Spells Moon Druid 5e

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CONTROL FLAMES CREATE BONFIRE DRUIDCRAFT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Concentration, up to 1 V, S Instantaneous
(see below) minute
Whispering to the spirits of nature, you create
You choose nonmagical ame that you can see You create a bon re on ground that you can see one of the following effects within range.
within range and that ts within a 5-foot cube. within range. Until the spells ends, the magic • You create a tiny, harmless sensory effect that
You affect it in one of the following ways: bon re lls a 5-foot cube. Any creature in the predicts what the weather will be at your
• You instantaneously expand the ame 5 feet in bon re's space when you cast the spell must location for the next 24 hours. The effect might
one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8 manifest as a golden orb for clear skies, a cloud
is present in the new location. re damage. A creature must also make the for rain, falling snow akes for snow, and so on.
• You instantaneously extinguish the ames saving throw when it enters the bon re's space This effect persists for 1 round.
within the cube. for the rst time on a turn or ends its turn there. • You instantly make a ower blossom, a seed
• You double or halve the area of bright light and The bon re ignites ammable objects in its area pod open, or a leaf bud bloom.
dim light cast by the ame, change its color or that aren't being worn or carried. • You create an instantaneous, harmless sensory
both . The change lasts for 1 hour. The spell's damage increases by 1d8 when you effect, such as falling leaves, a puff of wind, the
• You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th sound of a small animal, or the faint odor of
form of a creature, an inanimate object, or a level (4d8). skunk. The effect must t in a 5-foot cube.
location- to appear within the ames and • You instantly light or snuff out a candle, a
animate as you like. The shapes last for 1 hour. torch, or a small camp re.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

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

DANCING LIGHTS FROSTBITE GUIDANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 1
minute minute
You cause numbing frost to form on one creature
You create up to four torch-sized lights within that you can see within range. The target must You touch one willing creature. Once before the
range, making them appear as torches, lanterns, make a Constitution saving throw. On a failed spell ends, the target can roll a d4 and add the
or glowing orbs that hover in the air for the save, the target takes 1d6 cold damage, and it number rolled to one ability check of its choice.
duration. You can also combine the four lights has disadvantage on the next weapon attack roll It can roll the die before or after making the
into one glowing vaguely humanoid form of it makes before the end of its next turn. ability check. The spell then ends.
Medium size. Whichever form you choose, each The spell's damage increases by 1d6 when you
light sheds dim light in a 10-foot radius. reach 5th level (2d6), 11th level (3d6), and 17th
As a bonus action on your turn, you can move the level (4d6).
lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light
created by this spell, and a light winks out if it
exceeds the spell's range.

Racial (Drow) Evocation cantrip Druid (XGE) Evocation cantrip Druid Divination cantrip

GUST INFESTATION MAGIC STONE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S 1 minute
You seize the air and compel it to create one of a living ea You touch one to three pebbles and imbue them
the following effects at a point you can see with magic. You or someone else can make a
within range: You cause a cloud of mites, eas, and other ranged spell attack with one of the pebbles by
• One Medium or smaller creature that you parasites to appear momentarily on one creature throwing it or hurling it with a sling. lf thrown, a
choose must succeed on a Strength saving throw you can see within range. The target must pebble has a range of 60 feet. If someone else
or be pushed up to 5 feet away from you. succeed on a Constitution saving throw, or it attacks with a pebble, that attacker adds your
• You create a small blast of air capable of takes 1d6 poison damage and moves 5 feet in a spellcasting ability modi er, not the attacker's,
moving one object that is neither held nor random direction if it can move and its speed is to the attack roll. On a hit, the target takes
carried and that weighs no more than 5 pounds. at least 5 feet. Roll a d4 for the direction: 1, bludgeoning damage equal to 1d6 +your
The object is pushed up to 10 feet away from north: 2, south: 3, east: or 4, west. This spellcasting ability modi er. Whether the attack
you. It isn't pushed with enough force to cause movement doesn't provoke opportunity attacks, hits or misses, the spell then ends on the stone.
damage. and if the direction rolled is blocked, the target If you cast this spell again, the spell ends on any
• You create a harm less sensory effect using air, doesn't move. pebbles still affected by your previous casting.
such as causing leaves to rustle, wind to slam The spell's damage increases by 1d6 when you
shutters closed, or your clothing to ripple in a reach 5th level (2d6), 11th level (3d6), and 17th
breeze. level (4d6).

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

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MENDING MOLD EARTH POISON SPRAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action 30 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous S Instantaneous or 1 hour V, S Instantaneous
(see below)
two lodestones You extend your hand toward a creature you can
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious
This spell repairs a single break or tear in an within range and that ts within a 5-foot cube. You gas from your palm. The creature must succeed
object you touch, such as broken chain link, two manipulate it in one of the following ways: on a Constitution saving throw or take 1d12
halves of a broken key, a torn clack, or a leaking • If you target an area of loose earth, you can
instantaneously excavate it, move it along the ground, poison damage.
wineskin. As long as the break or tear is no larger and deposit it up to 5 feet away. This movement This spell's damage increases by 1d12 when you
than 1 foot in any dimension, you mend it, doesn't involve enough force to cause damage. reach 5th level (2d12), 11th level (3d12), and 17
leaving no trace of the former damage. • You cause shapes, colors, or both to appear on the level (4d12).
This spell can physically repair a magic item or dirt or stone, spelling out words, creating images, or
construct, but the spell can't restore magic to shaping patterns. The changes last for 1 hour.
such an object. • If the dirt or stone you target is on the ground, you
cause it to become dif cult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already dif cult 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 Transmutation cantrip Druid (XGE) Transmutation cantrip Druid Conjuration cantrip

PRIMAL SAVAGERY PRODUCE FLAME RESISTANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S 10 minutes V, S, M Concentration, up to 1
minute
You channel primal magic to cause your teeth or A ickering ame appears in your hand. The
ngernails to sharpen, ready to deliver a ame remains there for the duration and harms a miniature cloak
corrosive attack. Make a melee spell attack neither you nor your equipment. The ame
against one creature within 5 feet of you. On a sheds bright light in a 10-foot radius and dim You touch one willing creature. Once before the
hit, the target takes 1d10 acid damage. After you light for an additional 10 feet. The spell ends if spell ends, the target can roll a d4 and add the
make the attack, your teeth or ngernails return you dismiss it as an action or if you cast it again. number rolled to one saving throw of its choice.
to normal. You can also attack with the ame, although It can roll the die before or after the saving
The spell's damage increases by 1d10 when you doing so ends the spell. When you cast this spell, throw. The spell then ends.
reach 5th level (2d10), 11th level (3d10), a nd or as an action on a later turn, you can hurl the
17th level (4d10). ame at a creature within 30 feet of you. Make a
ranged spell attack. On a hit, the target takes
1d8 re damage.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

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

SHAPE WATER SHILLELAGH THORN WHIP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S, M 1 minute V, S, M Instantaneous
(see below)
The wood of a club or quarterstaff you are the stem of a plant with thorns
You choose an area of water that you can see holding is imbued with nature's power. For the
within range and that ts within a 5-foot cube. duration, you can use your spellcasting ability You create a long, vine-like whip covered in
You manipulate it in one of the following ways: instead of Strength for the attack and damage thorns that lashes out at your command toward
• You instantaneously move or otherwise rolls of melee attacks using that weapon, and the a creature in range. Make a melee spell attack
change the ow of the water as you direct, up to weapon's damage die becomes a d8. The weapon against the target. If the attack hits, the creature
5 feet in any direction. This movement doesn't also becomes magical, if it isn't already. The spell takes 1d6 piercing damage, and if the creature is
have enough force to cause damage. ends if you cast it again or if you let go of the Large or smaller, you pull the creature up to 10
• You cause the water to form into simple shapes weapon. feet closer to you.
and animate at your direction. This change lasts This spell's damage increases by 1d6 when you
for 1 hour. reach 5th level (2d6), 11th level (3d6), and 17th
• You change the water's color or opacity. The level (4d6).
water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.

