D&D Next Spellbook Cards - Druid
D&D Next Spellbook Cards - Druid
D&D Next Spellbook Cards - Druid
Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip
Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip
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.
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
Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip
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
Druid (XGE) 1st level Divination Druid 1st level Enchantment Druid 1st level Transmutation
Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination
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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
Druid 1st level Conjuration Druid 1st level Transmutation Druid 1st level Evocation
Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
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1
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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
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
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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
Druid (XGE) 2nd level Conjuration Druid (XGE) 2nd level Transmutation Druid 2nd level Transmutation
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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. takes 3d6 fire damage.
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.
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
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
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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
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
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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
end the spell early. ceilings, while leaving its hands free. The target and thorns. The area becomes difficult terrain
also gains a climbing speed equal to its walking for the duration. When a creature moves into or
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 (TCE) 2nd-level conjuration Druid (XGE) 2nd level Evocation Druid (Underdark) 2nd level Conjuration
Druid (Spores) 2nd level Necromancy Druid (Spores) 2nd level Necromancy Druid (TCE) 2nd level Divination
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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
Druid (Wildfire) 2nd level Conjuration Druid (Wildfire) 2nd level Evocation Druid (*)(Forest) 3rd level Conjuration
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2
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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 For the spell's duration, or until you use an action
ends. Dexterity 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
Druid (XGE) 3rd level Transmutation Druid (Underdark) 3rd level Transmutation Druid (Grassland) 3rd level Transmutation
Druid (Mountain) 3rd level Evocation Druid (*)(Mountain) 3rd level Transmutation Druid (*)(Forest) 3rd level Transmutation
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3
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3
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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.
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
Druid (XGE) 3rd level Conjuration Druid (XGE) 3rd level Evocation Druid (*)(Coast) 3rd level Transmutation
3
3
3
3
3
3
3
3
3
3
3
WATER WALK (RITUAL) WIND WALL ANIMATE DEAD [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M Instantaneous
minute
a piece of cork 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 grants the ability to move across any This spell creates an undead servant. Choose a pile of
liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point bones or a corpse of a Medium or Small humanoid
quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to within range. Your spell imbues the target with a foul
ground (creatures crossing molten lava can still 50 feet long, 15 feet high, and 1 foot thick. You can mimicry of life, raising it as an undead creature. The
take damage from the heat). Up to ten willing shape the wall in any way you choose so long as it target becomes a skeleton if you chose bones or a
creatures you can see within range gain this makes one continuous path along the ground. The wall zombie if you chose a corpse (the DM has the
ability for the duration. lasts for the duration. creature's game statistics).
When the wall appears, each creature within its area On each of your turns, you can use a bonus action to
If your target a creature submerged in a liquid, must make a Strength saving throw. A creature takes mentally command any creature you made with this
the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as spell if the creature is within 60 feet of you (if you
liquid at a rate of 60 feet per round. much damage on a successful one. control multiple creatures, you can command any or
The strong wind keeps fog, smoke, and other gases at all of them at the same time, issuing the same
bay. Small or smaller flying creatures or objects can't command to each one). You decide what action the
pass through the wall. Loose, lightweight materials creature will take and where it will move during its
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 (*)(Swamp)(Coast) 3rd level Transmutation Druid 3rd level Evocation Druid (Spores) 3rd level Necromancy
Druid (Spores) 3rd level Necromancy 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
3
3
3
3
3
3
3
3
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3
REVIVIFY BLIGHT CHARM MONSTER
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 Instantaneous V, S Instantaneous V, S 1 hour
diamonds worth 300 gp, which the spell consumes Necromantic energy washes over a creature of You attempt to charm a creature you can see
your choice that you can see within range, within range. It must make a Wisdom saving
You touch a creature that has died within the last draining moisture and vitality from it. The target throw, and it does so with advantage if you or
minute. That creature returns to life with 1 hit must make a Constitution saving throw. The your companions are fighting it. If it fails the
point. This spell can't return to life a creature target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell
that has died of old age, nor can it restore any save, or half as much damage on a successful ends or until you or your companions do
missing body parts. one. This spell has no effect on undead or anything harmful to it. The charmed creature is
constructs. friendly to you. When the spell ends, the
If you target a plant creature or a magical plant, creature knows it was charmed by you.
it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell
and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can
If you target a nonmagical plant that isn't a target one additional creature for each slot level
creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet
a saving throw, it simply withers and dies. of each other when you target them.
At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level
above 4th.
