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Druid [Circle of the Moon] (3) Far Traveller khazad

CLASS & LEVEL BACKGROUND PLAYER NAME


Itzykcotl banditgame
Lizardfolk Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Does not understand humor or non literal
16 +1 30 speech. Brutally honest.

-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Complete emotional indifference to suffering,
morality, beauty. Utilitarian and pragmatic.

9 PERSONALITY TRAITS

Hit Point Maximum 22


-1 Strength
DEXTERITY
+1 Dexterity Extremely Darwinian, believes
in the survival of the fittest.
+1 ●
+4 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

12 ●
+5 Wisdom
The thriving of his tribe is paramount. The
0 Charisma tribe's new chief, Khetzalcoatl helps the tribe
survive, so Itzykcotl follow his instructions.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 +1 Acrobatics (Dex) SUCCESSES

18 3x(1d8+4) Struggles with the


+3 Animal Handling (Wis) FAILURES
concept of money.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+1 0 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+5 Insight (Wis)
Quarterstaff +1 1d6-1 bludgeoning
Backpack
WISDOM
0 Intimidation (Cha)
+1 Investigation (Int)
Bedroll
+5 Medicine (Wis) Clothes, traveler’s
+3


+3 Nature (Int)
+5 Perception (Wis) Number of Explorer's Pack
16
0 Performance (Cha)
Attacks: 1 Horn
CHARISMA
0 Persuasion (Cha)
+1 Religion (Int)
Leather
0 +1 Sleight of Hand (Dex) Mess kit
10

+3 Stealth (Dex) Pouch
+5 Survival (Wis)
Rations (1 day)

SKILLS ATTACKS & SPELLCASTING


x10
15 PASSIVE WISDOM (PERCEPTION)
CP Rope, hempen
SP
Shield
Tool Proficiencies: Herbalism Kit; Lute

Weapon Proficiencies: Club; Dagger;


Tinderbox
Dart; Javelin; Mace; Quarterstaff;
Scimitar; Sickle; Sling; Spear
EP
Torch x10
Armor Proficiencies: Light; Medium;
GP
5 Waterskin
Shields
PP
Wooden staff
Language Proficiencies: Common;
Draconic; Druidic; Merfolk

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 6'6" 220
AGE HEIGHT WEIGHT
Itzykcotl banditgame Red Dark emerald green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

Tlaxcalan (ruined fortress)

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Itzykcotl Nahuatizoc was hatched in


the Hool marshes among his kin, the
Tlaxcalan tribe. Itzyk is the son of a
shaman and manifested druidic
abilities at a very young age. He spent
the first 20 years of his life hunting and
ambushing in the swamps. His ability
to shapeshift into birds, fish, wolves,
etc, made him a valuable asset in the
tribe and their foremost scout and
hunter.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Shillelagh

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Animal Friendship
4
Beast Bond

Chaos Bolt (Izzet)


SPELLS KNOWN

Charm Person

Create or Destroy Water


Cure Wounds

Detect Magic
Detect Poison and Disease
Earth Tremor
8
Entangle
Faerie Fire

2 2
Animal Messenger

Barkskin
Beast Sense
5
Darkvision

Dust Devil
9
Earthbind
Enhance Ability

Find Traps
Flame Blade

Flaming Sphere

Fortune's Favor (Dunamancy)


Gust of Wind
Healing Spirit

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Fog Cloud

Gift of Alacrity (Dunamancy)


4
Goodberry

Healing Word
SPELLS KNOWN

Ice Knife

Jump
Longstrider

Magnify Gravity (Dunamancy)


Purify Food and Drink
Snare
8
Speak with Animals
Thunderwave

2 2
Heat Metal

Hold Person
Immovable Object (Dunamancy)
5
Lesser Restoration

Locate Animals or Plants


9
Locate Object
Moonbeam

Pass without Trace


Protection from Poison

Skywrite

Spike Growth
Warding Wind
Wristpocket (Dunamancy)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/4 and no flying or swimming speed
(lasts 1 hour, use twice/rest).

-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark
you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you
also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday
folk who are eager to hear stories of your homeland. You can parley this attention into access to people
and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested in hearing about your distant homeland and
people.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms.
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high
as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations
there).