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

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

0
THUNDERCLAP ABSORB ELEMENTS ANIMAL FRIENDSHIP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 reaction, which you take Self 1 action 30 feet
when you take acid, cold,
COMPONENTS DURATION re, lightning, or thunder COMPONENTS DURATION
S Instantaneous damage V, S, M 24 hours
You create a burst of thunderous sound that can COMPONENTS DURATION a morsel of food
be heard up to 100 feet away. Each creature S 1 round
within range, other than you, must make a This spell lets you convince a beast that you
Constitution saving throw or take 1d6 thunder The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can
damage. lessening its effect on you and storing it for your see within range. It must see and hear you. If the
The spell's damage increases by 1d6 when you next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails.
reach 5th level (2d6), 11th level (3d6), and 17th triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom
level (4d6). next turn. Also, the rst time you hit with a saving throw or be charmed by you for the spell's
melee attack on your next turn, the target takes duration. If you or one of your companions
an extra 1d6 damage of the triggering type, and harms the target, the spell ends.
the spell ends. At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can
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 (XGE) Evocation cantrip Druid (XGE) 1st level Abjuration Druid 1st level Enchantment

BEAST BOND CHARM PERSON CREATE OR DESTROY WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 1 hour V, S, M Instantaneous
minutes
You attempt to charm a humanoid you can see a drop of water if creating water or a few grains of
a bit of fur wrapped in a cloth within range. It must make a Wisdom saving sand if destroying it
throw, and does so with advantage if you or your
You establish a telepathic link with one beast you companions are ghting it. If it fails the saving You either create or destroy water.
touch that is friendly to you or charmed by you. throw, it is charmed by you until the spell ends or Create Water: You create up to 10 gallons of
The spell fails if the beast's Intelligence is 4 or until you or your companions do anything clean water within range in an open container.
higher. Until the spell ends, the link is active harmful to it. The charmed creature regards you Alternatively, the water falls as rain in a 30-foot
while you and the beast are within line of sight of as a friendly acquaintance. When the spell ends, cube within range, extinguishing exposed ames
each other. Through the link, the beast can the creature knows it was charmed by you. in the area.
understand your telepathic messages to it, and it At Higher Levels: When you cast this spell Destroy Water: You destroy up to 10 gallons of
can telepathically communicate simple emotions using a spell slot of 2nd level or higher, you can water in an open container within range.
and concepts back to you. While the link is target one additional creature for each slot level Alternatively, you destroy fog in a 30-foot cube
active, the beast gains advantage on attack rolls above 1st. The creatures must be within 30 feet within range.
against any creature within 5 feet of you that of each other when you target them. At Higher Levels: When you cast this spell
you can see. using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

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

CURE WOUNDS DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability For the duration, you sense the presence of a yew leaf
modi er. This spell has no effect on undead or magic within 30 feet of you. If you sense magic in
constructs. this way, you can use your action to see a faint For the duration, you can sense the presence and
At Higher Levels: When you cast this spell aura around any visible creature or object in the location of poisons, poisonous creatures, and
using a spell slot of 2nd level or higher, the area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify
healing increases by 1d8 for each slot level magic, if any. the kind of poison, poisonous creature, or
above 1st. The spell can penetrate most barriers, but is disease in each case.
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common
dirt. metal, a thin sheet of lead, or 3 feet of wood or
dirt.

Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination

/
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        
0

1
        

/
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  

  

  

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  
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0

1
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1

1
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  


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  
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1

1
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1

1
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  


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

1
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 dif cult terrain. is cast is also outlined in light if it fails a Dexterity
earth or stone, it becomes dif cult 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 bene t
above 1st. When the spell ends, the conjured plants wilt from being invisible.
away.

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

FOG CLOUD GOODBERRY HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V Instantaneous
hour
a sprig of mistletoe A creature of your choice that you can see within
You create a 20-foot-radius sphere of fog range regains hit points equal to 1d4 + your
centered on a point within range. The sphere Up to ten berries appear in your hand and are spellcasting ability modi er. This spell has no
spreads around corners, and its area is heavily infused with magic for the duration. A creature effect on undead or constructs.
obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry At Higher Levels: When you cast this spell
of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides using a spell slot of 2nd level or higher, the
per hour) disperses it. enough nourishment to sustain a creature for healing increases by 1d4 for each slot level
At Higher Levels: When you cast this spell one day. above 1st.
using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
above 1st. this spell.

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

ICE KNIFE JUMP LONGSTRIDER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S, M 1 minute V, S, M 1 hour
a drop of water or piece of ice a grasshopper's hind leg a pinch of dirt
You create a shard of ice and ing it at one You touch a creature. The creature's jump You touch a creature. The target's speed
creature within range. Make a ranged spell distance is tripled until the spell ends. increases by 10 feet until the spell ends.
attack against the target. On a hit, the target At Higher Levels: When you cast this spell
takes 1d10 piercing damage. Hit or miss, the using a spell slot of 2nd level or higher, you can
shard then explodes. The target and each target one additional creature for each slot level
creature within 5 feet of it must succeed on a above 1st.
Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell
using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.

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

/
        
        
1

1
        

/
        
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  

  

  

  
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1

1
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1

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  


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1

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1

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  


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

1
PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL) SNARE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous S, M 8 hours
minutes
All nonmagical food and drink within a 5-foot- 25 feet of rope, which the spell consumes
holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
spell consumes within range is puri ed and rendered free of As you cast this spell, you use the rope to create a
poison and disease. circle with a 5-foot radius on the ground or the oor.
Until the spell ends, one willing creature you When you nish casting, the rope disappears and the
touch is protected against certain types of circle becomes a magic trap.
This trap is nearly invisible, requiring a successful
creatures - aberrations, celestials, elementals, Intelligence (Investigation) check against your spell
fey, ends, and undead. save DC to be discerned.
The protection grants several bene ts. The trap triggers when a Small, Medium, or Large
Creatures of those types have disadvantage on creature moves onto the ground or the oor in the
attack rolls against the target. The target also spell's radius. That creature must succeed on a
can't be charmed, frightened, or possessed by Dexterity saving throw or be magically hoisted into
them. If the target is already charmed, the air, leaving it hanging upside down 3 feet above
frightened, or possessed by such a creature, the the ground or the oor. The creature is restrained
there until the spell ends.
target has advantage on any new saving throw A restrained creature can make a Dexterity saving
against the relevant effect. 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 (UA) 1st level Abjuration Druid 1st level Transmutation Druid (XGE) 1st level Abjuration

SNARE [2/2] SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Self 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 8 hours V, S 10 minutes V, S Instantaneous
25 feet of rope, which the spell consumes You gain the ability to comprehend and verbally A wave of thunderous force sweeps out from
communicate with beasts for the duration. The you. Each creature in a 15-foot cube originating
creature is restrained by it. knowledge and awareness of many beasts is from you must make a Constitution saving
limited by their intelligence, but at minimum, throw. On a failed save, a creature takes 2d8
beasts can give you information about nearby thunder damage and is pushed 10 feet away
locations and monsters, including whatever they from you. On a successful save, the creature
can perceive or have perceived within the past takes half as much damage and isn't pushed.
day. You might be able to persuade a beast to In addition, unsecured objects that are
perform a small favor for you, at the DM's completely within the area of effect are
discretion. automatically pushed 10 feet away from you by
the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level
above 1st.

