container within range.
can telepathically communicate simple emotions Alternatively, you destroy fog in a 30-foot cube
and concepts back to you. While the link is using a spell slot of 2nd level or higher, you can
active, the beast gains advantage on attack rolls target one additional creature for each slot level within range.

against any creature within 5 feet of you that above 1st. The creatures must be within 30 feet At Higher Levels: When you cast this spell
of each other when you target them. using a spell slot of 2nd level or higher, you
you can see. create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Druid (XGE) 1st level Divination Druid 1st level Enchantment Druid 1st level Transmutation

CURE WOUNDS DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE

CASTING TIME RANGE


CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10
V, S Instantaneous V, S Concentration, up to 10 minutes
minutes
A creature you touch regains a number of hit a yew leaf
points equal to 1d8 + your spellcasting ability For the duration, you sense the presence of
modifier. This spell has no effect on undead or magic within 30 feet of you. If you sense magic in For the duration, you can sense the presence and
constructs.
this way, you can use your action to see a faint location of poisons, poisonous creatures, and
At Higher Levels: When you cast this spell aura around any visible creature or object in the diseases within 30 feet of you. You also identify
using a spell slot of 2nd level or higher, the area that bears magic, and you learn its school of the kind of poison, poisonous creature, or
healing increases by 1d8 for each slot level magic, if any.
disease in each case.

above 1st. The spell can penetrate most barriers, but is The spell can penetrate most barriers, but is
blocked by 1 foot of stone, 1 inch of common blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or metal, a thin sheet of lead, or 3 feet of wood or
dirt. dirt.

Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination
        
        
0

1
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  

  

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  
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           
0

1
        
        
1

1
     
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  


           
  
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1

1
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1

1
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  


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

1
EARTH TREMOR ENTANGLE FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You cause a tremor in the ground within range.
Each creature other than you in that area must Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
make a Dexterity saving throw. On a failed save, ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your
a creature takes 1d6 bludgeoning damage and is within range. For the duration, these plants turn choice). Any creature in the area when the spell
knocked prone. If the ground in that area is loose the ground in the area into difficult terrain.
is cast is also outlined in light if it fails a Dexterity
earth or stone, it becomes difficult terrain until A creature in the area when you cast the spell saving throw. For the duration, objects and
cleared, with each 5-foot-diameter portion must succeed on a Strength saving throw or be affected creatures shed dim light in a 10-foot
requiring at least 1 minute to clear by hand.
restrained by the entangling plants until the spell radius.

At Higher Levels: When you cast this spell ends. A creature restrained by the plants can use Any attack roll against an affected creature or
using a spell slot of 2nd level or higher, the its action to make a Strength check against your object has advantage if the attacker can see it,
damage increases by 1d6 for each slot level spell save DC. On a success, it frees itself.
and the affected creature or object can't benefit
above 1st. When the spell ends, the conjured plants wilt from being invisible.
away.

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

FOG CLOUD GOODBERRY HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V Instantaneous
hour
a sprig of mistletoe A creature of your choice that you can see within
You create a 20-foot-radius sphere of fog range regains hit points equal to 1d4 + your
centered on a point within range. The sphere Up to ten berries appear in your hand and are spellcasting ability modifier. This spell has no
spreads around corners, and its area is heavily infused with magic for the duration. A creature effect on undead or constructs.

obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry At Higher Levels: When you cast this spell
of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides using a spell slot of 2nd level or higher, the
per hour) disperses it.
enough nourishment to sustain a creature for healing increases by 1d4 for each slot level
At Higher Levels: When you cast this spell one day.
above 1st.
using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
above 1st. this spell.

Druid 1st level Conjuration Druid 1st level Transmutation Druid 1st level Evocation

ICE KNIFE JUMP LONGSTRIDER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S, M 1 minute V, S, M 1 hour
a drop of water or piece of ice a grasshopper's hind leg a pinch of dirt
You create a shard of ice and fling it at one You touch a creature. The creature's jump You touch a creature. The target's speed
creature within range. Make a ranged spell distance is tripled until the spell ends. increases by 10 feet until the spell ends.

attack against the target. On a hit, the target At Higher Levels: When you cast this spell
takes 1d10 piercing damage. Hit or miss, the using a spell slot of 2nd level or higher, you can
shard then explodes. The target and each target one additional creature for each slot level
creature within 5 feet of it must succeed on a above 1st.
Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell


using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.

Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
        
        
1

1
     
     
     
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  

  

  

  
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1

1
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1

1
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  


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1

1
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1

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  


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           

1
PURIFY FOOD AND DRINK (RITUAL) SNARE [1/2] SNARE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet
1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous
S, M 8 hours S, M 8 hours
All nonmagical food and drink within a 5-foot- 25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
radius sphere centered on a point of your choice
within range is purified and rendered free of As you cast this spell, you use the rope to create a creature is restrained by it.
poison and disease. circle with a 5-foot radius on the ground or the floor.
When you finish casting, the rope disappears and the
circle becomes a magic trap.

This trap is nearly invisible, requiring a successful


Intelligence (Investigation) check against your spell
save DC to be discerned.

The trap triggers when a Small, Medium, or Large


creature moves onto the ground or the floor in the
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the floor. The creature is restrained
there until the spell ends.

A restrained creature can make a Dexterity saving


throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no

Druid 1st level Transmutation Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration

SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE PROTECTION FROM EVIL AND GOOD

CASTING TIME RANGE CASTING TIME RANGE


CASTING TIME RANGE
1 action Self 1 action Touch
1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 10
V, S Instantaneous minutes
You gain the ability to comprehend and verbally
communicate with beasts for the duration. The A wave of thunderous force sweeps out from holy water or powdered silver and iron, which the spell consumes
knowledge and awareness of many beasts is you. Each creature in a 15-foot cube originating
from you must make a Constitution saving Until the spell ends, one willing creature you
limited by their intelligence, but at minimum, touch is protected against certain types of
beasts can give you information about nearby throw. On a failed save, a creature takes 2d8
locations and monsters, including whatever they thunder damage and is pushed 10 feet away creatures - aberrations, celestials, elementals,
from you. On a successful save, the creature fey, fiends, and undead.

can perceive or have perceived within the past The protection grants several benefits.
day. You might be able to persuade a beast to takes half as much damage and isn't pushed.