Combat Wild Shape. When you choose this circle at 2nd level, you gain the ability to use Wild Shape on
your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell
slot to regain 1d8 hit points per level of the spell slot expended.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct,
dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield,
a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or
appropriate artisan's tools, such as leatherworker's tools.

Druidic. You can speak Druidic and use it to leave hidden message and automatically spot messages left
by others.

Equipment. You possess any one musical instrument or gaming set you are proficient with. If you choose a
musical instrument, select it from the instrument section on the equipment page. If you choose a gaming
set enter it manually.

You also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a
small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as
custom items.

Hold Breath. You can hold your breath for 15 minutes.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can
make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary
hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you
finish a short or long rest.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature,
Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with
a lower AC. A shield's benefits apply as normal while you use your natural armor.
Page 1

Guidance Shillelagh Absorb Elements


Druid Cantrip Divination DC 13 Spell Mod +5 Druid Cantrip Transmutation DC 13 Spell Mod +5 Druid Level 1 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,S Conc, 1 min 1 B.A. Touch V,S,M 1 min 1 reAct. Self S 1 Rnd
Mistletoe, a shamrock leaf, and a club or quarterstaff

You touch one willing creature. Once before The wood of a club or quarterstaff you are The spell captures some of the incoming
the spell ends, the target can roll a d4 and add holding is imbued with nature's power. For energy, lessening its effect on you and storing
the number rolled to one ability check of its the duration, you can use your spellcasting it for your next melee attack. You have
choice. It can roll the die before or after ability instead of Strength for the attack and resistance to the triggering damage type until
making the ability check. The spell then ends. damage rolls of melee attacks using that the start of your next turn. Also, the first time
weapon, and the weapon's damage die you hit with a melee attack on your next turn,
becomes a d8. The weapon also becomes the target takes an extra 1d6 damage of the
magical, if it isn't already. The spell ends if you triggering type, and the spell ends. At Higher
cast it again or if you let go of the weapon. Levels. When you cast this spell using a spell
slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.

Animal Friendship Beast Bond Chaos Bolt (Izzet)


Druid Level 1 Enchantment DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 Act. 30 ft V,S,M 24 hrs 1 Act. Touch V,S,M Conc, 10 mins 1 Act. 120 ft V,S Inst
A morsel of food A bit of fur wrapped in a cloth

This spell lets you convince a beast that you You establish a telepathic link with one beast You hurl an undulating, warbling mass of
mean it no harm. Choose a beast that you can you touch that is friendly to you or charmed chaotic energy at one creature in range . Make
see within range. It must see and hear you. If by you. The spell fails if the beast's Intelligence a ranged spell attack against the target. On a
the beast's Intelligence is 4 or higher, the spell is 4 or higher. Until the spell ends, the link is hit, the target takes 2d8 + 1d6 damage. Choose
fails. Otherwise, the beast must succeed on a active while you and the beast are within line one of the d8s. The number rolled on that die
Wisdom saving throw or be charmed by you of sight of each other. Through the link, the determines the attack's damage type, as
for the spell's duration. If you or one of your beast can understand your telepathic shown below. l Acid 2 Cold 3 Fire 4 Force 5
companions harms the target, the spell ends. messages to it, and it can telepathically Lightning 6 Poison 7 Psychic 8 Thunder If you
At Higher Levels. When you cast this spell communicate simple emotions and concepts roll the same number on both d8s, the chaotic
using a spell slot of 2nd level or higher, you back to you. While the link is active, the beast energy leaps from the target to a different
can affect one additional beast for each slot gains advantage on attack rolls against any creature of your choice within 30 feet of it.
level above 1st. creature within 5 feet of you that you can see. Make a new attack roll against the new target,
and make a new damage roll , which could
cause the chaotic energy to leap again. A
creature can be targeted only once by this
casting of the spell. At Higher Levels. When
you cast this spell using a spell s lot of 2nd
level or higher, each target takes 1d6 extra
damage of the type rolled for each slot level

Charm Person Create or Destroy Water Cure Wounds


Druid Level 1 Enchantment DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 Act. 30 ft V,S 1 hr 1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst
A drop of water if creating water or a few grains of
sand if destroying it