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

ANIMAL MESSENGER (RITUAL) [1/2] ANIMAL MESSENGER (RITUAL) [2/2] BARKSKIN


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Concentration, up to 1
hour
a morsel of food a morsel of food
a handful of oak bark
By means of this spell, you use an animal to deliver a higher, the duration of the spell increases by 48
message. Choose a Tiny beast you can see within hours for each slot level above 2nd. You touch a willing creature. Until the spell ends,
range, such as a squirrel, a blue ray, or a bird. You the target's skin has a rough, bark-like
specify a location, which you must have visited, and a appearance, and the target's AC can't be less
recipient who matches a general description, such as a than 16, regardless of what kind of armor it is
man or woman dressed in the uniform of the town
guard or a red-haired dwarf wearing a pointed hat. wearing.
You also speak a message of up to twenty- ve words.
The target beast travels for the duration of the spell
towards the speci ed location, covering about 50
miles per 24 hours for a ying messenger or 25 miles
for other animals.
When the messenger arrives, it delivers your message
to the creature that you described, replicating the
sound of your voice. The messenger speaks only to a
creature matching the description you gave. If the
messenger doesn't reach its destination before the
spell ends, the message is lost, and the beast makes its
way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell
slot of 3rd level or

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

/
        
        
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        

/
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  

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  
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  


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1

2
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1

2
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  


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

2
BEAST SENSE (RITUAL) DARKNESS DARKVISION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, M Concentration, up to 10 V, S, M 8 hours
hour minutes
either a pinch of dried carrot or an agate
You touch a willing beast. For the duration of the bat fur and a drop of pitch or piece of coal
spell, you can use your action to see through the You touch a willing creature to grant it the ability
beast's eyes and hear what it hears, and continue Magical darkness spreads from a point you to see in the dark. For the duration, that creature
to do so until you use your action to return to choose within range to ll a 15-foot radius has darkvision out to a range of 60 feet.
your normal senses. sphere for the duration. The darkness spreads
around corners. A creature with darkvision can't
see through this darkness, and nonmagical light
can't illuminate it.
If the point you choose is on an object you are
holding or one that isn't being worn or carried,
the darkness emanates from the object and
moves with it. Completely covering the source of
the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of
light created by a spell of or lower, the spell that
created the light is dispelled.

Druid 2nd level Divination Racial (Drow) 2nd level Evocation Druid 2nd level Transmutation

DUST DEVIL EARTHBIND ENHANCE ABILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute hour
a pinch of dust Choose one creature you can see within range. fur or a feather from a beast
Yellow strips of magical energy loop around the
Choose an unoccupied 5-foot cube of air that you can creature. The target must succeed on a Strength You touch a creature and bestow upon it a magical
see within range. An elemental force that resembles a saving throw, or its ying speed (if any) is enhancement. Choose one of the following effects -
dust devil appears in the cube and lasts for the spell's the target gains the effect until the spell ends.
duration. reduced to 0 feet for the spell's duration. An Bear's Endurance: The target has advantage on
Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely Constitution checks. It also gains 2d6 temporary hit
dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the points, which are lost when the spell ends.
failed save, the creature takes 1d8 bludgeoning ground or the spell ends. Bull's Strength: The target has advantage on
damage and is pushed 10 feet away from the dust Strength checks, and his or her carrying capacity
devil. On a successful save, the creature takes half as doubles.
much damage and isn't pushed. Cat's Grace: The target has advantage on Dexterity
As a bonus action, you can move the dust devil up to checks. It also doesn't take damage from falling 20
30 feet in any direction. If the dust devil moves over feet or less if it isn't incapacitated.
sand, dust, loose dirt, or light gravel, it sucks up the Eagle's Splendor: The target has advantage on
material and forms a 10-foot-radius cloud of debris Charisma checks.
around itself that lasts until the start of your next turn. Fox's Cunning: The target has advantage on
The cloud heavily obscures its area. Intelligence checks.
At Higher Levels: When you cast this spell using a Owl's Wisdom: The target has advantage on
spell slot of 3rd level or higher, the damage increases Wisdom checks.
by 1d8 for each slot level above 2nd. At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

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

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
of this spell, includes anything that would in ict powdered iron
a sudden or unexpected effect you consider You evoke a ery blade in your free hand. The
harmful or undesirable, which was speci cally blade is similar in size and shape to a scimitar, A 5-foot-diameter sphere of re appears in an
intended as such by its creator. Thus, the spell and it lasts for the duration. If you let go of the unoccupied space of your choice within range and
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 within 5 feet of the sphere must make a Dexterity
glyph of warding, or a mechanical pit trap, but it again as a bonus action.
You can use your action to make a melee spell saving throw. The creature takes 2d6 re damage on a
would not reveal a natural weakness in the oor, failed save, or half as much damage on a successful
an unstable ceiling, or a hidden sinkhole. attack with the ery blade. On a hit, the target one.
This spell merely reveals that a trap is present. takes 3d6 re damage. As a bonus action, you can move the sphere up to 30
You don't learn the location of each trap, but you The aming blade sheds bright light in a 10-foot feet. If you ram the sphere into a creature, that
do learn the general nature of the danger posed radius and dim light for an additional 10 feet. creature must make the saving throw against the
by a trap you sense. At Higher Levels: When you cast this spell 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 ammable 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

/
        
        
2

2
        

/
        
                 
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  

  

  