In addition, unsecured objects that are Creatures of those types have disadvantage on
perform a small favor for you, at the DM's completely within the area of effect are attack rolls against the target. The target also
discretion. automatically pushed 10 feet away from you by can't be charmed, frightened, or possessed by
the spell's effect, and the spell emits a them. If the target is already charmed,
thunderous boom audible out to 300 feet.
frightened, or possessed by such a creature, the
At Higher Levels: When you cast this spell target has advantage on any new saving throw
using a spell slot of 2nd level or higher, the against the relevant effect.
damage increases by 1d8 for each slot level
above 1st.

Druid 1st level Divination Druid 1st level Evocation Druid (TCE) 1st level Abjuration

BURNING HANDS CURE WOUNDS ANIMAL MESSENGER (RITUAL) [1/2]

CASTING TIME RANGE


CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action Self (15-foot cone) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours
V, S Instantaneous V, S Instantaneous
a morsel of food
As you hold your hands with thumbs touching A creature you touch regains a number of hit
and fingers spread, a thin sheet of flames shoots points equal to 1d8 + your spellcasting ability By means of this spell, you use an animal to deliver a
forth from your outstretched fingertips. Each modifier. This spell has no effect on undead or message. Choose a Tiny beast you can see within
creature in a 15-foot cone must make a constructs.
range, such as a squirrel, a blue ray, or a bird. You
Dexterity saving throw. A creature takes 3d6 fire At Higher Levels: When you cast this spell specify a location, which you must have visited, and a
damage on a failed save, or half as much damage using a spell slot of 2nd level or higher, the recipient who matches a general description, such as a
on a successful one.
healing increases by 1d8 for each slot level man or woman dressed in the uniform of the town
The fire ignites any flammable objects in the area above 1st. guard or a red-haired dwarf wearing a pointed hat.
that aren't being worn or carried.
You also speak a message of up to twenty-five words.
The target beast travels for the duration of the spell
At Higher Levels: When you cast this spell towards the specified location, covering about 50
using a spell slot of 2nd level or higher, the miles per 24 hours for a flying messenger or 25 miles
damage increases by 1d6 for each slot level for other animals.

above 1st. When the messenger arrives, it delivers your message


to the creature that you described, replicating the
sound of your voice. The messenger speaks only to a
creature matching the description you gave. If the
messenger doesn't reach its destination before the
spell ends, the message is lost, and the beast makes its
way back to where you cast this spell.

At Higher Levels: If you cast this spell using a spell


slot of 3rd level or

Druid (Wildfire) 1st level Evocation Druid (Wildfire) 1st level Evocation Druid 2nd level Enchantment
        
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1

1
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1

1
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1

1
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  


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1

1
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1

2
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  


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           

2
ANIMAL MESSENGER (RITUAL) [2/2] BARKSKIN BEAST SENSE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours
V, S, M Concentration, up to 1 S Concentration, up to 1
a morsel of food hour hour
higher, the duration of the spell increases by 48 a handful of oak bark You touch a willing beast. For the duration of the
hours for each slot level above 2nd. spell, you can use your action to see through the
You touch a willing creature. Until the spell ends, beast's eyes and hear what it hears, and continue
the target's skin has a rough, bark-like to do so until you use your action to return to
appearance, and the target's AC can't be less your normal senses.
than 16, regardless of what kind of armor it is
wearing.

Druid 2nd level Enchantment Druid (*)(Forest) 2nd level Transmutation Druid 2nd level Divination

BLUR DARKNESS DARKVISION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, M Concentration, up to 10 V, S, M 8 hours
minute minutes
either a pinch of dried carrot or an agate
Your body becomes blurred, shifting and bat fur and a drop of pitch or piece of coal
wavering to all who can see you. For the You touch a willing creature to grant it the ability
duration, any creature has disadvantage on Magical darkness spreads from a point you to see in the dark. For the duration, that creature
attack rolls against you. An attacker is immune choose within range to fill a 15-foot radius has darkvision out to a range of 60 feet.
to this effect if it doesn't rely on sight, as with sphere for the duration. The darkness spreads
blindsight, or can see through illusions, as with around corners. A creature with darkvision can't
truesight. see through this darkness, and nonmagical light
can't illuminate it.

If the point you choose is on an object you are


holding or one that isn't being worn or carried,
the darkness emanates from the object and
moves with it. Completely covering the source of
the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of


light created by a spell of or lower, the spell that
created the light is dispelled.

Druid (Desert) 2nd level Illusion Druid (Swamp) 2nd level Evocation Druid 2nd level Transmutation

DUST DEVIL EARTHBIND ENHANCE ABILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute hour
a pinch of dust Choose one creature you can see within range. fur or a feather from a beast
Choose an unoccupied 5-foot cube of air that you can Yellow strips of magical energy loop around the You touch a creature and bestow upon it a magical
see within range. An elemental force that resembles a creature. The target must succeed on a Strength enhancement. Choose one of the following effects -
dust devil appears in the cube and lasts for the spell's saving throw, or its flying speed (if any) is the target gains the effect until the spell ends.

duration.
reduced to 0 feet for the spell's duration. An Bear's Endurance: The target has advantage on
Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely Constitution checks. It also gains 2d6 temporary hit
dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the points, which are lost when the spell ends.

failed save, the creature takes 1d8 bludgeoning ground or the spell ends. Bull's Strength: The target has advantage on
damage and is pushed 10 feet away from the dust Strength checks, and his or her carrying capacity
devil. On a successful save, the creature takes half as doubles.

much damage and isn't pushed.


Cat's Grace: The target has advantage on Dexterity
As a bonus action, you can move the dust devil up to checks. It also doesn't take damage from falling 20
30 feet in any direction. If the dust devil moves over feet or less if it isn't incapacitated.

sand, dust, loose dirt, or light gravel, it sucks up the Eagle's Splendor: The target has advantage on
material and forms a 10-foot-radius cloud of debris Charisma checks.

around itself that lasts until the start of your next turn. Fox's Cunning: The target has advantage on
The cloud heavily obscures its area.
Intelligence checks.