You attempt to charm a humanoid you can see You either create or destroy water. Create A creature you touch regains a number of hit
within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
throw, and does so with advantage if you or water within range in an open container. modifier. This spell has no effect on undead or
your companions are fighting it. If it fails the Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
saving throw, it is charmed by you until the 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
spell ends or until you or your companions do exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an slot level above 1st.
regards you as a friendly acquaintance. When open container within range. Alternatively,
the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
higher, you can target one additional creature create or destroy 10 additional gallons of
for each slot level above 1st. The creatures water, or the size of the cube increases by 5
must be within 30 feet of each other when you feet, for each slot level above 1st.
target them.
Page 1 (reverse)

Chaos Bolt (Izzet) (reverse)


above 1st
Page 2

Detect Magic (ritual) Detect Poison and Disease (ritual) Earth Tremor
Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence You cause a tremor in the ground within
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, range. Each creature other than you in that
in this way, you can use your action to see a and diseases within 30 feet of you. You also area must make a Dexterity saving throw. On
faint aura around any visible creature or identify the kind of poison, poisonous a failed save, a creature takes 1d6 bludgeoning
object in the area that bears magic, and you creature, or disease in each case. The spell can damage and is knocked prone. If the ground in
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 that area is loose earth or stone, it becomes
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin difficult terrain until cleared, with each
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 5-foot-diameter portion requiring at least 1
sheet of lead, or 3 feet of wood or dirt. minute to clear by hand. At Higher Levels.
When you cast this spell using a spell slot of
2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Entangle Faerie Fire Fog Cloud


Druid Level 1 Conjuration DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5 Druid Level 1 Conjuration DC 13 Spell Mod +5
1 Act. 90 ft V,S Conc, 1 min 1 Act. 60 ft V Conc, 1 min 1 Act. 120 ft V,S Conc, 1 hr

Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
ground in a 20-foot square starting from a outlined in blue, green, or violet light (your centered on a point within range. The sphere
point within range. For the duration, these choice). Any creature in the area when the spreads around corners, and its area is heavily
plants turn the ground in the area into spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a
difficult terrain. A creature in the area when Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10
you cast the spell must succeed on a Strength objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels.
saving throw or be restrained by the in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of
entangling plants until the spell ends. A affected creature or object has advantage if the 2nd level or higher, the radius of the fog
creature restrained by the plants can use its attacker can see it, and the affected creature or increases by 20 feet for each slot level above
action to make a Strength check against your object can't benefit from being invisible. 1st.
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.

Gift of Alacrity (Dunamancy) Goodberry Healing Word


Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 min Touch V,S 8 hrs 1 Act. Touch V,S,M Inst 1 B.A. 60 ft V Inst
A sprig of mistletoe

You touch a willing creature. For the duration, Up to ten berries appear in your hand and are A creature of your choice that you can see
the target can add 1d8 to its initiative rolls. infused with magic for the duration. A within range regains hit points equal to 1d4 +
creature can use its action to eat one berry. your spellcasting ability modifier. This spell
Eating a berry restores 1 hit point, and the has no effect on undead or constructs. At
berry provides enough nourishment to sustain Higher Levels. When you cast this spell using a
a creature for one day. The berries lose their spell slot of 2nd level or higher, the healing
potency if they have not been consumed increases by 1d4 for each slot level above 1st.
within 24 hours of the casting of this spell.
Page 2 (reverse)
Page 3

Ice Knife Jump Longstrider


Druid Level 1 Conjuration DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft S,M Inst 1 Act. Touch V,S,M 1 min 1 Act. Touch V,S,M 1 hr
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. At
attack against the target. On a hit, the target Higher Levels. When you cast this spell using a
takes 1d10 piercing damage. Hit or miss, the spell slot of 2nd level or higher, you can target
shard then explodes. The target and each 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 a spell slot of 2nd level or higher,
the cold damage increases by 1d6 for each slot
level above 1st.