  
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2

2
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2

2
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  


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2

2
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2

2
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  


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

2
GUST OF WIND HEALING SPIRIT HEAT METAL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 bonus action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a legume seed You call forth a nature spirit to soothe the wounded. a piece of iron and a ame
The intangible spirit appears in a space that is a 5-foot
A line of strong wind 60 feet long and 10 feet cube you can see within range. The spirit looks like a Choose a manufactured metal object, such as a
wide blasts from you in a direction you choose transparent beast or fey (your choice). metal weapon or a suit of heavy or medium
for the spell's duration. Each creature that starts Until the spell ends, whenever you or a creature you metal armor, that you can see within range. You
its turn in the line must succeed on a Strength can see moves into the spirit's space for the rst time cause the object to glow red-hot. Any creature in
on a turn or starts its turn there, you can cause the
saving throw or be pushed 15 feet away from spirit to restore 1d6 hit points to that creature (no physical contact with the object takes 2d8 re
you in a direction following the line. action required). The spirit can't heal constructs or damage when you cast the spell. Until the spell
Any creature in the line must spend 2 feet of undead. The spirit can heal a number of times equal to ends, you can use a bonus action on each of your
movement for every 1 foot it moves when 1 + your spellcasting ability modi er (minimum of subsequent turns to cause this damage again.
moving closer to you. twice). After healing that number of times, the spirit If a creature is holding or wearing the object and
The gust disperses gas or vapor, and it dissapears. takes the damage from it, the creature must
extinguishes candles, torches, and similar As a bonus action on your turn, you can move the succeed on a Constitution saving throw or drop
unprotected ames in the area. It causes spirit up to 30 feet to a space you can see. the object if it can. If it doesn't drop the object, it
At Higher Levels: When you cast this spell using a
protected ames, such as those of lanterns, to spell slot of 3rd level or higher, the healing increases has disadvantage on attack rolls and ability
dance wildly and has a 50 percent chance to by 1d6 for each slot level above 2nd. checks until the start of your next turn.
extinguish them. At Higher Levels: When you cast this spell
As a bonus action on each of your turns before using a spell slot of 3rd level or higher, the
the spell ends, you can change the direction in damage increases by 1d8 for each slot above
which the line blasts from you. 2nd.

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

HOLD PERSON LESSER RESTORATION LOCATE ANIMALS OR PLANTS (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
You touch a creature and can end either one a bit of fur from a bloodhound
a small, straight piece of iron disease or one condition af icting it. The
condition can be blinded, deafened, paralyzed, or Describe or name a speci c kind of beast or
Choose a humanoid that you can see within poisoned. plant. Concentrating on the voice of nature in
range. The target must succeed on a Wisdom your surroundings, you learn the direction and
saving throw or be paralyzed for the duration. At distance to the closest creature or plant of that
the end of each of its turns, the target can make kind within 5 miles, if any are present.
another Wisdom saving throw. On a success, the
spell ends on the target.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can
target on additional humanoid for each slot level
above 2nd. The humanoids must be within 30
feet of each other when you target them.

Druid (*)(Arctic) 2nd level Enchantment Druid 2nd level Abjuration Druid 2nd level Divination

LOCATE OBJECT MOONBEAM PASS WITHOUT TRACE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minutes minute hour
a forked twig several seeds of any moonseed plant and a piece of ashes from a burned leaf of mistletoe and a sprig of
opalescent feldspar spruce
Describe or name an object that is familiar to
you. You sense the direction to the object's A silvery beam of pale light shines down in a 5-foot A veil of shadows and silence radiates from you,
location, as long as that object is within 1,000 radius, 40-foot-high cylinder centered on a point masking you and your companions from
feet of you. If the object is in motion, you know within range. Until the spell ends, dim light lls the detection. For the duration, each creature you
the direction of its movement. cylinder. choose within 30 feet of you (including you) has a
The spell can locate a speci c object known to When a creature enters the spell's area for the rst
time on a turn or starts its turn there, it is engulfed in +10 bonus to Dexterity (Stealth) checks and
you, as long as you have seen it up close - within ghostly ames that cause searing pain, and it must can't be tracked except by magical means. A
30 feet - at least once. Alternatively, the spell can make a Constitution saving throw. It takes 2d10 creature that receives this bonus leaves behind
locate the nearest object of a particular kind, radiant damage on a failed save, or half as much no tracks or other traces of its passage.
such as a certain kind of apparel, jewelry, damage on a successful one.
furniture, tool, or weapon. A shapechanger makes its saving throw with
This spell can't locate an object if any thickness disadvantage. If it fails, it also instantly reverts to its
of lead, even a thin sheet, blocks a direct path original form and can't assume a different form until it
between you and the object. leaves the spell's light.
On each of your turns after you cast this spell, you can
use an action to move the beam up to 60 feet in any
direction.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

Druid 2nd level Divination Druid 2nd level Evocation Druid (*)(Grassland) 2nd level Abjuration

/
        
        
2

2
        

/
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  

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2

2
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2

2
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  


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2

2
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2

2
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  


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

2
PROTECTION FROM POISON RUST METAL SKYWRITE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S Concentration, up to 1
hour
You touch a creature. If it is poisoned, you You touch a nonmagical ferrous metal object you can
neutralize the poison. If more than one poison see within range. If the object isn't being worn or You cause up to ten words to form in a part of
af icts the target, you neutralize on poison that carried, the touch destroys a 1-foot cube of it. If the the sky you can see. The words appear to be
you know is present, or you neutralize one at object is being worn or carried by a creature, the made of cloud and remain in place for the spell's
creature can make a Dexterity saving throw to avoid duration. The words dissipate when the spell
random. the spell.
For the duration, the target has advantage on If the object touched is either metal armor or a metal ends. A strong wind can disperse the clouds and
saving throws against being poisoned, and it has shield being worn or carried, its takes a permanent end the spell early.
resistance to poison damage. and cumulative −1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed. If the object touched is a metal
weapon, it takes a permanent and cumulative −1
penalty to damage rolls. If its penalty drops to −5, the
weapon is destroyed.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the spell can destroy an
additional contiguous 1-foot cube of material, and the
penalty applied to metal armor, shields, and weapons
increases by 1 for every two slot levels above 2nd.

Druid 2nd level Abjuration Druid (Homebrew) 2nd level Evocation Druid (XGE) 2nd level Transmutation

SPIKE GROWTH TIDE BLADE WARDING WIND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 bonus action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 round V Concentration, up to 10
minutes minutes
a melee weapon
seven sharp thorns or seven small twigs, each A strong wind (20 miles per hour) blows around
sharpened to a point You channel the wrath of the sea into a melee you in a 10-foot radius and moves with you,
weapon of your choice. When you rst attack remaining centered on you. The wind lasts for
The ground in a 20-foot radius centered on a with it until the end of your next turn, you may the spell's duration.
point within range twists and sprouts hard spikes summon a small wave of sea water through it. If The wind has the following effects:
and thorns. The area becomes dif cult terrain you hit a creature with that weapon until the • It deafens you and other creatures in its area.
for the duration. When a creature moves into or spell ends, the creature takes an extra 2d8 • It extinguishes unprotected ames in its area
within the area, it takes 2d4 piercing damage for bludgeoning damage. Regardless if you hit, that are torch-sized or smaller.
every 5 feet it travels. creatures in a 30 feet line beyond the target of • It hedges out vapor, gas, and fog that can be
The transformation of the ground is your attack must succeed on a Strength saving dispersed by strong wind.
camou aged to look natural. Any creature that throw or take 2d8 bludgeoning damage, or half • The area is dif cult terrain for creatures other
can't see the area at the time the spell is case as much on a success. than you.
must make a Wisdom (Perception) check against At Higher Levels: When you cast this spell • The attack rolls of ranged weapon attacks have
your spell save DC to recognize the terrain as using a spell slot of 3rd level or higher, the disadvantage if the attacks pass in or out of the
hazardous before entering it. damage increases by 1d8 for each slot level wind.
above 2nd.