At Higher Levels: When you cast this spell using a Owl's Wisdom: The target has advantage on
spell slot of 3rd level or higher, the damage increases Wisdom checks.

by 1d8 for each slot level above 2nd. At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Druid (XGE) 2nd level Conjuration Druid (XGE) 2nd level Transmutation Druid 2nd level Transmutation
        
        
2

2
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  

  

  

  
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2

2
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2

2
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  


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2

2
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2

2
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     
              
  


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

2
FIND TRAPS FLAME BLADE FLAMING SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
minutes minute
You sense the presence of any trap within range
that is within line of sight. A trap, for the purpose leaf of sumac a bit of tallow, a pinch of brimstone, and a dusting of powdered
of this spell, includes anything that would inflict iron
You evoke a fiery blade in your free hand. The
a sudden or unexpected effect you consider blade is similar in size and shape to a scimitar, A 5-foot-diameter sphere of fire appears in an
harmful or undesirable, which was specifically and it lasts for the duration. If you let go of the unoccupied space of your choice within range and
intended as such by its creator. Thus, the spell blade, it disappears, but you can evoke the blade lasts for the duration. Any creature that ends its turn
would sense an area affected by the alarm spell, a again as a bonus action.
within 5 feet of the sphere must make a Dexterity
glyph of warding, or a mechanical pit trap, but it You can use your action to make a melee spell saving throw. The creature takes 2d6 fire damage on a
would not reveal a natural weakness in the floor, attack with the fiery blade. On a hit, the target failed save, or half as much damage on a successful
an unstable ceiling, or a hidden sinkhole.
one.

takes 3d6 fire damage.

This spell merely reveals that a trap is present. The flaming blade sheds bright light in a 10-foot As a bonus action, you can move the sphere up to 30
You don't learn the location of each trap, but you feet. If you ram the sphere into a creature, that
radius and dim light for an additional 10 feet.
creature must make the saving throw against the
do learn the general nature of the danger posed At Higher Levels: When you cast this spell
by a trap you sense. sphere's damage, and the sphere stops moving this
using a spell slot of 4th level or higher, the turn.

damage increases by 1d6 for every two slot When you move the sphere, you can direct it over
levels above 2nd. barriers up to 5 feet tall and jump it across pits up to
10 feet wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.

At Higher Levels: When you cast this spell using a


spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Druid 2nd level Divination Druid 2nd level Evocation Druid 2nd level Conjuration

GUST OF WIND HEALING SPIRIT HEAT METAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 bonus action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a legume seed You call forth a nature spirit to soothe the a piece of iron and a flame
wounded. The intangible spirit appears in a
A line of strong wind 60 feet long and 10 feet space that is a 5-foot cube you can see within Choose a manufactured metal object, such as a
wide blasts from you in a direction you choose range. The spirit looks like a transparent beast or metal weapon or a suit of heavy or medium
for the spell's duration. Each creature that starts fey (your choice).
metal armor, that you can see within range. You
its turn in the line must succeed on a Strength Until the spell ends, whenever you or a creature cause the object to glow red-hot. Any creature in
saving throw or be pushed 15 feet away from you can see moves into the spirit's space for the physical contact with the object takes 2d8 fire
you in a direction following the line.
first time on a turn or starts its turn there, you damage when you cast the spell. Until the spell
Any creature in the line must spend 2 feet of can cause the spirit to restore 1d6 hit points to ends, you can use a bonus action on each of your
movement for every 1 foot it moves when that creature (no action required). The spirit subsequent turns to cause this damage again.

moving closer to you.


can't heal constructs or undead.
If a creature is holding or wearing the object and
The gust disperses gas or vapor, and it As a bonus action on your turn, you can move the takes the damage from it, the creature must
extinguishes candles, torches, and similar spirit up to 30 feet to a space you can see.
succeed on a Constitution saving throw or drop
unprotected flames in the area. It causes At Higher Levels. When you cast this spell the object if it can. If it doesn't drop the object, it
protected flames, such as those of lanterns, to using a spell slot of 3rd level or higher, the has disadvantage on attack rolls and ability
dance wildly and has a 50 percent chance to healing increases by 1d6 for each slot level checks until the start of your next turn.

extinguish them.
above 2nd. At Higher Levels: When you cast this spell
As a bonus action on each of your turns before using a spell slot of 3rd level or higher, the
the spell ends, you can change the direction in damage increases by 1d8 for each slot above
which the line blasts from you. 2nd.

Druid 2nd level Evocation Druid (XGE) 2nd level Conjuration Druid 2nd level Transmutation

HOLD PERSON INVISIBILITY LESSER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute hour
You touch a creature and can end either one
a small, straight piece of iron an eyelash encased in gum arabic disease or one condition afflicting it. The
Choose a humanoid that you can see within A creature you touch becomes invisible until the condition can be blinded, deafened, paralyzed, or
range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or poisoned.
saving throw or be paralyzed for the duration. At carrying is invisible as long as it is on the target's
the end of each of its turns, the target can make person. The spell ends for a target that attacks or
another Wisdom saving throw. On a success, the casts a spell.

spell ends on the target.


At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can
using a spell slot of 3rd level or higher, you can target one additional creature for each slot level
target on additional humanoid for each slot level above 2nd.
above 2nd. The humanoids must be within 30
feet of each other when you target them.