Druid (Wildfire) 3rd level Necromancy Druid (*)(Desert) 4th level Necromancy Druid (XGE) 4th level Enchantment
Druid 4th level Enchantment Druid 4th level Enchantment Druid 4th level Conjuration
CONJURE WOODLAND BEINGS [1/2] CONJURE WOODLAND BEINGS [2/2] CONTROL WATER [1/3]
CASTING TIME RANGE CASTING TIME RANGE
CASTING TIME RANGE
1 action 60 feet 1 action 60 feet
1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour V, S, M Concentration, up to 10
minutes
one holly berry per creature summoned one holly berry per creature summoned
a drop of water and a pinch of dust
You summon fey creatures that appear in unoccupied a 6th-level slot and three times as many with an
spaces that you can see within range. Choose one of Until the spell ends, you control any freestanding
8th-level slot. water inside an area you choose that is a cube up to
the following options for what appears.
• One fey creature of challenge rating 2 or lower 100 feet on a side. You can choose from any of the
• Two fey creatures of challenge rating 1 or lower following effects when you cast this spell. As an action
• Four fey creatures of challenge rating 1/2 or lower on your turn, you can repeat the same effect or choose
• Eight fey creatures of challenge rating 1/4 or lower a different one.
A summoned creature disappears when it drops to 0 Flood: You cause the water level of all standing water
hit points or when the spell ends. in the area to rise by as much as 20 feet. If the area
The summoned creatures are friendly to you and your includes a shore, the flooding water spills over onto
companions. Roll initiative for the summoned dry land.
creatures as a group, which have their own turns. They If you choose an area in a large body of water, you
obey any verbal commands that you issue to them (no instead create a 20-foot tall wave that travels from
action required by you). If you don't issue any one side of the area to the other and then crashes
commands to them, they defend themselves from down. Any Huge or smaller vehicles in the wave's path
hostile creatures, but otherwise take no actions. are carried with it to the other side. Any Huge or
The DM has the creatures' statistics. smaller vehicles struck by the wave have a 25 percent
At Higher Levels: When you cast this spell using chance of capsizing.
certain higher-level spell slots, you choose one of the The water level remains elevated until the spell ends
summoning options above, and more creatures appear or you choose a different effect. If this effect produced
- twice as many with a wave, the wave repeats on the start of your next turn
while the flood effect lasts.
Part Water: You cause
Druid 4th level Conjuration Druid 4th level Conjuration Druid (*)(Coast) 4th level Transmutation
3
4
3
4
4
4
4
4
4
4
4
CONTROL WATER [2/3] CONTROL WATER [3/3] DIVINATION (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Instantaneous
minutes minutes
incense and a sacrificial offering appropriate to your religion,
a drop of water and a pinch of dust a drop of water and a pinch of dust together worth at least 25 gp, which the spell consumes
water in the area to move apart and create a trench. Any creature or object in the water and within Your magic and an offering put you in contact
The trench extends across the spell's area, and the 25 feet of the vortex is pulled 10 feet toward it. with a god or a god's servants. You ask a single
separated water forms a wall to either side. The A creature can swim away from the vortex by question concerning a specific goal, event, or
trench remains until the spell ends or you choose a making a Strength (Athletics) check against your activity to occur within 7 days. The DM offers a
different effect. The water then slowly fills in the spell save DC. truthful reply. The reply might be a short phrase,
trench over the course of the next round until the When a creature enters the vortex for the first a cryptic rhyme, or an omen.
normal water level is restored. time on a turn or starts its turn there, it must The spell doesn't take into account any possible
Redirect Flow: You cause flowing water in the area make a Strength saving throw. On a failed save, circumstances that might change the outcome,
to move in a direction you choose, even if the water
has to flow over obstacles, up walls, or in other the creature takes 2d8 bludgeoning damage and such as the casting of additional spells or the loss
unlikely directions. The water in the area moves as is caught in the vortex until the spell ends. On a or gain of a companion.
you direct it, but once it moves beyond the spell's area, successful save, the creature takes half damage, If you cast this spell two or more times before
it resumes its flow based on the terrain conditions. and isn't caught in the vortex. A creature caught finishing your next long rest, there is a
The water continues to move in the direction you in the vortex can use its action to try to swim cumulative 25 percent chance for each casting
chose until the spell ends or you choose a different away from the vortex as described above, but after the first that you get a random reading. The
effect. has disadvantage on the Strength (Athletics) DM makes this roll in secret.
Whirlpool: This effect requires a body of water at check to do so.
least 50 feet square and 25 feet deep. You cause a The first time each turn that an object enters the
whirlpool to form in the center of the area. The vortex, the object takes 2d8 bludgeoning
whirlpool forms a vortex that is 5 feet wide at the damage, this damage occurs each round it
base, up to 50 feet wide at the top, and 25 feet tall. remains in the vortex.