Druid (*)(Mountain)(Arctic) 2nd level Transmutation Druid (Homebrew) 2nd level Evocation Druid (XGE) 2nd level Evocation

CALL LIGHTNING CONJURE ANIMALS DAYLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 1 V, S 1 hour
minutes hour
A 60-foot-radius sphere of light spreads out
A storm cloud appears in the shape of a cylinder that is You summon fey spirits that take the form of beasts from a point you choose within range. The
10 feet tall with a 60-foot radius, centered on a point and appear in unoccupied spaces that you can see sphere is bright light and sheds dim light for an
you can see within range directly above you. The spell within range. Choose one of the following options for additional 60 feet.
fails if you can't see a point in the air where the storm what appears.
cloud could appear (for example, if you are in a room • One beast of challenge rating 2 or lower If you chose a point on an object you are holding
that can't accommodate the cloud). • Two beasts of challenge rating 1 or lower or one that isn't being worn or carried, the light
When you cast the spell, choose a point you can see • Four beasts of challenge rating 1/2 or lower shines from the object with and moves with it.
under the cloud. A bolt of lightning ashes down from • Eight beasts of challenge rating 1/4 or lower Completely covering the affected object with an
the cloud to that point. Each creature within 5 feet of Each beast is also considered fey, and it disappears opaque object, such as a bowl or a helm, blocks
that point must make a Dexterity saving throw. A when it drops to 0 hit points or when the spell ends. the light.
creature takes 3d10 lightning damage on a failed save, The summoned creatures are friendly to you and your If any of this spell's area overlaps with an area of
or half as much damage on a successful one. On each companions. Roll initiative for the summoned darkness created by a spell of or lower, the spell
of your turns until the spell ends, you can use your creatures as a group, which has its own turns. They
action to call down lightning in this way again, obey any verbal commands that you issue to them (no that created the darkness is dispelled.
targeting the same point or a different one. action required by you). If you don't issue any
If you are outdoors in stormy conditions when you commands to them, they defend themselves from
cast this spell, the spell gives you control over the hostile creatures, but otherwise take no actions. The
existing storm instead of creating a new one. Under DM has the creatures' statistics.
such conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using
At Higher Levels: When you cast this spell using a certain higher-level spell slots, you choose one of the
spell slot of 4th level or higher level, the damage summoning options above, and more creatures appear
increases by 1d10 for each slot level above 3rd. - twice as many with a 5th-level slot, three times as
many with a 7th-level slot, and four times as many
with a 9th-level slot.

Druid (*)(Forest) 3rd level Conjuration Druid 3rd level Conjuration Druid (*)(Grassland) 3rd level Evocation

/
        
        
2

3
        

/
        
                 
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  

  

  

  
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2

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

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


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

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

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


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

3
DISPEL MAGIC ERUPTING EARTH FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 hour
Choose any creature, object, or magical effect a piece of obsidian a pinch of graveyard dirt
within range. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or Choose a point you can see on the ground within You touch a willing creature and put it into a
higher on the target, make an ability check using range. A fountain of churned earth and stone cataleptic state that is indistinguishable from
your spellcasting ability. The DC equals 10 + the erupts in a 20-foot cube centered on that point. death.
spell's level. On a successful check, the spell Each creature in that area must make a Dexterity For the spell's duration, or until you use an action
ends. saving throw. A creature takes 3d12 to touch the target and dismiss the spell, the
At Higher Levels: When you cast this spell bludgeoning damage on a failed save, or half as target appears dead to all outward inspection
using a spell slot of 4th level or higher, you much damage on a successful one. Additionally, and to spells used to determine the target's
automatically end the effects of a spell on the the ground in that area becomes dif cult 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

FISSURE FLAME ARROWS MELD INTO STONE (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 Instantaneous V, S Concentration, up to 1 V, S 8 hours
hour
You stomp the ground and a 30 feet long, 10 feet You step into a stone object or surface large enough to
wide and 40 feet deep ssure opens up from a You touch a quiver containing arrows or bolts. fully contain your body, melding yourself and all the
point on the ground in range, in a direction you When a target is hit by a ranged weapon attack equipment you carry with the stone for the duration.
choose. Every creature in that area must make a using a piece of ammunition drawn from the Using your movement, you step into the stone at a
quiver, the target takes an extra 1d6 re damage. point you can touch. Nothing of your presence
Dexterity saving throw. On a failure, they fall remains visible or otherwise detectable by nonmagical
into the ssure if they are small enough and take The spell's magic ends on the piece of senses.
damage appropriate to the fall. On a success, ammunition when it hits or misses, and the spell While merged with the stone, you can't see what
they move to one side of the ssure (their ends when twelve pieces of ammunition have occurs outside it, and any Wisdom (Perception) checks
choice), or grab its edge if there is no space to been drawn from the quiver. you make to hear sounds outside it are made with
move to. At Higher Levels: When you cast this spell disadvantage. You remain aware of the passage of
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the time and can cast spells on yourself while merged in
using a spell slot of 4th level or higher, the depth number of pieces of ammunition you can affect the stone. You can use your movement to leave the
with this spell increases by two for each slot level stone where you entered it, which ends the spell. You
of the ssure increases by 10 feet for each slot otherwise can't move.
level above 3rd. above 3rd. Minor physical damage to the stone doesn't harm you,
but its partial destruction or a change in its shape (to
the extent that you no longer t within it) expels you
and deals 6d6 bludgeoning damage to you. The stone's
complete destruction (or transmutation into a
different substance) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone
in an unoccupied space closest to where you rst
entered.

Druid (Homebrew) 3rd level Evocation Druid (XGE) 3rd level Transmutation Druid (*)(Mountain) 3rd level Transmutation

NO MORE LIES (RITUAL) PLANT GROWTH PROTECTION FROM ENERGY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action or 8 hours 150 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V, S Instantaneous V, S Concentration, up to 1
hour
You choose any creatures you can see within This spell channels vitality into plants within a
range. Each must make a Constitution saving speci c area. There are two possible uses for the For the duration, the willing creature you touch
throw if it’s a shapechanger, is concentrating on spell, granting either immediate or long-term has resistance to one damage type of your
a transmutation or illusion spell, or is under the bene ts. choice: acid, cold, re, lightning, or thunder.
effects of a spell that altered its appearance or If you cast this spell using 1 action, choose a
form (such as disguise self or polymorph). On a point within range. All normal plants in a 100-
failed save, the creature instantly reverts to its foot radius centered on that point become thick
true appearance and form, and if it’s maintaining and overgrown. A creature moving through the
concentration on a spell, that spell is suppressed area must spend 4 feet of movement for every 1
until the end of your next turn, at which time any foot it moves.
suppressed spell resumes its effect, provided You can exclude one or more areas of any size
that its duration has not expired. within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a
point within range become enriched for 1 year.
The plants yield twice the normal amount of
food when harvested.