Druid (*)(Arctic) 2nd level Enchantment Druid (Grassland) 2nd level Illusion Druid 2nd level Abjuration
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


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

2
LOCATE ANIMALS OR PLANTS (RITUAL) LOCATE OBJECT MELF'S ACID ARROW
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action Self 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S, M Concentration, up to 10 V, S, M Instantaneous
a bit of fur from a bloodhound minutes
powdered rhubarb leaf and an adder's stomach
Describe or name a specific kind of beast or a forked twig
plant. Concentrating on the voice of nature in A shimmering green arrow streaks toward a
Describe or name an object that is familiar to target within range and bursts in a spray of acid.
your surroundings, you learn the direction and you. You sense the direction to the object's
distance to the closest creature or plant of that Make a ranged spell attack against the target. On
location, as long as that object is within 1,000 a hit, the target takes 4d4 acid damage
kind within 5 miles, if any are present. feet of you. If the object is in motion, you know immediately and 2d4 acid damage at the end of
the direction of its movement.
its next turn. On a miss, the arrow splashes the
The spell can locate a specific object known to target with acid for half as much of the initial
you, as long as you have seen it up close - within damage and no damage at the end of its next
30 feet - at least once. Alternatively, the spell can turn.

locate the nearest object of a particular kind, At Higher Levels: When you cast this spell
such as a certain kind of apparel, jewelry, using a spell slot of 3rd level or higher, the
furniture, tool, or weapon.
damage (both initial and later) increases by 1d4
This spell can't locate an object if any thickness for each slot level above 2nd.
of lead, even a thin sheet, blocks a direct path
between you and the object.

Druid 2nd level Divination Druid 2nd level Divination Druid (Swamp) 2nd level Evocation

MIRROR IMAGE MISTY STEP MOONBEAM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M Concentration, up to 1
minute
Three illusory duplicates of yourself appear in your Briefly surrounded by silvery mist, you teleport
space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you several seeds of any moonseed plant and a piece of opalescent
you and mimic your actions, shifting position so it's can see. feldspar
impossible to track which image is real. You can use A silvery beam of pale light shines down in a 5-foot
your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during radius, 40-foot-high cylinder centered on a point
the spell's duration, roll a d20 to determine whether within range. Until the spell ends, dim light fills the
the attack instead targets one of your duplicates.
cylinder.

If you have three duplicates, you must roll a 6 or When a creature enters the spell's area for the first
higher to change the attack's target to a duplicate. time on a turn or starts its turn there, it is engulfed in
With two duplicates, you must roll an 8 or higher. With ghostly flames that cause searing pain, and it must
one duplicate, you must roll an 11 or higher.
make a Constitution saving throw. It takes 2d10
A duplicate's AC equals 10 + your Dexterity modifier. radiant damage on a failed save, or half as much
If an attack hits a duplicate, the duplicate is destroyed. damage on a successful one.

A duplicate can be destroyed only by an attack that A shapechanger makes its saving throw with
hits it. It ignores all other damage and effects. The disadvantage. If it fails, it also instantly reverts to its
spell ends when all three duplicates are destroyed.
original form and can't assume a different form until it
A creature is unaffected by this spell if it can't see, if it leaves the spell's light.

relies on senses other than sight, such as blindsight, or On each of your turns after you cast this spell, you can
if it can perceive illusions as false, as with truesight. use an action to move the beam 60 feet in any
direction.

At Higher Levels: When you cast this spell using a


spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

Druid (Coast) 2nd level Illusion Druid (Coast) 2nd level Conjuration Druid 2nd level Evocation

PASS WITHOUT TRACE PROTECTION FROM POISON SILENCE (RITUAL)


CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour
V, S, M Concentration, up to 1 V, S Concentration, up to 10
hour You touch a creature. If it is poisoned, you minutes
ashes from a burned leaf of mistletoe and a sprig of spruce neutralize the poison. If more than one poison For the duration, no sound can be created within
afflicts the target, you neutralize on poison that or pass through a 20-foot-radius sphere
A veil of shadows and silence radiates from you, you know is present, or you neutralize one at centered on a point you choose within range.
masking you and your companions from random.
Any creature or object entirely inside the sphere
detection. For the duration, each creature you For the duration, the target has advantage on is immune to thunder damage, and creatures are
choose within 30 feet of you (including you) has a saving throws against being poisoned, and it has deafened while entirely inside it. Casting a spell
+10 bonus to Dexterity (Stealth) checks and resistance to poison damage. that includes a verbal component is impossible
can't be tracked except by magical means. A there.
creature that receives this bonus leaves behind
no tracks or other traces of its passage.

Druid (*)(Grassland) 2nd level Abjuration Druid 2nd level Abjuration Druid (Desert) 2nd level Illusion
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
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  


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

2
SKYWRITE (RITUAL) SPIDER CLIMB SPIKE GROWTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Sight 1 action Touch 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 10
hour hour minutes
You cause up to ten words to form in a part of a drop of bitumen and a spider seven sharp thorns or seven small twigs, each sharpened to a
the sky you can see. The words appear to be point
made of cloud and remain in place for the spell's Until the spell ends, one willing creature you
touch gains the ability to move up, down, and The ground in a 20-foot radius centered on a
duration. The words dissipate when the spell point within range twists and sprouts hard spikes
ends. A strong wind can disperse the clouds and across vertical surfaces and upside down along
ceilings, while leaving its hands free. The target and thorns. The area becomes difficult terrain
end the spell early. for the duration. When a creature moves into or
also gains a climbing speed equal to its walking
speed. within the area, it takes 2d4 piercing damage for
every 5 feet it travels.

The transformation of the ground is


camouflaged to look natural. Any creature that
can't see the area at the time the spell is case
must make a Wisdom (Perception) check against
your spell save DC to recognize the terrain as
hazardous before entering it.

Druid (XGE) 2nd level Transmutation Druid (Underdark)(Forest)(Mountain)


2nd level Transmutation Druid (*)(Mountain)(Arctic) 2nd level Transmutation

SUMMON BEAST WARDING WIND WEB


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 10 V, S, M Concentration, up to 1
hour minutes hour
a feather, tuft of fur, and fish tail inside a gilded acorn worth at A strong wind (20 miles per hour) blows around a bit of spider web
least 200 gp you in a 10-foot radius and moves with you, You conjure a mass of thick, sticky webbing at a point
You call forth a bestial spirit. It manifests in an remaining centered on you. The wind lasts for of your choice within range. The webs fill a 20-foot
unoccupied space that you can see within range. This the spell's duration.
cube from that point for the duration. The webs are
corporeal form uses the Bestial Spirit stat block. The wind has the following effects:
difficult terrain and lightly obscure their area.