Magnify Gravity (Dunamancy) Purify Food and Drink (ritual) Snare


Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 60 ft V,S 1 Rnd 1 Act. 10 ft V,S Inst 1 min Touch S,M 8 hrs
25 feet of rope, which the spell consumes

The gravity in a 10-foot-radius sphere All nonmagical food and drink within a As you cast this spell, you use the rope to
centered on a point you can see within range 5-foot-radius sphere centered on a point of create a circle with a 5-foot radius on the
increases for a moment. Each creature in the your choice within range is purified and ground or the floor. When you finish casting,
sphere on the turn when you cast the spell rendered free of poison and disease. the rope disappears and the circle becomes a
must make a Constitution saving throw. On a magic trap. This trap is nearly invisible,
failed save, a creature takes 2d8 force damage, requiring a successful Intelligence
and its speed is halved until the end of its next (Investigation) check against your spell save
turn. On a successful save, a creature takes DC to be discerned. The trap triggers when a
half as much damage and suffers no reduction Small, Medium, or Large creature moves onto
to its speed. Until the start of your next turn, the ground or the floor in the spell's radius.
any object that isn't being worn or carried in That creature must succeed on a Dexterity
the sphere requires a successful Strength saving throw or be magically hoisted into the
check against your spell save DC to pick up or air, leaving it hanging upside down 3 feet
move. At Higher Levels. When you cast this above the ground or the floor. The creature is
spell using a spell slot of 2nd level or higher, restrained there until the spell ends. A
the damage increases by 1d8 for each slot level restrained creature can make a Dexterity
above 1st. saving throw at the end of each of its turns,
ending the effect on itself on a success.
Alternatively, the creature or someone else

Speak with Animals (ritual) Thunderwave Animal Messenger (ritual)


Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5 Druid Level 2 Enchantment DC 13 Spell Mod +5
1 Act. Self V,S 10 mins 1 Act. Self V,S Inst 1 Act. 30 ft V,S,M 24 hrs
A morsel of food

You gain the ability to comprehend and A wave of thunderous force sweeps out from By means of this spell, you use an animal to
verbally communicate with beasts for the you. Each creature in a 15-foot cube deliver a message. Choose a Tiny beast you can
duration. The knowledge and awareness of originating from you must make a see within range, such as a squirrel, a blue jay,
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a or a bat. You specify a location, which you
but at minimum, beasts can give you creature takes 2d8 thunder damage and is must have visited, and a recipient who
information about nearby locations and pushed 10 feet away from you. On a successful matches a general description, such as “a man
monsters, including whatever they can save, the creature takes half as much damage or woman dressed in the uniform of the town
perceive or have perceived within the past and isn't pushed. In addition, unsecured guard” or “a red-haired dwarf wearing a
day. You might be able to persuade a beast to objects that are completely within the area of pointed hat.” You also speak a message of up
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away to twenty-five words. The target beast travels
discretion. from you by the spell's effect, and the spell for the duration of the spell toward the
emits a thunderous boom audible out to 300 specified location, covering about 50 miles per
feet. At Higher Levels. When you cast this 24 hours for a flying messenger, or 25 miles
spell using a spell slot of 2nd level or higher, for other animals. When the messenger
the damage increases by 1d8 for each slot level arrives, it delivers your message to the
above 1st. 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
Page 3 (reverse)

Snare (reverse)
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 creature is restrained by it.

Animal Messenger (reverse)


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 3nd level
or higher, the duration of the spell increases
by 48 hours for each slot level above 2nd.
Page 4

Barkskin Beast Sense Darkvision


Druid Level 2 Transmutation DC 13 Spell Mod +5 Druid Level 2 Divination DC 13 Spell Mod +5 Druid Level 2 Transmutation DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch S Conc, 1 hr 1 Act. Touch V,S,M 8 hrs
A handful of oak bark Either a pinch of dried carrot or an agate

You touch a willing creature. Until the spell You touch a willing beast. For the duration of You touch a willing creature to grant it the
ends, the target's skin has a rough, bark-like the spell, you can use your action to see ability to see in the dark. For the duration, that
appearance, and the target's AC can't be less through the beast's eyes and hear what it creature has darkvision out to a range of 60
than 16, regardless of what kind of armor it is hears, and continue to do so until you use your feet.
wearing. action to return to your normal senses. While
perceiving through the beast's senses, you
gain the benefits of any special senses
possessed by that creature, though you are
blinded and deafened to your own
surroundings.