Druid (*)(Coast) 4th level Transmutation Druid (*)(Coast) 4th level Transmutation Druid (Grassland)(Forest) 4th level Divination
Druid (XGE) 4th level Abjuration Druid 4th level Transmutation Druid 4th level Conjuration
4
4
4
4
4
4
4
4
4
4
4
GREATER INVISIBILITY GUARDIAN OF NATURE HALLUCINATORY TERRAIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action Self 10 minutes 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M 24 hours
minute minute
a stone, a twig, and a bit of green plant
You or a creature you touch becomes invisible A nature spirit answers your call and transforms you
until the spell ends. Anything the target is into a powerful guardian. The transformation lasts You make natural terrain in a 150-foot cube in
wearing or carrying is invisible as long as it is on until the spell ends. You choose one of the following range look, sound, and smell like some other sort
the target's person. forms to assume: Primal Beast or Great Tree. of natural terrain. Thus, open fields or a road can
Primal Beast: Bestial fur covers your body, your be made to resemble a swamp, hill, crevasse, or
facial features become feral, and you gain the some other difficult or impassable terrain. A
following benefits: pond can be made to seem like a grassy meadow,
• Your walking speed increases by 10 feet. a precipice like a gentle slope, or a rock-strewn
• You gain darkvision with a range of 120 feet. gully like a wide and smooth road. Manufactured
• You make Strength-based attack rolls with structures, equipment, and creatures within the
advantage. area aren't changed in appearance.
• Your melee weapon attacks deal an extra 1d6 force The tactile characteristics of the terrain are
damage on a hit. unchanged, so creatures entering the area are
Great Tree: Your skin appears barky, leaves sprout likely to see through the illusion. If the difference
from your hair, and you gain the following benefits:
• You gain 10 temporary hit points. isn't obvious by touch, a creature carefully
• You make Constitution saving throws with examining the illusion can attempt an
advantage. Intelligence (Investigation) check against your
• You make Dexterity- and Wisdom-based attack rolls spell save DC to disbelieve it. A creature who
with advantage. discerns the illusion for what it is, sees it as a
• While you are on the ground, the ground within 15 vague image superimposed on the terrain.
feet of you is difficult terrain for your enemies.
Druid (Underdark) 4th level Illusion Druid (XGE) 4th level Transmutation Druid (*)(Desert) 4th level Illusion
Druid (*)(Arctic) 4th level Evocation Druid (*)(Swamp) 4th level Divination Druid 4th level Transmutation
4
4
4
4
4
4
4
4
4
4
SUMMON ELEMENTAL WALL OF FIRE WATERY SPHERE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 120 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute minute
air, a pebble, ash, and water inside a crystal vial worth at least a small piece of phosphorus a droplet of water
400 gp
You create a wall of fire on a solid surface within You conjure up a sphere of water with a 5-foot radius
You call forth an elemental spirit. It manifests in an range. You can make the wall up to 60 feet long, 20 on a point you can see within range. The sphere can
unoccupied space that you can see within range. This feet high, and 1 foot think, or a ringed wall up to 20 hover but no more than 10 feet off the ground. The
corporeal form uses the Elemental Spirit stat block. feet in diameter, 20 feet high, and 1 foot think. The sphere remains for the spell's duration.
When you cast the spell, choose an element: Air, wall is opaque and lasts for the duration. Any creature in the sphere's space must make a
Earth, Fire, or Water. The creature resembles a When the wall appears, each creature within its area Strength saving throw. On a successful save, a
bipedal form wreathed in the chosen element, which must make a Dexterity saving throw. On a failed save, creature is ejected from that space to the nearest
determines certain traits in its stat block. The creature a creature takes 5d8 fire damage, or half as much unoccupied space of the creature's choice outside the
disappears when it drops to 0 hit points or when the damage on a successful save. sphere. A Huge or larger creature succeeds on the
spell ends. One side of the wall, selected by you when you cast saving throw automatically, and a Large or smaller
The creature is an ally to you and your companions. In this spell, deals 5d8 fire damage to each creature that creature can choose to fail it. On a failed save, a
combat, the creature shares your initiative count, but ends its turn within 10 feet of that side or inside the creature is restrained by the sphere and is engulfed by
it takes its turn immediately after yours. It obeys your wall. A creature takes the same damage when it enters the water. At the end of each of its turns, a restrained
verbal commands (no action required by you). If you the wall for the first time on a turn or ends its turn target can repeat the saving throw, ending the effect
don't issue any, it takes the Dodge action and uses its there. The other side of the wall deals no damage. on itself on a success.