When you cast the spell, choose an environment: Air, • It deafens you and other creatures in its area.
If the webs aren't anchored between two solid masses
Land, or Water. The creature resembles an animal of • It extinguishes unprotected flames in its area (such as walls or trees) or layered across a floor, wall,
your choice that is native to the chosen environment, that are torch-sized or smaller.
or ceiling, the conjured web collapses on itself, and the
which determines certain traits in its stat block. The • It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered
creature disappears when it drops to 0 hit points or dispersed by strong wind.
over a flat surface have a depth of 5 feet.

when the spell ends.


• The area is difficult terrain for creatures other Each creature that starts its turn in the webs or that
The creature is an ally to you and your companions. In than you.
enters them during its turn must make a Dexterity
combat, the creature shares your initiative count, but • The attack rolls of ranged weapon attacks have saving throw. On a failed save, the creature is
it takes its turn immediately after yours. It obeys your disadvantage if the attacks pass in or out of the restrained as long as it remains in the webs or until it
verbal commands (no action required by you). If you wind. breaks free.

don't issue any, it takes the Dodge action and uses its A creature restrained by the webs can use its actions
move to avoid danger.
to make a Strength check against your spell save DC. If
At Higher Levels: When you cast this spell using a it succeeds, it is no longer restrained.

spell slot of 3rd level or higher, use the higher level The webs are flammable. Any 5-foot cube of webs
where the spell's level appears in the stat block. exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire.

Druid (TCE) 2nd-level conjuration Druid (XGE) 2nd level Evocation Druid (Underdark) 2nd level Conjuration

BLINDNESS/DEAFNESS GENTLE REPOSE (RITUAL) AUGURY (RITUAL)


CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 30 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days
V 1 minute V, S, M Instantaneous
a pinch of salt and one copper piece placed on each of the corpse's
You can blind or deafen a foe. Choose 1 creature eyes, which must remain there for the duration specially marked sticks, bones, or similar tokens worth at least 25
that you can see within range to make a gp
Constitution saving throw. If it fails, the target is You touch a corpse or other remains. For the By casting gem-inlaid sticks, rolling dragon bones,
either blinded or deafened (your choice) for the duration, the target is protected from decay and laying out ornate cards, or employing some other
duration. At the end of each of its turns, the can't become undead.
divining tool, you receive an omen from an
target can make a Constitution saving throw. On The spell also effectively extends the time limit otherworldly entity about the results of a specific
a success, the spell ends.
on raising the target from the dead, since days course of action that you plan to take within the next
spent under the influence of this spell don't 30 minutes. The DM chooses from the following
At Higher Levels: When you cast this spell count against the time limit of spells such as raise possible omens.

using a spell slot of 3rd level or higher, you can dead. • Weal, for good results

target 1 additional creature for each slot level • Woe, for bad results

above 2nd. • Weal and woe, for both good and bad results

• Nothing, for results that aren't especially good or


bad

The spell doesn't take into account any possible


circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of a
companion.

If you cast the spell two or more times before


completing your next long rest, there is a cumulative
25 percent chance for each casting after the first that
you get a random reading. The DM makes this roll in
secret.

Druid (Spores) 2nd level Necromancy Druid (Spores) 2nd level Necromancy Druid (TCE) 2nd level Divination
        
        
2

2
     
     
     
                 
              
  

  

  

  
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  
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                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


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

2
CONTINUAL FLAME ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
ruby dust worth 50 gp, which the spell consumes
a pinch of powdered iron a pinch of powdered iron
A flame, equivalent in brightness to a torch,
springs forth from an object that you touch. The You cause a creature or an object you can see within target's size is halved in all dimensions, and its
effect looks like a regular flame, but it creates no range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This
heat and doesn't use oxygen. A continual flame Choose either a creature or an object that is neither reduction decreases its size by one category -
can be covered or hidden but not smothered or worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the
quenched. a Constitution saving throw. On a success, the spell spell ends, the target also has disadvantage on
has no effect.
Strength checks and Strength saving throws. The
If the target is a creature, everything it is wearing and target's weapons also shrink to match its new
carrying changes size with it. Any item dropped by an size. While these weapons are reduced, the
affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage
and its weight is multiplied by eight. This growth (this can't reduce the damage below 1).
increases its size by one category - from Medium to
Large, for example. If there isn't enough room for the
target to double its size, the creature or object attains
the maximum possible size in the space available. Until
the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
target's weapons also grow to match its new size.
While these weapons are enlarged, the target's attack
with them deal 1d4 extra damage.

Reduce. The

Druid (TCE) 2nd level Evocation Druid (TCE) 2nd level Transmutation Druid (TCE) 2nd level Transmutation

FLAMING SPHERE SCORCHING RAY CALL LIGHTNING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 10
minute minutes
You create three rays of fire and hurl them at
a bit of tallow, a pinch of brimstone, and a dusting of powdered targets within range. You can hurl them at one A storm cloud appears in the shape of a cylinder that is
iron target or several.
10 feet tall with a 60-foot radius, centered on a point
Make a ranged spell attack for each ray. On a hit, you can see 100 feet directly above you. The spell fails
A 5-foot-diameter sphere of fire appears in an if you can't see a point in the air where the storm cloud
unoccupied space of your choice within range and the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell could appear (for example, if you are in a room that
lasts for the duration. Any creature that ends its turn can't accommodate the cloud).

within 5 feet of the sphere must make a Dexterity using a spell slot of 3rd level or higher, you create When you cast the spell, choose a point you can see
saving throw. The creature takes 2d6 fire damage on a one additional ray for each slot level above 2nd. within range. A bolt of lightning flashes down from the
failed save, or half as much damage on a successful cloud to that point. Each creature within 5 feet of that
one.
point must make a Dexterity saving throw. A creature
As a bonus action, you can move the sphere up to 30 takes 3d10 lightning damage on a failed save, or half
feet. If you ram the sphere into a creature, that as much damage on a successful one. On each of your
creature must make the saving throw against the turns until the spell ends, you can use your action to
sphere's damage, and the sphere stops moving this call down lightning in this way again, targeting the
turn.
same point or a different one.