Druid (Homebrew) 3rd level Enchantment Druid (*)(Forest) 3rd level Transmutation Druid (*)(Desert) 3rd level Abjuration

/
        
        
3

3
        

/
        
                 
              
  

  

  

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

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

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


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

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

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


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

3
REVIVIFY SLEET STORM SPEAK WITH PLANTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 150 feet 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S 10 minutes
minute
diamonds worth 300 gp, which the spell consumes You imbue plants within 30 feet of you with limited
a pinch of dust and a few drops of water sentience and animation, giving them the ability to
You touch a creature that has died within the last communicate with you and follow your simple
minute. That creature returns to life with 1 hit Until the spell ends, freezing rain and sleet fall in commands. You can question plants about events in
point. This spell can't return to life a creature a 20-foot-tall cylinder with a 40-foot radius the spell's area within the past day, gaining
that has died of old age, nor can it restore any centered on a point you choose within range. information about creatures that have passed,
The area is heavily obscured, and exposed ames weather, and other circumstances.
missing body parts. You can also turn dif cult terrain caused by plant
in the area are doused. growth (such as thickets and undergrowth) into
The ground in the area is covered with slick ice, ordinary terrain that lasts for the duration. Or you can
making it dif cult terrain. When a creature turn ordinary terrain where plants are present into
enters the spell's area for the rst time on a turn dif cult terrain that lasts for the duration, causing
or starts its turn there, it must make a Dexterity vines and branches to hinder pursuers, for example.
saving throw. On a failed save, it falls prone. Plants might be able to perform other tasks on your
If a creature starts its turn in the spell's area and behalf, at the DM's discretion. The spell doesn't enable
is concentrating on a spell, the creature must plants to uproot themselves and move about, but they
can freely move branches, tendrils, and stalks.
make a successful Constitution saving throw If a plant creature is in the area, you can communicate
against your spell save DC or lose concentration. with it as if you shared a common language, but you
gain no magical ability to in uence it.
This spell can cause the plants created by the entangle
spell to release a restrained creature.

Druid (UA) 3rd level Necromancy Druid (*)(Arctic) 3rd level Conjuration Druid 3rd level Transmutation

THUNDER STEP TIDAL WAVE WALL OF SAND


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 Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
You teleport yourself to an unoccupied space you can a drop of water
see within range. Immediately after you disappear, a a handful of sand
thunderous boom sounds, and each creature within You conjure up a wave of water that crashes
10 feet of the space you left must make a Constitution down on an area within range. The area can be You create a wall of swirling sand on the ground
saving throw, taking 3d10 thunder damage on a failed up to 30 feet long, up to 10 feet wide, and up to at a point you can see within range. You can
save, or half as much damage on a successful one. The 10 feet tall. Each creature in that area must make the wall up to 30 feet long, 10 feet high,
thunder can be heard from up to 300 feet away. and 10 feet thick, and it vanishes when the spell
You can bring along objects as long as their weight make a Dexterity saving throw. On a failed save,
doesn't exceed what you can carry. You can also a creature takes 4d8 bludgeoning damage and is ends. It blocks line of sight but not movement. A
teleport one willing creature of your size or smaller knocked prone. On a successful save, a creature creature is blinded while in the wall's space and
who is carrying gear up to its carrying capacity. The takes half as much damage and isn't knocked must spend 3 feet of movement for every 1 foot
creature must be within 5 feet of you when you cast prone. The water then spreads out across the it moves there.
this spell, and there must be an unoccupied space ground in all directions, extinguishing
within 5 feet of your destination space for the unprotected ames in its area and within 30 feet
creature to appear in. Otherwise, the creature is left of it, and then it vanishes.
behind.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd.

Druid (UA) 3rd level Conjuration Druid (XGE) 3rd level Conjuration Druid (UA) 3rd level Evocation

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


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 24 hours V, S, M 1 hour
minutes
a short reed or piece of straw a piece of cork
a drop of water
This spell grants up to ten willing creatures you This spell grants the ability to move across any
You create a wall of water on the ground at a can see within range the ability to breathe liquid surface - such as water, acid, mud, snow,
point you can see within range. You can make the underwater until the spell ends. Affected quicksand, or lava - as if it were harmless solid
wall up to 30 feet long, 10 feet high, and 1 foot creatures also retain their normal mode of ground (creatures crossing molten lava can still
thick, or you can make a ringed wall up to 20 feet respiration. take damage from the heat). Up to ten willing
in diameter, 20 feet high, and 1 foot thick. The creatures you can see within range gain this
wall vanishes when the spell ends. The wall's ability for the duration.
space is dif cult terrain. If your target a creature submerged in a liquid,
Any ranged weapon attack that enters the wall's the spell carries the target to the surface of the
space has disadvantage on the attack roll, and liquid at a rate of 60 feet per round.
re damage is halved if the re effect passes
through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't ll it.

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

/
        
        
3

3
        

/
        
                 
              
  

  

  

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

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

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


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

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

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


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

3
WIND WALL BLIGHT CHARM MONSTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S 1 hour
minute
Necromantic energy washes over a creature of You attempt to charm a creature you can see
a tiny fan and a feather of exotic origin your choice that you can see within range, within range. It must make a Wisdom saving
draining moisture and vitality from it. The target throw, and it does so with advantage if you or
A wall of strong wind rises from the ground at a point must make a Constitution saving throw. The your companions are ghting it. If it fails the
you choose within range. You can make the wall up to
50 feet long, 15 feet high, and 1 foot thick. You can target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell
shape the wall in any way you choose so long as it save, or half as much damage on a successful ends or until you or your companions do
makes one continuous path along the ground. The wall one. This spell has no effect on undead or anything harmful to it. The charmed creature is
lasts for the duration. constructs. friendly to you. When the spell ends, the
When the wall appears, each creature within its area If you target a plant creature or a magical plant, creature knows it was charmed by you.
must make a Strength saving throw. A creature takes it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell
3d8 bludgeoning damage on a failed save, or half as and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can
much damage on a successful one. If you target a nonmagical plant that isn't a target one additional creature for each slot level
The strong wind keeps fog, smoke, and other gases at
bay. Small or smaller ying creatures or objects can't creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet
pass through the wall. Loose, lightweight materials a saving throw, it simply withers and dies. of each other when you target them.
brought into the wall y upward. Arrows, bolts, and At Higher Levels: When you cast this spell
other ordinary projectiles launched at targets behind using a spell slot of 5th level or higher, the
the wall are de ected upward and automatically miss. damage increases by 1d8 for each slot level
(Boulders hurled by giants or siege engines, and above 4th.
similar projectiles, are unaffected.) Creatures in
gaseous form can't pass through it.

Druid 3rd level Evocation Druid (*)(Desert) 4th level Necromancy Druid (XGE) 4th level Enchantment

CONFUSION [1/2] CONFUSION [2/2] CONJURE MINOR ELEMENTALS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
three nut shells three nut shells You summon elementals that appear in unoccupied
spaces that you can see within range. You choose one
This spell assaults and twists creatures' minds, target. the following options for what appears.
spawning delusions and provoking uncontrolled At Higher Levels: When you cast this spell • One elemental of challenge rating 2 or lower
actions. Each creature in a 10-foot-radius sphere using a spell slot of 5th level or higher, the radius • Two elementals of challenge rating 1 or lower
centered on a point you choose within range must of the sphere increases by 5 feet for each slot • Four elementals of challenge rating 1/2 or lower
succeed on a Wisdom saving throw when you cast this • Eight elementals of challenge rating 1/4 or lower.
spell or be affected by it. above 4th. An elemental summoned by this spell disappears
An affected target can't take reactions and must roll a when it drops to 0 hit points or when the spell ends.
d10 at the start of each of its turns to determine its The summoned creatures are friendly to you and your
behavior for that turn. companions. Roll initiative for the summoned
1: The creature uses all its movement to move in a creatures as a group, which has its own turns. They
random direction. To determine the direction, roll a d8 obey any verbal commands that you issue to them (no
and assign a direction to each die face. The creature action required by you). If you don't issue any
doesn't take an action this turn. commands to them, they defend themselves from
2-6: The creature doesn't move or take actions this hostile creatures, but otherwise take no actions.
turn. The DM has the creatures' statistics.
7-8: The creature uses its action to make a melee At Higher Levels: When you cast this spell using
attack against a randomly determined creature within certain higher-level spell slots, you choose one of the
its reach. If there is no creature within its reach, the summoning options above, and more creatures appear
creature does nothing this turn. - twice as many with a 6th-level slot and three times as
9-10: The creature can act and move normally. At the many with an 8th-level slot .
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