Dust Devil Earthbind Enhance Ability


Druid Level 2 Conjuration DC 13 Spell Mod +5 Druid Level 2 Transmutation DC 13 Spell Mod +5 Druid Level 2 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 300 ft V Conc, 1 min 1 Act. Touch V,S,M Conc, 1 hr.
A pinch of dust Fur or a feather from a beast

Choose an unoccupied 5-foot cube of air that Choose one creature you can see within range. You touch a creature and bestow upon it a
you can see within range. An elemental force Yellow strips of magical energy loop around magical enhancement. Choose one of the
that resembles a dust devil appears in the cube the creature. The target must succeed on a following effects; the target gains that effect
and lasts for the spell’s duration. Any creature Strength saving throw, or its flying speed (if until the spell ends. Bear's Endurance. The
that ends its turn within 5 feet of the dust devil any) is reduced to 0 feet for the spell’s target has advantage on Constitution checks.
must make a Strength saving throw. On a duration. An airborne creature affected by this It also gains 2d6 temporary hit points, which
failed save, the creature takes 1d8 bludgeoning spell safely descends at 60 feet per round until are lost when the spell ends. Bull's Strength.
damage and is pushed 10 feet away. On a it reaches the ground or the spell ends. The target has advantage on Strength checks,
successful save, the creature takes half as and his or her carrying capacity doubles. Cat's
much damage and isn’t pushed. As a bonus Grace. The target has advantage on Dexterity
action, you can move the dust devil up to 30 checks. It also doesn't take damage from
feet in any direction. If the dust devil moves falling 20 feet or less if it isn't incapacitated.
over sand, dust, loose dirt, or small gravel, it Eagle's Splendor. The target has advantage on
sucks up the material and forms a Charisma checks. Fox's Cunning. The target
10-foot-radius cloud of debris around itself has advantage on Intelligence checks. Owl's
that lasts until the start of your next turn. The Wisdom. The target has advantage on Wisdom
cloud heavily obscures its area. At Higher checks. At Higher Levels. When you cast this
Levels: When you cast this spell using a spell spell using a spell slot of 3rd level or higher,
slot of 3rd level or higher, the damage you can target one additional creature for each

Find Traps Flame Blade Flaming Sphere


Druid Level 2 Divination DC 13 Spell Mod +5 Druid Level 2 Evocation DC 13 Spell Mod +5 Druid Level 2 Conjuration DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 B.A. Self V,S,M Conc, 10 mins 1 Act. 60 ft V,S,M Conc, 1 min
Leaf of sumac A bit of tallow, a pinch of brimstone, and a dusting of
powdered iron

You sense the presence of any trap within You evoke a fiery blade in your free hand. The A 5-foot-diameter sphere of fire appears in an
range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar, unoccupied space of your choice within range
the purpose of this spell, includes anything and it lasts for the duration. If you let go of the and lasts for the duration. Any creature that
that would inflict a sudden or unexpected blade, it disappears, but you can evoke the ends its turn within 5 feet of the sphere must
effect you consider harmful or undesirable, blade again as a bonus action. You can use make a Dexterity saving throw. The creature
which was specifically intended as such by its your action to make a melee spell attack with takes 2d6 fire damage on a failed save, or half
creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6 as much damage on a successful one. As a
affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright bonus action, you can move the sphere up to
warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an 30 feet. If you ram the sphere into a creature,
not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you that creature must make the saving throw
unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or against the sphere's damage, and the sphere
spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every stops moving this turn. When you move the
don't learn the location of each trap, but you two slot levels above 2nd. sphere, you can direct it over barriers up to 5
do learn the general nature of the danger feet tall and jump it across pits up to 10 feet
posed by a trap you sense. 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
Page 4 (reverse)

Enhance Ability (reverse) Dust Devil (reverse)


slot level above 2nd. increases by 1d8 for each slot level above 2nd.

Flaming Sphere (reverse)


higher, the damage increases by 1d6 for each
slot level above 2nd.
Page 5

Fortune's Favor (Dunamancy) Gust of Wind Healing Spirit


Druid Level 2 Divination DC 13 Spell Mod +5 Druid Level 2 Evocation DC 13 Spell Mod +5 Druid Level 2 Conjuration DC 13 Spell Mod +5
1 min 60 ft V,S,M 1 hr 1 Act. Self V,S,M Conc, 1 min 1 B.A. 60 ft V,S Conc, 1 min
A white pearl worth at least 100 gp, which the spell A legume seed
consumes