When you move the sphere, you can direct it over If you are outdoors in stormy conditions when you
barriers up to 5 feet tall and jump it across pits up to cast this spell, the spell gives you control over the
10 feet wide. The sphere ignites flammable objects existing storm instead of creating a new one. Under
not being worn or carried, and it sheds bright light in a such conditions, the spell's damage increases by 1d10.

20-foot radius and dim light for an additional 20 feet.


At Higher Levels: When you cast this spell using a
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage
spell slot of 3rd level or higher, the damage increases increases by 1d10 for each slot level above 3rd.
by 1d6 for each slot level above 2nd.

Druid (Wildfire) 2nd level Conjuration Druid (Wildfire) 2nd level Evocation Druid (*)(Forest) 3rd level Conjuration

CONJURE ANIMALS CREATE FOOD AND WATER DAYLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S 1 hour
hour
You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out
You summon fey spirits that take the form of beasts water on the ground or in containers within from a point you choose within range. The
and appear in unoccupied spaces that you can see range, enough to sustain up to fifteen humanoids sphere is bright light and sheds dim light for an
within range. Choose one of the following options for or five steeds for 24 hours. The food is bland but additional 60 feet.
what appears.
nourishing, and spoils if uneaten after 24 hours. If you chose a point on an object you are holding
• One beast of challenge rating 2 or lower
The water is clean and doesn't go bad. or one that isn't being worn or carried, the light
• Two beasts of challenge rating 1 or lower
shines from the object with and moves with it.
• Four beasts of challenge rating 1/2 or lower

• Eight beasts of challenge rating 1/4 or lower


Completely covering the affected object with an
Each beast is also considered fey, and it disappears opaque object, such as a bowl or a helm, blocks
when it drops to 0 hit points or when the spell ends.
the light.

The summoned creatures are friendly to you and your If any of this spell's area overlaps with an area of
companions. Roll initiative for the summoned darkness created by a spell of or lower, the spell
creatures as a group, which has its own turns. They that created the darkness is dispelled.
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 5th-level slot, three times as
many with a 7th-level slot, and four times as many
with a 9th-level slot.
Druid 3rd level Conjuration Druid (Desert) 3rd level Conjuration Druid (*)(Grassland) 3rd level Evocation
        
        
2

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

3
        
        
2

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

3
        
        
2

3
     
     
     
     
     
     
              
  


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

3
DISPEL MAGIC ERUPTING EARTH FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 hour
Choose any creature, object, or magical effect a piece of obsidian a pinch of graveyard dirt
within range. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or Choose a point you can see on the ground within You touch a willing creature and put it into a
higher on the target, make an ability check using range. A fountain of churned earth and stone cataleptic state that is indistinguishable from
your spellcasting ability. The DC equals 10 + the erupts in a 20-foot cube centered on that point. death.

spell's level. On a successful check, the spell Each creature in that area must make a Dexterity For the spell's duration, or until you use an action
ends.
saving throw. A creature takes 3d12 to touch the target and dismiss the spell, the
At Higher Levels: When you cast this spell bludgeoning damage on a failed save, or half as target appears dead to all outward inspection
using a spell slot of 4th level or higher, you much damage on a successful one. Additionally, and to spells used to determine the target's
automatically end the effects of a spell on the the ground in that area becomes difficult terrain status. The target is blinded and incapacitated,
target if the spell's level is equal to or less than until cleared. Each 5-foot-square portion of the and its speed drops to 0. The target has
the level of the spell slot you used. area requires at least 1 minute to clear by hand.
resistance to all damage except psychic damage.
At Higher Levels: When you cast this spell If the target is diseased or poisoned when you
using a spell slot of 4th level or higher, the cast the spell, or becomes diseased or poisoned
damage increases by 1d12 for each slot level while under the spell's effect, the disease and
above 3rd. poison have no effect until the spell ends.

Druid 3rd level Abjuration Druid (XGE) 3rd level Transmutation Druid 3rd level Necromancy

FLAME ARROWS GASEOUS FORM HASTE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour minute
You touch a quiver containing arrows or bolts. a bit of gauze and a wisp of smoke a shaving of licorice root
When a target is hit by a ranged weapon attack You transform a willing creature you touch, along with
using a piece of ammunition drawn from the Choose a willing creature that you can see within
everything it's wearing and carrying, into a misty cloud range. Until the spell ends, the target's speed is
quiver, the target takes an extra 1d6 fire damage. for the duration. The spell ends if the creature drops doubled, it gains a +2 bonus to AC, it has
The spell's magic ends on the piece of to 0 hit points. An incorporeal creature isn't affected.

ammunition when it hits or misses, and the spell advantage on Dexterity saving throws, and it
While in this form, the target's only method of gains an additional action on each of its turns.
ends when twelve pieces of ammunition have movement is a flying speed of 10 feet. The target can
been drawn from the quiver.
enter and occupy the space of another creature. The
That action can be used only to take the Attack
At Higher Levels: When you cast this spell target has resistance to nonmagical damage, and it has
(one weapon attack only), Dash, Disengage,
using a spell slot of 4th level or higher, the advantage on Strength, Dexterity, and Constitution Hide, or Use an Object action.

number of pieces of ammunition you can affect saving throws. The target can pass through small When the spell ends, the target can't move or
with this spell increases by two for each slot level holes, narrow openings, and even mere cracks, though take actions until after its next turn, as a wave of
above 3rd. it treats liquids as though they were solid surfaces. lethargy sweeps over it.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk


or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Druid (XGE) 3rd level Transmutation Druid (Underdark) 3rd level Transmutation Druid (Grassland) 3rd level Transmutation