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 V, S, M Concentration, up to 10
hour hour 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 Until the spell ends, you control any freestanding
spaces that you can see within range. Choose one of 8th-level slot. water inside an area you choose that is a cube up to
the following options for what appears. 100 feet on a side. You can choose from any of the
• One fey creature of challenge rating 2 or lower following effects when you cast this spell. As an action
• Two fey creatures of challenge rating 1 or lower on your turn, you can repeat the same effect or choose
• Four fey creatures of challenge rating 1/2 or lower a different one.
• Eight fey creatures of challenge rating 1/4 or lower Flood: You cause the water level of all standing water
A summoned creature disappears when it drops to 0 in the area to rise by as much as 20 feet. If the area
hit points or when the spell ends. includes a shore, the ooding water spills over onto
The summoned creatures are friendly to you and your dry land.
companions. Roll initiative for the summoned If you choose an area in a large body of water, you
creatures as a group, which have their own turns. They instead create a 20-foot tall wave that travels from
obey any verbal commands that you issue to them (no one side of the area to the other and then crashes
action required by you). If you don't issue any down. Any Huge or smaller vehicles in the wave's path
commands to them, they defend themselves from are carried with it to the other side. Any Huge or
hostile creatures, but otherwise take no actions. smaller vehicles struck by the wave have a 25 percent
The DM has the creatures' statistics. chance of capsizing.
At Higher Levels: When you cast this spell using The water level remains elevated until the spell ends
certain higher-level spell slots, you choose one of the or you choose a different effect. If this effect produced
summoning options above, and more creatures appear a wave, the wave repeats on the start of your next turn
- twice as many with while the ood effect lasts.
Part Water: You cause

Druid 4th level Conjuration Druid 4th level Conjuration Druid (*)(Coast) 4th level Transmutation

/
        
        
3

4
        

/
        
                 
              
  

  

  

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

4
        
        
4

4
     
     
     
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              
  


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  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
     
     
     
              
  


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

4
CONTROL WATER [2/3] CONTROL WATER [3/3] DOMINATE BEAST [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 1
minutes minutes minute
a drop of water and a pinch of dust a drop of water and a pinch of dust You attempt to beguile a beast that you can see within
range. It must succeed on a Wisdom saving throw or
water in the area to move apart and create a trench. Any creature or object in the water and within be charmed by you for the duration. If you or
The trench extends across the spell's area, and the 25 feet of the vortex is pulled 10 feet toward it. creatures that are friendly to you are ghting it, it has
separated water forms a wall to either side. The A creature can swim away from the vortex by advantage on the saving throw.
trench remains until the spell ends or you choose a making a Strength (Athletics) check against your While the beast is charmed, you have a telepathic link
different effect. The water then slowly lls in the with it as long as the two of you are on the same plane
trench over the course of the next round until the spell save DC. of existence. You can use this telepathic link to issue
normal water level is restored. When a creature enters the vortex for the rst commands to the creature while you are conscious (no
Redirect Flow: You cause owing water in the area time on a turn or starts its turn there, it must action required), which it does its best to obey. You
to move in a direction you choose, even if the water make a Strength saving throw. On a failed save, can specify a simple and general course of action, such
has to ow over obstacles, up walls, or in other the creature takes 2d8 bludgeoning damage and as Attack that creature, Run over there, or Fetch that
unlikely directions. The water in the area moves as is caught in the vortex until the spell ends. On a object. If the creature completes the order and
you direct it, but once it moves beyond the spell's area, successful save, the creature takes half damage, doesn't receive further direction from you, it defends
it resumes its ow based on the terrain conditions. and isn't caught in the vortex. A creature caught and preserves itself to the best of its ability.
The water continues to move in the direction you You can use your action to take total and precise
chose until the spell ends or you choose a different in the vortex can use its action to try to swim control of the target. Until the end of your next turn,
effect. away from the vortex as described above, but the creature takes only the actions you choose, and
Whirlpool: This effect requires a body of water at has disadvantage on the Strength (Athletics) doesn't do anything that you don't allow it to do.
least 50 feet square and 25 feet deep. You cause a check to do so. During this time, you can also cause the creature to
whirlpool to form in the center of the area. The The rst time each turn that an object enters the use a reaction, but this requires you to use your own
whirlpool forms a vortex that is 5 feet wide at the vortex, the object takes 2d8 bludgeoning reaction as well.
base, up to 50 feet wide at the top, and 25 feet tall. damage, this damage occurs each round it Each time the target takes damage, it makes a new
remains in the vortex. Wisdom saving throw against the spell. If the saving
throw

Druid (*)(Coast) 4th level Transmutation Druid (*)(Coast) 4th level Transmutation Druid 4th level Enchantment

DOMINATE BEAST [2/2] ELEMENTAL BANE FIRE SHIELD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M 10 minutes
minute minute
a bit of phosphorous or a re y
succeeds, the spell ends. Choose one creature you can see within range,
At Higher Levels: When you cast this spell and choose one of the following damage types - Thin and wispy ames wreathe your body for the
with a 5th-level spell slot, the duration is acid, cold, re, lightning, or thunder. The target duration, shedding bright light in a 10-foot
concentration, up to 10 minutes. When you use a must succeed on a Constitution saving throw or radius and dim light for an additional 10 feet. You
6th-level spell slot, the duration is concentration, be affected by the spell for its duration. The rst can end the spell early by using an action to
up to 1 hour. When you use a spell slot of 7th time each turn the affected target takes damage dismiss it.
level or higher, the duration is concentration, up of the chosen type, the target takes an extra 2d6 The ames provide you with a warm shield or a
to 8 hours. damage of that type. Moreover, the target loses chill shield, as you choose. The warm shield
any resistance to that damage type until the spell grants you resistance to cold damage, and the
ends. chill shield grants you resistance to re damage.
At Higher Levels: When you cast this spell In addition, whenever a creature within 5 feet of
using a spell slot of 5th level or higher, you can you hits you with a melee attack, the shield
target one additional creature for each slot level erupts with ame. The attacker takes 2d8 re
above 4th. The creatures must be within 30 feet damage from a warm shield, or 2d8 cold damage
of each other when you target them. from a cold shield.