You impart latent luck to yourself or one A line of strong wind 60 feet long and 10 feet You call forth a nature spirit to soothe the
willing creature you can see within range. wide blasts from you in a direction you choose wounded. The intangible spirit appears in a
When the chosen creature makes an attack for the spell's duration. Each creature that space that is a 5-foot cube you can see within
roll, an ability check, or a saving throw before starts its turn in the line must succeed on a range. The spirit looks like a transparent beast
the spell ends, it can dismiss this spell on itself Strength saving throw or be pushed 15 feet or fey (your choice). Until the spell ends,
to roll an additional d20 and choose which of away from you in a direction following the whenever you or a creature you can see moves
the d20s to use. Alternatively, when an attack line. Any creature in the line must spend 2 feet into the spirit's space for the first time on a
roll is made against the chosen creature, it can of movement for every 1 foot it moves when turn or starts its turn there, you can cause the
dismiss this spell on itself to roll a d20 and moving closer to you. The gust disperses gas or spirit to restore 1d6 hit points to that creature
choose which of the d20s to use, the one it vapor, and it extinguishes candles, torches, (no action required). The spirit can't heal
rolled or the one the attacker rolled. If the and similar unprotected flames in the area. It constructs or undead. As a bonus action on
original d20 roll has advantage or causes protected flames, such as those of your turn, you can move the spirit up to 30
disadvantage, the creature rolls the additional lanterns, to dance wildly and has a 50 percent feet to a space you can see. At Higher Levels.
d20 after advantage or disadvantage has been chance to extinguish them. As a bonus action When you cast this spell using a spell slot of
applied to the original roll. At Higher Levels. on each of your turns before the spell ends, 3rd level or higher, the healing increases by
When you cast this spell using a spell slot of you can change the direction in which the line 1d6 for each slot level above 2nd.
3rd level or higher, you can target one blasts from you.
additional creature for each slot level above
2nd.

Heat Metal Hold Person Immovable Object (Dunamancy)


Druid Level 2 Transmutation DC 13 Spell Mod +5 Druid Level 2 Enchantment DC 13 Spell Mod +5 Druid Level 2 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S,M 1 hr
A piece of iron and a flame A small, straight piece of iron Gold dust worth at least 25 gp, which the spell
consumes

Choose a manufactured metal object, such as a Choose a humanoid that you can see within You touch an object that weighs no more than
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom 10 pounds and cause it to become magically
metal armor, that you can see within range. saving throw or be paralyzed for the duration. fixed in place. You and the creatures you
You cause the object to glow red-hot. Any At the end of each of its turns, the target can designate when you cast this spell can move
creature in physical contact with the object make another Wisdom saving throw. On a the object normally. You can also set a
takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher password that, when spoken within 5 feet of
Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell the object, suppresses this spell for 1 minute.
action on each of your subsequent turns to slot of 3rd level or higher, you can target one If the object is fixed in the air, it can hold up to
cause this damage again. If a creature is additional humanoid for each slot level above 4,000 pounds of weight. More weight causes
holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of the object to fall. Otherwise, a creature can use
damage from it, the creature must succeed on each other when you target them. an action to make a Strength check against
a Constitution saving throw or drop the object your spell save DC. On a success, the creature
if it can. If it doesn't drop the object, it has can move the object up to 10 feet. At Higher
disadvantage on attack rolls and ability checks Levels. If you cast this spell using a spell slot of
until the start of your next turn. At Higher 4th or 5th level, the DC to move the object
Levels. When you cast this spell using a spell increases by 5, it can carry up to 8,000 pounds
slot of 3rd level or higher, the damage of weight, and the duration increases to 24
increases by 1d8 for each slot level above 2nd. hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object

Lesser Restoration Locate Animals or Plants (ritual) Locate Object


Druid Level 2 Abjuration DC 13 Spell Mod +5 Druid Level 2 Divination DC 13 Spell Mod +5 Druid Level 2 Divination DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. Self V,S,M Inst 1 Act. Self V,S,M Conc, 10 mins
A bit of fur from a bloodhound A forked twig