move to avoid danger. At Higher Levels: When you cast this spell using a The sphere can restrain as many as four Medium or
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases smaller creatures or one Large creature. If the sphere
spell slot of 5th level or higher, use the higher level by 1d8 for each slot level above 4th. restrains a creature that causes it to exceed this
wherever the spell's level appears in the stat block. capacity, a random creature that was already
restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an
Druid (TCE) 4th-level conjuration Druid 4th level Evocation Druid (XGE) 4th level Conjuration
Druid (XGE) 4th level Conjuration Druid (Spores) 4th level Necromancy Druid (Spores) 4th level Enchantment
Druid (Spores) 4th level Enchantment Druid (TCE) 4th level Divination Druid (TCE) 4th level Evocation
4
4
4
4
4
4
4
4
4
4
4
AURA OF LIFE FIRE SHIELD ANTILIFE SHELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action Self 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M 10 minutes V, S Concentration, up to 1
minutes hour
a bit of phosphorous or a firefly
Life-preserving energy radiates from you in an A shimmering barrier extends out from you in a
aura with a 30-foot radius. Until the spell ends, Thin and wispy flames wreathe your body for the 10-foot radius and moves with you, remaining
the aura moves with you, centered on you. Each duration, shedding bright light in a 10-foot centered on you and hedging out creatures other
non-hostile creature in the aura (including you) radius and dim light for an additional 10 feet. You than undead and constructs.
has resistance to necrotic damage, and its hit can end the spell early by using an action to The barrier lasts for the duration. The barrier
point maximum can't be reduced. In addition, a dismiss it. prevents an affected creature from passing or
non-hostile, living creature regains 1 hit point The flames provide you with a warm shield or a reaching through. An affected creature can cast
when it starts its turn in the aura with 0 hit chill shield, as you choose. The warm shield spells or make attacks with ranged or reach
points. grants you resistance to cold damage, and the weapons through the barrier.
chill shield grants you resistance to fire damage. If you move so that an affect creature is forced to
In addition, whenever a creature within 5 feet of pass through the barrier, the spell ends.
you hits you with a melee attack, the shield
erupts with flame. The attacker takes 2d8 fire
damage from a warm shield, or 2d8 cold damage
from a cold shield.
Druid (Wildfire) 4th level Abjuration Druid (Wildfire) 4th level Evocation Druid 5th level Abjuration
Druid 5th level Transmutation Druid (Underdark) 5th level Conjuration Druid (*)(Forest)(Arctic) 5th level Divination
Druid (Arctic) 5th level Evocation Druid (*)(Coast) 5th level Conjuration Druid (*)(Coast) 5th level Conjuration
4
5
4
5
4
5
4
5
5
5
5
CONTAGION [1/2] CONTAGION [2/2] CONTROL WINDS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V, S 7 days V, S Concentration, up to 1
hour
Your touch inflicts disease. Make a melee spell attack feverish. The creature has disadvantage on
against a creature within your reach. On a hit, you Intelligence checks and Intelligence saving You take control of the air in a 100-foot cube that you
afflict the creature with a disease of your choice from throws, and the creature behaves as if under the can see within range. Choose one of the following
any of the ones described below. effects of the confusion spell during combat. effects when you cast the spell. The effect lasts for the
At the end of each of the target's turns, it must make a Seizure: The creature is overcome with shaking. spell's duration, unless you use your action on a later
Constitution saving throw. After failing three of these The creature has disadvantage on Dexterity turn to switch to a different effect. You can also use
saving throws, the disease's effects last for the checks, Dexterity saving throws, and attack rolls your action to temporarily halt the effect or to restart
duration, and the creature stops making these saves. one you've halted.
After succeeding on three of these saving throws, the that use Dexterity. Gusts: A wind picks up within the cube, continually
creature recovers from the disease, and the spell ends. Slimy Doom: The creature begins to bleed blowing in a horizontal direction you designate. You
Since this spell induces a natural disease in its target, uncontrollably. The creature has disadvantage choose the intensity of the wind: calm, moderate, or
any effect that removes a disease or otherwise on Constitution checks and Constitution saving strong. If the wind is moderate or strong, ranged
ameliorates a disease's effects apply to it. throws. In addition, whenever the creature takes weapon attacks that enter or leave the cube or pass
Blinding Sickness: Pain grips the creature's mind, damage, it is stunned until the end of its next through it have disadvantage on their attack rolls. If
and its eyes turn milky white. The creature has turn. the wind is strong, any creature moving against the
disadvantage on Wisdom checks and Wisdom saving wind must spend 1 extra foot of movement for each
throws and is blinded. foot moved.
