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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.
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
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.
Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip
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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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.
• 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.
Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid (XGE) Transmutation cantrip
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.
level (4d8). • You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip
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.
Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
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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
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
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
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1
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1
1
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1
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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
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
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.
Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
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1
1
1
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1
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1
1
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.
Druid 1st level Transmutation Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration
SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE PROTECTION FROM EVIL AND GOOD
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
Druid (Wildfire) 1st level Evocation Druid (Wildfire) 1st level Evocation Druid 2nd level Enchantment
1
1
1
1
1
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1
1
1
2
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
Druid (Desert) 2nd level Illusion Druid (Swamp) 2nd level Evocation Druid 2nd level Transmutation
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.
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
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2
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2
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2
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.
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.
Druid 2nd level Divination Druid 2nd level Evocation Druid 2nd level Conjuration
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
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
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.
Druid (Coast) 2nd level Illusion Druid (Coast) 2nd level Conjuration Druid 2nd level Evocation
Druid (*)(Grassland) 2nd level Abjuration Druid 2nd level Abjuration Druid (Desert) 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
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.
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.
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
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
Druid (Spores) 2nd level Necromancy Druid (Spores) 2nd level Necromancy Druid (TCE) 2nd level Divination
2
2
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
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.
Druid (Wildfire) 2nd level Conjuration Druid (Wildfire) 2nd level Evocation Druid (*)(Forest) 3rd level Conjuration
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.
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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
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.
Druid (XGE) 3rd level Transmutation Druid (Underdark) 3rd level Transmutation Druid (Grassland) 3rd level Transmutation
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
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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.
Druid (*)(Desert) 3rd level Abjuration Druid (*)(Arctic) 3rd level Conjuration Druid (Arctic) 3rd level Transmutation
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
Druid (XGE) 3rd level Evocation Druid (*)(Coast) 3rd level Transmutation Druid (*)(Swamp)(Coast) 3rd level Transmutation
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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
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.
Druid (Spores) 3rd level Transmutation Druid (TCE) 3rd level Evocation Druid (TCE) 3rd level Transmutation
Druid (TCE) 3rd level Necromancy Druid (Wildfire) 3rd level Transmutation Druid (Wildfire) 3rd level Necromancy
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