LIGHTNING BOLT MELD INTO STONE (RITUAL) PLANT GROWTH


CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action Self (100-foot line) 1 action or 8 hours 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours
V, S, M Instantaneous V, S Instantaneous
You step into a stone object or surface large enough to
a bit of fur and a rod of amber, crystal, or glass fully contain your body, melding yourself and all the This spell channels vitality into plants within a
A stroke of lightning forming a line of 100 feet equipment you carry with the stone for the duration. specific area. There are two possible uses for the
long and 5 feet wide blasts out from you in a Using your movement, you step into the stone at a spell, granting either immediate or long-term
point you can touch. Nothing of your presence benefits.

direction you choose. Each creature in the line If you cast this spell using 1 action, choose a
must make a Dexterity saving throw. A creature remains visible or otherwise detectable by nonmagical
senses.
point within range. All normal plants in a 100-
takes 8d6 lightning damage on a failed save, or While merged with the stone, you can't see what foot radius centered on that point become thick
half as much damage on a successful one.
occurs outside it, and any Wisdom (Perception) checks and overgrown. A creature moving through the
The lightning ignites flammable objects in the you make to hear sounds outside it are made with area must spend 4 feet of movement for every 1
area that aren't being worn or carried.
disadvantage. You remain aware of the passage of foot it moves.

At Higher Levels: When you cast this spell time and can cast spells on yourself while merged in You can exclude one or more areas of any size
using a spell slot of 4th level or higher, the the stone. You can use your movement to leave the within the spell's area from being affected.

damage increases by 1d6 for each slot above stone where you entered it, which ends the spell. You If you cast this spell over 8 hours, you enrich the
3rd. otherwise can't move.
land. All plants in a half-mile radius centered on a
Minor physical damage to the stone doesn't harm you, point within range become enriched for 1 year.
but its partial destruction or a change in its shape (to
the extent that you no longer fit within it) expels you The plants yield twice the normal amount of
and deals 6d6 bludgeoning damage to you. The stone's food when harvested.
complete destruction (or transmutation into a
different substance) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone
in an unoccupied space closest to where you first
entered.

Druid (Mountain) 3rd level Evocation Druid (*)(Mountain) 3rd level Transmutation Druid (*)(Forest) 3rd level Transmutation
        
        
3

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


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

3
PROTECTION FROM ENERGY SLEET STORM SLOW
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 150 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1
hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
For the duration, the willing creature you touch a pinch of dust and a few drops of water a drop of molasses
has resistance to one damage type of your
choice: acid, cold, fire, lightning, or thunder. Until the spell ends, freezing rain and sleet fall in You alter time around up to six creatures of your
a 20-foot-tall cylinder with a 40-foot radius choice in a 40-foot cube within range. Each target
centered on a point you choose within range. must succeed on a Wisdom saving throw or be
The area is heavily obscured, and exposed flames affected by this spell for the duration.

in the area are doused.


An affected target's speed is halved, it takes a -2
The ground in the area is covered with slick ice, penalty to AC and Dexterity saving throws, and it can't
making it difficult terrain. When a creature use reactions. On its turn, it can use either an action or
enters the spell's area for the first time on a turn a bonus action, not both. Regardless of the creature's
abilities or magic items, it can't make more than one
or starts its turn there, it must make a Dexterity melee or ranged attack during its turn.

saving throw. On a failed save, it falls prone.


If the creature attempts to cast a spell with a casting
If a creature is concentrating in the spell's area, time of 1 action, roll a d20. On an 11 or higher, the
the creature must make a successful spell doesn't take effect until the creature's next turn,
Constitution saving throw against your spell and the creature must use its action on that turn to
save DC or lose concentration. complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another


Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.

Druid (*)(Desert) 3rd level Abjuration Druid (*)(Arctic) 3rd level Conjuration Druid (Arctic) 3rd level Transmutation

SPEAK WITH PLANTS STINKING CLOUD TIDAL WAVE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action 90 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 1 V, S, M Instantaneous
minute
You imbue plants within 30 feet of you with limited a drop of water
sentience and animation, giving them the ability to a rotten egg or several skunk cabbage leaves
communicate with you and follow your simple You conjure up a wave of water that crashes
commands. You can question plants about events in You create a 20-foot-radius sphere of yellow, down on an area within range. The area can be
the spell's area within the past day, gaining nauseating gas centered on a point within range. up to 30 feet long, up to 10 feet wide, and up to
information about creatures that have passed, The cloud spreads around corners, and its area is 10 feet tall. Each creature in that area must
weather, and other circumstances. heavily obscured. The cloud lingers in the air for make a Dexterity saving throw. On a failed save,
You can also turn difficult terrain caused by plant the duration.
a creature takes 4d8 bludgeoning damage and is
growth (such as thickets and undergrowth) into Each creature that is completely within the cloud knocked prone. On a successful save, a creature
ordinary terrain that lasts for the duration. Or you can at the start of its turn must make a Constitution takes half as much damage and isn't knocked
turn ordinary terrain where plants are present into saving throw against poison. On a failed save, the prone. The water then spreads out across the
difficult terrain that lasts for the duration, causing creature spends its action that turn retching and ground in all directions, extinguishing
vines and branches to hinder pursuers, for example.
reeling. Creatures that don't need to breathe or unprotected flames in its area and within 30 feet
Plants might be able to perform other tasks on your are immune to poison automatically succeed on of it, and then it vanishes.
behalf, at the DM's discretion. The spell doesn't enable this saving throw.

plants to uproot themselves and move about, but they A moderate wind (at least 10 miles per hour)
can freely move branches, tendrils, and stalks.
disperses the cloud after 4 rounds. A strong wind
If a plant creature is in the area, you can communicate (at least 20 miles per hour) disperses it after 1
with it as if you shared a common language, but you
gain no magical ability to influence it.
round.
This spell can cause the plants created by the entangle
spell to release a restrained creature.