Filth Fever: A raging fever sweeps through the Downdraft: You cause a sustained blast of strong
creature's body. The creature has disadvantage on wind to blow downward from the top of the cube.
Strength checks, Strength saving throws, and attack Ranged weapon attacks that pass through the cube or
rolls that use Strength. that are made against targets within it have
Flesh Rot: The creature's flesh decays. The creature disadvantage on their attack rolls . A creature must
has disadvantage on Charisma checks and make a Strength saving throw if it flies into the cube
vulnerability to all damage. for the first time on a turn or starts its turn there
Mindfire: The creature's mind becomes flying. On a failed save, the creature is knocked prone.
Druid 5th level Necromancy Druid 5th level Necromancy Druid (XGE) 5th level Transmutation
Druid (XGE) 5th level Transmutation Druid (Grassland) 5th level Illusion Druid (Grassland) 5th level Illusion
Druid 5th level Enchantment Druid 5th level Abjuration Druid 5th level Conjuration
5
5
5
5
5
5
5
5
5
5
5
MAELSTROM MASS CURE WOUNDS PASSWALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M 1 hour
minute
A wave of healing energy washes out from a a pinch of sesame seeds
paper or leaf in the shape of a funnel point of your choice within range. Choose up to
six creatures in a 30-foot-radius sphere centered A passage appears at a point of your choice that
A swirling mass of 5-foot-deep water appears in you can see on a wooden, plaster, or stone
a 30-foot radius centered on a point you can see on that point. Each target regains hit points
equal to 3d8 + your spellcasting ability modifier. surface (such as a wall, a ceiling, or a floor) within
within range. The point must be on ground or in a range, and lasts for the duration. You choose the
body of water. Until the spell ends, that area is This spell has no effect on undead or constructs. opening's dimensions - up to 5 feet wide, 8 feet
difficult terrain, and any creature that starts its At Higher Levels: When you cast this spell tall, and 20 feet deep. The passage creates no
turn there must succeed on a Strength saving using a spell slot of 6th level or higher, the
healing increases by 1d8 for each slot level instability in a structure surrounding it.
throw or take 6d6 bludgeoning damage and be above 5th. When the opening disappears, any creatures or
pulled 10 feet toward the center. objects still in the passage created by the spell
are safely ejected to an unoccupied space
nearest to the surface on which you cast the
spell.
Druid (XGE) 5th level Evocation Druid 5th level Evocation Druid (Mountain) 5th level Transmutation
Druid 5th level Abjuration Druid 5th level Abjuration Druid 5th level Transmutation
Druid (*)(Swamp)(Coast) 5th level Divination Druid (*)(Swamp)(Coast) 5th level Divination Druid (XGE) 5th level Transmutation
5
5
5
5
5
5
5
5
5
5
5
TRANSMUTE ROCK [2/2] TREE STRIDE WALL OF STONE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S Concentration, up to 1 V, S, M Concentration, up to 10
minute minutes
clay and water
You gain the ability to enter a tree and move a small block of granite
or half as much damage on a successful one. from inside it to inside another tree of the same
Transmute Mud to Rock: Nonmagical mud or A nonmagical wall of solid stone springs into existence
kind within 500 feet. Both trees must be living at a point you choose within range. The wall is 6 inches
quicksand in the area no more than 10 feet deep and at least the same size as you. You must use 5
transforms into soft stone for the spell's thick and is composed of ten 10-foot-by-10-foot
feet of movement to enter a tree. You instantly panels. Each panel must be contiguous with at least on
duration. Any creature in the mud when it know the location of all other trees of the same
transforms must make a Dexterity saving throw. other panel. Alternatively, you can create 10-foot-by-
kind within 500 feet and, as part of the move 20-foot panels that are only 3 inches thick.
On a successful save, a creature is shunted safely used to enter the tree, can either pass into one of If the wall cuts through a creature's space when it
to the surface in an unoccupied space. On a those trees or step out of the tree you're in. You appears, the creature is pushed to one side of the wall
failed save, a creature becomes restrained by the appear in a spot of your choice within 5 feet of (your choice). If a creature would be surrounded on all
rock. A restrained creature, or a nother creature the destination tree, using another 5 feet of sides by the wall (or the wall and another solid
within reach, can use an action to try to break movement. If you have no movement left, you surface), that creature can make a Dexterity saving
the rock by succeeding on a DC 20 Strength appear within 5 feet of the tree you entered. throw. On a success, it can use its reaction to move up
check or by dealing damage to it. The rock has You can use this transportation ability once per to its speed so that it is no longer enclosed by the wall.