You touch a creature and can end either one Describe or name a specific kind of beast or Describe or name an object that is familiar to
disease or one condition afflicting it. The plant. Concentrating on the voice of nature in you. You sense the direction to the object's
condition can be blinded, deafened, paralyzed, your surroundings, you learn the direction location, as long as that object is within 1,000
or poisoned. and distance to the closest creature or plant of feet of you. If the object is in motion, you know
that kind within 5 miles, if any are present. the direction of its movement. The spell can
locate a specific object known to you, as long
as you have seen it up close—within 30
feet—at least once. Alternatively, the spell can
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.
Page 5 (reverse)

Immovable Object (Dunamancy) (reverse)


increases by 10, it can carry up to 20,000
pounds of weight, and the effect is permanent
until dispelled.
Page 6

Moonbeam Pass without Trace Protection from Poison


Druid Level 2 Evocation DC 13 Spell Mod +5 Druid Level 2 Abjuration DC 13 Spell Mod +5 Druid Level 2 Abjuration DC 13 Spell Mod +5
1 Act. 120 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Conc, 1 hr 1 Act. Touch V,S 1 hr
Several seeds of any moonseed plant and a piece of Ashes from a burned leaf of mistletoe and a sprig of
opalescent feldspar spruce

A silvery beam of pale light shines down in a A veil of shadows and silence radiates from You touch a creature. If it is poisoned, you
5-foot radius, 40-foot-high cylinder centered you, masking you and your companions from neutralize the poison. If more than one poison
on a point within range. Until the spell ends, detection. For the duration, each creature you afflicts the target, you neutralize one poison
dim light fills the cylinder. When a creature choose within 30 feet of you (including you) that you know is present, or you neutralize
enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks one at random. For the duration, the target
turn or starts its turn there, it is engulfed in and can't be tracked except by magical means. has advantage on saving throws against being
ghostly flames that cause searing pain, and it A creature that receives this bonus leaves poisoned, and it has resistance to poison
must make a Constitution saving throw. It behind no tracks or other traces of its passage. damage.
takes 2d10 radiant damage on a failed save, or
half as much damage on a successful one. A
shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly
reverts to its original form and can't assume a
different form until it leaves the spell's light.
On each of your turns after you cast this spell,
you can 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

Skywrite Spike Growth Warding Wind


Druid Level 2 Transmutation DC 13 Spell Mod +5 Druid Level 2 Transmutation DC 13 Spell Mod +5 Druid Level 2 Evocation DC 13 Spell Mod +5
1 Act. (ritual)
Sight V,S Conc, 1 hr 1 Act. 150 ft V,S,M Conc, 10 mins 1 Act. Self V Conc, 10 mins
Seven sharp thorns or seven small twigs, each
sharpened to a point

You cause up to ten words to form in a part of The ground in a 20-foot radius centered on a A strong wind (20 miles per hour) blows
the sky you can see. The words appear to be point within range twists and sprouts hard around you in a 10-foot radius and moves with
made of cloud and remain in place for the spikes and thorns. The area becomes difficult you, remaining centered on you. The wind
spell’s duration. The words dissipate when the terrain for the duration. When a creature lasts for the spell’s duration. The wind has the
spell ends. A strong wind can disperse the moves into or within the area, it takes 2d4 following effects: • It deafens you and other
clouds and end the spell early. piercing damage for every 5 feet it travels. The creatures in its area. • It extinguishes
transformation of the ground is camouflaged unprotected flames in its area that are
to look natural. Any creature that can't see the torch-sized or smaller. • It hedges out vapor,
area at the time the spell is cast must make a gas, and fog that can be dispersed by strong
Wisdom (Perception) check against your spell wind. • The area is difficult terrain for
save DC to recognize the terrain as hazardous creatures other than you. • The attack rolls of
before entering it. ranged weapon attacks have disadvantage if
the attacks pass in or out of the wind.

Wristpocket (Dunamancy)
Druid Level 2 Conjuration DC 13 Spell Mod +5
1 Act. Self S Conc, 1 hr

You flick your wrist, causing one object in


your hand to vanish. The object, which only
you can be holding and can weigh no more
than 5 pounds, is transported to an
extradimensional space, where it remains for
the duration. Until the spell ends, you can use
your action to summon the object to your free
hand, and you can use your action to return
the object to the extradimensional space. An
object still in the pocket plane when the spell
ends appears in your space, at your feet.
Page 6 (reverse)

Moonbeam (reverse)
each slot level above 2nd.

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