Druid 3rd level Transmutation Druid (Underdark)(Swamp) 3rd level Conjuration Druid (XGE) 3rd level Conjuration

WALL OF WATER WATER BREATHING (RITUAL) WATER WALK (RITUAL)


CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours
V, S, M Concentration, up to 10 V, S, M 1 hour
minutes a short reed or piece of straw
a piece of cork
a drop of water This spell grants up to ten willing creatures you
can see within range the ability to breathe This spell grants the ability to move across any
You create a wall of water on the ground at a liquid surface - such as water, acid, mud, snow,
point you can see within range. You can make the underwater until the spell ends. Affected quicksand, or lava - as if it were harmless solid
wall up to 30 feet long, 10 feet high, and 1 foot creatures also retain their normal mode of
respiration. ground (creatures crossing molten lava can still
thick, or you can make a ringed wall up to 20 feet take damage from the heat). Up to ten willing
in diameter, 20 feet high, and 1 foot thick. The creatures you can see within range gain this
wall vanishes when the spell ends. The wall's ability for the duration.

space is difficult terrain.


If your target a creature submerged in a liquid,
Any ranged weapon attack that enters the wall's the spell carries the target to the surface of the
space has disadvantage on the attack roll, and liquid at a rate of 60 feet per round.
fire damage is halved if the fire effect passes
through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't fill it.

Druid (XGE) 3rd level Evocation Druid (*)(Coast) 3rd level Transmutation Druid (*)(Swamp)(Coast) 3rd level Transmutation
        
        
3

3
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3

3
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3

3
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  


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3

3
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3

3
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  


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           

3
WIND WALL ANIMATE DEAD [1/2] ANIMATE DEAD [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Instantaneous
minute
a drop of blood, a piece of flesh, and a pinch of bone dust a drop of blood, a piece of flesh, and a pinch of bone dust
a tiny fan and a feather of exotic origin
This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the
A wall of strong wind rises from the ground at a point bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you
you choose within range. You can make the wall up to within range. Your spell imbues the target with a foul must cast this spell on the creature again before
50 feet long, 15 feet high, and 1 foot thick. You can mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the
shape the wall in any way you choose so long as it target becomes a skeleton if you chose bones or a spell reasserts your control over up to four
makes one continuous path along the ground. The wall zombie if you chose a corpse (the DM has the creatures you have animated with this spell,
lasts for the duration.
creature's game statistics).
rather than animating a new one.

When the wall appears, each creature within its area On each of your turns, you can use a bonus action to
must make a Strength saving throw. A creature takes mentally command any creature you made with this At Higher Levels: When you cast this spell
3d8 bludgeoning damage on a failed save, or half as spell if the creature is within 60 feet of you (if you using a spell slot of 4th level or higher, you
much damage on a successful one.
control multiple creatures, you can command any or animate or reassert control over two additional
The strong wind keeps fog, smoke, and other gases at all of them at the same time, issuing the same undead creatures for each slot above 3rd. Each
bay. Small or smaller flying creatures or objects can't command to each one). You decide what action the of the creatures must come from a different
pass through the wall. Loose, lightweight materials creature will take and where it will move during its corpse or pile of bones.
brought into the wall fly upward. Arrows, bolts, and next turn, or you can issue a general command, such as
other ordinary projectiles launched at targets behind to guard a particular chamber or corridor. If you issue
the wall are deflected upward and automatically miss. no commands, the creature only defends itself against
(Boulders hurled by giants or siege engines, and hostile creatures. Once given an order, the creature
similar projectiles, are unaffected.) Creatures in continues to follow it until its task is complete.

gaseous form can't pass through it. The creature is under your control for 24 hours, after
which it stops obeying

Druid 3rd level Evocation Druid (Spores) 3rd level Necromancy Druid (Spores) 3rd level Necromancy

GASEOUS FORM AURA OF VITALITY ELEMENTAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self (30-foot radius) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S Concentration, up to 1
hour minute hour
a bit of gauze and a wisp of smoke Healing energy radiates from you in an aura with A nonmagical weapon you touch becomes a
You transform a willing creature you touch, along with a 30-foot radius. Until the spell ends, the aura magic weapon. Choose one of the following
everything it's wearing and carrying, into a misty cloud moves with you, centered on you. You can use a damage types - acid, cold, fire, lightning, or
for the duration. The spell ends if the creature drops bonus action to cause one creature in the aura thunder. For the duration, the weapon has a +1
to 0 hit points. An incorporeal creature isn't affected.
(including you) to regain 2d6 hit points. bonus to attack rolls and deals an extra 1d4
While in this form, the target's only method of damage of the chosen type when it hits.

movement is a flying speed of 10 feet. The target can At Higher Levels: When you cast this spell
enter and occupy the space of another creature. The using a spell slot of 5th or 6th level, the bonus to
target has resistance to nonmagical damage, and it has attack rolls increases to +2 and the extra damage
advantage on Strength, Dexterity, and Constitution increases to 2d4. When you use a spell slot of
saving throws. The target can pass through small 7th level or higher, the bonus increases to +3 and
holes, narrow openings, and even mere cracks, though the extra damage increases to 3d4.
it treats liquids as though they were solid surfaces.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk


or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Druid (Spores) 3rd level Transmutation Druid (TCE) 3rd level Evocation Druid (TCE) 3rd level Transmutation

REVIVIFY PLANT GROWTH REVIVIFY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action or 8 hours 150 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S, M Instantaneous
diamonds worth 300 gp, which the spell consumes This spell channels vitality into plants within a diamonds worth 300 gp, which the spell consumes
You touch a creature that has died within the last specific area. There are two possible uses for the You touch a creature that has died within the last
minute. That creature returns to life with 1 hit spell, granting either immediate or long-term minute. That creature returns to life with 1 hit
point. This spell can't return to life a creature benefits.
point. This spell can't return to life a creature
If you cast this spell using 1 action, choose a
that has died of old age, nor can it restore any point within range. All normal plants in a 100- that has died of old age, nor can it restore any
missing body parts. foot radius centered on that point become thick missing body parts.
and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1
foot it moves.

You can exclude one or more areas of any size


within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the


land. All plants in a half-mile radius centered on a
point within range become enriched for 1 year.
The plants yield twice the normal amount of
food when harvested.

Druid (TCE) 3rd level Necromancy Druid (Wildfire) 3rd level Transmutation Druid (Wildfire) 3rd level Necromancy
        
        
3

3
     
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  

  

  

  
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3

3
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3

3
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  


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           
3

3
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3

3
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  


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  
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           

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