AC 15 and 25 hit points, and it is immune to round for the duration. You must end each turn The wall can have any shape you desire, though it can't
poison and psychic damage. outside a tree. occupy the same space as a creature or object. The
wall doesn't need to be vertical or resting on any firm
foundation. It must, however, merge with and be
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater
Druid (XGE) 5th level Transmutation Druid (*)(Forest) 5th level Conjuration Druid (*)(Mountain)(Desert) 5th level Evocation
5
5
5
5
5
5
5
5
5
5
CONE OF COLD FLAME STRIKE MASS CURE WOUNDS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Instantaneous
a small crystal or glass cone pinch of sulfur A wave of healing energy washes out from a
point of your choice within range. Choose up to 6
A blast of cold air erupts from your hands. Each A vertical column of divine fire roars down from creatures in a 30-foot-radius sphere centered on
creature in a 60-foot cone must make a the heavens in a location you specify. Each that point. Each target regains hit points equal to
Constitution saving throw. A creature takes 8d8 creature in a 10-foot radius, 40-foot-high 3d8 + your spellcasting ability modifier. This
cold damage on a failed save, or half as much cylinder centered on a point within range must spell has no effect on undead or constructs.
damage on a successful one. make a Dexterity saving throw. A creature takes
A creature killed by this spell becomes a frozen 4d6 fire damage and 4d6 radiant damage on a At Higher Levels: When you cast this spell
statue until it thaws. failed save, or half as much damage on a using a spell slot of 6th level or higher, the
At Higher Levels: When you cast this spell successful one. healing increases by 1d8 for each slot level
using a spell slot of 6th level or higher, the At Higher Levels: When you cast this spell above 5th.
damage increases by 1d8 for each slot level using a spell slot of 6th level or higher, the fire
above 5th. damage or the radiant damage (your choice)
increases by 1d6 for each slot level above 5th.
Druid (TCE) 5th level Evocation Druid (Wildfire) 5th level Evocation Druid (Wildfire) 5th level Evocation
BONES OF THE EARTH [1/2] BONES OF THE EARTH [2/2] CONJURE FEY
CASTING TIME RANGE CASTING TIME RANGE
CASTING TIME RANGE
1 action 120 feet 1 action 120 feet
1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous
V, S Concentration, up to 1
You cause up to six pillars of stone to burst from the pillar or fall off it. hour
places on the ground that you can see within range. At Higher Levels: When you cast this spell You summon a fey creature of challenge rating 6 or
Each pillar is a cylinder that has a diameter of 5 feet using a spell slot of 7th level or higher, you can
and a height of up to 30 feet. The ground where a lower, or a fey spirit that takes the form of a beast of
create two additional pillars for each slot level challenge rating 6 or lower. It appears in an
pillar appears must be wide enough for its diameter, above 6th.
and you can target ground under a creature if that unoccupied space that you can see within range. The
creature is Medium or smaller. Each pillar has AC 5 fey creature disappears when it drops to 0 hit points
and 30 hit points. When reduced to 0 hit points, a or when the spell ends.
pillar crumbles into rubble, which creates an area of The fey creature is friendly to you and your
difficult terrain with a 10-foot radius that lasts until companions for the duration. Roll initiative for the
the rubble is cleared. Each 5-foot-diameter portion of creature, which has its own turns. It obeys any verbal
the area requires at least 1 minute to clear by hand. commands that you issue to it (no action required by
If a pillar is created under a creature, that creature you), as long as they don't violate its alignment. If you
must succeed on a Dexterity saving throw or be lifted don't issue any commands to the fey creature, it
by the pillar. A creature can choose to fail the save. defends itself from hostile creatures but otherwise
If a pillar is prevented from reaching its full height takes no actions.
because of a ceiling or other obstacle, a creature on If your concentration is broken, the fey creature
the pillar takes 6d6 bludgeoning damage and is doesn't disappear. Instead, you lose control of the fey
restrained, pinched between the pillar and the creature, it becomes hostile toward you and your
obstacle. The restrained creature can use an action to companions, and it might attack. An uncontrolled fey
make a Strength or Dexterity check (the creature's creature can't be dismissed by you, and it disappears 1
choice) against the spell's save DC. On a success, the hour after you summoned it.
creature is no longer restrained and must either move The DM has the fey creature's statistics.
off At Higher Levels: When you cast this spell using a spell
slot of 7th level or higher, the challenge rating
increases by 1 for each slot level above 6th.
Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation Druid 6th level Conjuration
Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration
5
6
5
6
5
6
5
6
5
6
6
FIND THE PATH HEAL HEROES' FEAST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action 60 feet 10 minutes 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
day
Choose a creature that you can see within range. a gem-encrusted bowl worth at least 1,000 gp, which the spell
a set of divinatory tools - such as bones, ivory sticks, cards, teeth, A surge of positive energy washes through the consumes
or carved runes - worth 100 gp and an object from the location creature, causing it to regain 70 hit points. The
you wish to find You bring forth a great feast, including
spell also ends blindness, deafness, and any magnificent food and drink. The feast takes 1
This spell allows you to find the shortest, most diseases affecting the target. This spell has no hour to consume and disappears at the end of
direct physical route to a specific fixed location effect on constructs or undead. that time, and the beneficial effects don't set in
that you are familiar with on the same plane of At Higher Levels: When you cast this spell until this hour is over. Up to twelve other
existence. If you name a destination on another using a spell slot of 7th level or higher, the creatures can partake of the feast.
plan of existence, a destination that moves (such amount of healing increases by 10 for each slot A creature that partakes of the feast gains
as a mobile fortress), or a destination that isn't level above 6th. several benefits. The creature is cured of all
specific (such as a green dragon's lair), the spell diseases and poison, becomes immune to poison
fails. and being frightened, and makes all Wisdom
For the duration, as long as you are on the same saving throws with advantage. Its hit point
plane of existence as the destination, you know maximum also increases by 2d10, and it gains
how far it is and in what direction it lies. While the same number of hit points. These benefits
you are traveling there, whenever you are last for 24 hours.
presented with a choice of paths along the way,
you automatically determine which path is the
shortest and most direct route (but not
necessarily the safest route) to the destination.
Druid 6th level Divination Druid 6th level Evocation Druid 6th level Conjuration
Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation
Druid (XGE) 6th level Transmutation Druid 6th level Transmutation Druid 6th level Transmutation
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PRIMORDIAL WARD SUNBEAM TRANSPORT VIA PLANTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self (60-foot line) 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S 1 round
minute minute
This spell creates a magical link between a Large
You have resistance to acid, cold, fire, lightning, a magnifying glass or larger inanimate plant within range and
and thunder damage for the spell's duration. another plant, at any distance, on the same plane
When you take damage of one of those types, A beam of brilliant light flashes out from your
hand in a 5-foot-wide, 60-foot-line. Each of existence. You must have seen or touched the
you can use your reaction to gain immunity to destination plant at least once before. For the
that type of damage, including against the creature in the line must make a Constitution
saving throw. On a failed save, a creature takes duration, any creature can step into the target
triggering damage. If you do so, the resistances plant and exit from the destination plant by using
end, and you have the immunity until the end of 6d8 radiant damage and is blinded until your
next turn. On a successful save, it takes half as 5 feet of movement.
your next turn, at which time the spell ends.
much damage and isn't blinded by this spell.
Undead and oozes have disadvantage on this
saving throw.
You can create a new line of radiance as your
action on any turn until the spell ends.
For the duration, a mote of brilliant radiance
shines in your hand. It sheds bright light in a 30-
foot radius and dim light for an additional 30
feet. The light is sunlight.
Druid (XGE) 6th level Abjuration Druid 6th level Evocation Druid 6th level Conjuration
Druid 6th level Conjuration Druid 6th level Conjuration Druid 6th level Transmutation
Druid (TCE) 6th level Transmutation Druid 7th level Evocation Druid 7th level Illusion
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PLANE SHIFT [1/2] PLANE SHIFT [2/2] REGENERATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M 1 hour
a forked, metal rod worth at least 250 gp, attuned to a particular a forked, metal rod worth at least 250 gp, attuned to a particular a prayer wheel and holy water
plane of existence plane of existence
You touch a creature and stimulate its natural
You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a healing ability. The target regains 4d8 + 15 hit
a circle are transported to a different plane of random location on the plane of existence you points. For the duration of the spell, the target
existence. You can specify a target destination in specify. A creature so transported must find its regains 1 hit point at the start of each of its turns
general terms, such as the City of Brass on the own way back to your current plane of existence. (10 hit points each minute).
Elemental Plane of Fire or the palace of Dispater on The target's severed body members (fingers,
the second level of the Nine Hells, and you appear in legs, tails, and so on), if any, are restored after 2
or near that destination. If you are trying to reach the
City of Brass, for example, you might arrive in its minutes. If you have the severed part and hold it
Street of Steel, before its Gate of Ashes, or looking at to the stump, the spell instantaneously causes
the city from across the Sea of Fire, at the DM's the limb to knit to the stump.
discretion.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, this
spell can take you to that circle. If the teleportation
circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied
spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.
Druid 7th level Conjuration Druid 7th level Conjuration Druid 7th level Transmutation
Druid 7th level Transmutation Druid (XGE) 7th level Evocation Druid (XGE) 7th level Evocation
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SYMBOL [4/4] ANIMAL SHAPES [1/2] ANIMAL SHAPES [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S Concentration, up to 24 V, S Concentration, up to 24
triggered hours hours
Mercury, phosphorus, and powdered diamond and opal with a Your magic turns others into beasts. Choose any benefit from any of its equipment.
total value of at least 1,000 gp, Consumed number of willing creatures that you can see within
range. You transform each target into the form of a
can't read, and speaks only in gibberish. The DM large or smaller beast with a challenge rating of 4 or
controls its movement, which is erratic. lower. On subsequent turns, you can use your actions
Pain: Each target must make a Constitution to transform affected creatures into new forms.
saving throw and becomes incapacitated with The transformation lasts for the duration for each
excruciating pain for 1 minute on a failed save. target, or until the target drops to 0 hit points or dies.
Sleep: Each target must make a Wisdom saving You can choose a different form for each target. A
throw and falls unconscious for 10 minutes on a target's game statistics are replaced by the statistics
failed save. A creature awakens if it takes of the chosen beast, though the target retains its
damage or if someone uses an action to shake or alignment and Intelligence, Wisdom, and Charisma
slap it awake. scores. The target assumes the hit points of its new
Stunning: Each target must make a Wisdom form, and when it reverts to its normal form, it returns
saving throw and becomes stunned for 1 minute to the number of hit point it had before it transformed.
on a failed save. If it reverts as a result of dropping to 0 hit points, any
excess damage carries over to its normal form. As long
as the excess damage doesn't reduce the creature's
normal form to 0 hit points, it isn't knocked
unconscious. The creature is limited in the actions it
can perform by the nature of its new form, and it can't
speak or cast spells.
The target's gear melds into the new form. The target
can't activate, wield, or otherwise
Druid (TCE) 7th level Abjuration Druid 8th level Transmutation Druid 8th level Transmutation
Druid 8th level Enchantment Druid 8th level Enchantment Druid 8th level Enchantment
Druid 8th level Transmutation Druid 8th level Transmutation Druid 8th level Evocation
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EARTHQUAKE [2/3] EARTHQUAKE [3/3] FEEBLEMIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 500 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
minute minute
a handful of clay, crystal, glass, or mineral spheres
a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay
You blast the mind of a creature that you can see
edge of the spell's area to the opposite side. A fall prone or become buried. within range, attempting to shatter its intellect
creature standing on a spot where a fissure opens and personality. The target takes 4d6 psychic
must succeed on a Dexterity saving throw or fall in. A damage and must make an Intelligence saving
creature that successfully saves moves with the throw.
fissure's edge as it opens. On a failed save, the creature's Intelligence and
A fissure that opens beneath a structure causes it to Charisma scores become 1. The creature can't
automatically collapse (see below).
Structures: The tremor deals 50 bludgeoning cast spells, activate magic items, understand
damage to any structure in contact with the ground in language, or communicate in any intelligible way.
the area when you cast the spell and at the start of The creature can, however, identify its friends,
each of your turns until the spell ends. If a structure follow them, and even protect them.
drops to 0 hit points, it collapses and potentially At the end of every 30 days, the creature can
damages nearby creatures. A creature within half the repeat its saving throw against this spell. If it
distance of a structure's height must make a Dexterity succeeds on its saving throw, the spell ends.
saving throw. On a failed save, the creature takes 5d6 The spell can also be ended by greater restoration,
bludgeoning damage, is knocked prone, and is buried heal or wish.
in the rubble, requiring a DC 20 Strength (Athletics)
check as an action to escape. The DM can adjust the
DC higher or lower, depending on the nature of the
rubble. On a successful save, the creature takes half as
much damage and doesn't
Druid 8th level Evocation Druid 8th level Evocation Druid 8th level Enchantment
Druid (TCE) 8th level Conjuration Druid 9th level Divination Druid 9th level Transmutation
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SHAPECHANGE [2/3] SHAPECHANGE [3/3] STORM OF VENGEANCE [1/2]
Druid 9th level Conjuration Druid 9th level Necromancy Druid(FToD) 7th Level Transmutation
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