Druid 4th level Enchantment Druid (XGE) 4th level Transmutation Druid (UA) 4th level Evocation

FREEDOM OF MOVEMENT GIANT INSECT GRASPING VINE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 10 V, S Concentration, up to 1
minutes minute
a leather strap, bound around the arm or a similar
appendage You transform up to ten centipedes, three You conjure a vine that sprouts from the ground
spiders, ve wasps, or one scorpion within range in an unoccupied space of your choice that you
You touch a willing creature. For the duration, into giant versions of their natural forms for the can see within range. When you cast this spell,
the target's movement is unaffected by dif cult duration. A centipede becomes a giant you can direct the vine to lash out at a creature
terrain, and spells and other magical effects can centipede, a spider becomes a giant spider, a within 30 feet of it that you can see. That
neither reduce the target's speed nor cause the wasp becomes a giant wasp, and a scorpion creature must succeed on a Dexterity saving
target to be paralyzed or restrained. becomes a giant scorpion. throw or be pulled 20 feet directly toward the
The target can also spend 5 feet of movement to Each creature obeys your verbal commands, and vine.
automatically escape from nonmagical in combat, they act on your turn each round. The Until the spell ends, you can direct the vine to
restraints, such as manacles or a creature that DM has the statistics for these creatures and lash out at the same creature or another one as a
has it grappled. Finally, being underwater resolves their actions and movement. bonus action on each of your turns.
imposes no penalties on the target's movement A creature remains in its giant size for the
or attacks. duration, until it drops to 0 hit points, or until
you use an action to dismiss the effect on it.
The DM might allow you to choose different
targets. For example, if you transform a bee, its
giant version might have the same statistics as a
giant wasp.

Druid (XGE) 4th level Abjuration Druid 4th level Transmutation Druid 4th level Conjuration

/
        
        
4

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        

/
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                 
              
  

  

  

  
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  
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                 
                    
           
4

4
        
        
4

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


           
  
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                 
                    
           
4

4
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        
4

4
     
     
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  


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

4
GUARDIAN OF NATURE HALLUCINATORY TERRAIN ICE STORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 10 minutes 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M 24 hours V, S, M Instantaneous
minute
a stone, a twig, and a bit of green plant a pinch of dust and a few drops of water
A nature spirit answers your call and transforms you
into a powerful guardian. The transformation lasts You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground in a
until the spell ends. You choose one of the following range look, sound, and smell like some other sort 20-foot-radius, 40-foot-high cylinder centered
forms to assume: Primal Beast or Great Tree. of natural terrain. Thus, open elds or a road can on a point within range. Each creature in the
Primal Beast: Bestial fur covers your body, your be made to resemble a swamp, hill, crevasse, or cylinder must make a Dexterity saving throw. A
facial features become feral, and you gain the
following bene ts: some other dif cult or impassable terrain. A creature takes 2d8 bludgeoning damage and 4d6
• Your walking speed increases by 10 feet. pond can be made to seem like a grassy meadow, cold damage on a failed save, or half as much
• You gain darkvision with a range of 120 feet. a precipice like a gentle slope, or a rock-strewn damage on a successful one.
• You make Strength-based attack rolls with gully like a wide and smooth road. Manufactured Hailstones turn the storm's area of effect into
advantage. structures, equipment, and creatures within the dif cult terrain until the end of your next turn.
• Your melee weapon attacks deal an extra 1d6 force area aren't changed in appearance. At Higher Levels: When you cast this spell
damage on a hit. The tactile characteristics of the terrain are using a spell slot of 5th level or higher, the
Great Tree: Your skin appears barky, leaves sprout unchanged, so creatures entering the area are bludgeoning damage increases by 1d8 for each
from your hair, and you gain the following bene ts:
• You gain 10 temporary hit points. likely to see through the illusion. If the difference slot level above 4th.
• You make Constitution saving throws with isn't obvious by touch, a creature carefully
advantage. examining the illusion can attempt an
• You make Dexterity- and Wisdom-based attack rolls Intelligence (Investigation) check against your
with advantage. spell save DC to disbelieve it. A creature who
• While you are on the ground, the ground within 15 discerns the illusion for what it is, sees it as a
feet of you is dif cult terrain for your enemies. vague image superimposed on the terrain.

Druid (XGE) 4th level Transmutation Druid (*)(Desert) 4th level Illusion Druid (*)(Arctic) 4th level Evocation

LOCATE CREATURE POLYMORPH [1/2] POLYMORPH [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 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 hour hour
a bit of fur from a bloodhound a caterpillar cocoon a caterpillar cocoon
Describe or name a creature that is familiar to This spell transforms a creature with at least 1 hit The creature is limited in the actions it can
you. You sense the direction to the creature's point that you can see within range into a new form. perform by the nature of its new form, and it
location, as long as that creature is within 1,000 An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
feet of you. If the creature is moving, you know throw to avoid the effect. A shapechanger that requires hands or speech.
automatically succeeds on this saving throw.
the direction of its movement. The transformation lasts for the duration, or until the The target's gear melds into the new form. The
The spell can locate a speci c creature known to target drops to 0 hit points or dies. The new form can creature can't activate, use, wield, or otherwise
you, or the nearest creature of a speci c kind be any beast whose challenge rating is equal to or less bene t from any of its equipment. This spell can't
(such as a human or a unicorn), so long as you than the target's (or the target's level, if it doesn't have affect a target that has 0 hit points.
have seen such a creature up close - within 30 a challenge rating). The target's game statistics,
feet - at least once. If the creature you described including mental ability scores, are replaced by the
or named is in a different form, such as being statistics of the chosen beast. It retains its alignment
under the effects of a polymorph spell, this spell and personality.
The target assumes the hit points of its new form.
doesn't locate the creature. When it reverts to its normal form, the creature
This spell can't locate a creature if running water returns to the number of hit points it had before it
at least 10 feet wide blocks a direct path transformed. If it reverts as a result of dropping to 0
between you and the creature. 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.

Druid (*)(Swamp) 4th level Divination Druid 4th level Transmutation Druid 4th level Transmutation

STONE SHAPE STONESKIN WALL OF FIRE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute
soft clay, which must be worked into roughly the
desired shape of the stone object diamond dust worth 100 gp, which the spell a small piece of phosphorus
consumes You create a wall of re on a solid surface within
You touch a stone object of Medium size or range. You can make the wall up to 60 feet long, 20
smaller or a section of stone no more than 5 feet This spell turns the esh of a willing creature you feet high, and 1 foot think, or a ringed wall up to 20
in any dimension and form it into any shape that touch as hard as stone. Until the spell ends, the feet in diameter, 20 feet high, and 1 foot think. The
suits your purpose. So, for example, you could target has resistance to nonmagical bludgeoning, wall is opaque and lasts for the duration.
shape a large rock into a weapon, idol, or coffer, piercing, and slashing damage. When the wall appears, each creature within its area
or make a small passage through a wall, as long must make a Dexterity saving throw. On a failed save,
as the wall is less than 5 feet thick. You could also a creature takes 5d8 re damage, or half as much
shape a stone door or its frame to seal the door damage on a successful save.
shut. The object you create can have up to two One side of the wall, selected by you when you cast
hinges and a latch, but ner mechanical detail this spell, deals 5d8 re damage to each creature that
ends its turn within 10 feet of that side or inside the
isn't possible. wall. A creature takes the same damage when it enters
the wall for the rst time on a turn or ends its turn
there. The other side of the wall deals no damage.
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.

4th level Transmutation


Druid (*)(Underdark)(Mountain) Druid (*)(Mountain) 4th level Abjuration Druid 4th level Evocation

/
        
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4

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        

/
        
                 
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  

  

  

  
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  
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                    
           
4

4
        
        
4

4
     
     
     
                 
              
  


           
  
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                    
           
4

4
        
        
4

4
     
     
     
     
     
     
              
  


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

4
WATERY SPHERE [1/2] WATERY SPHERE [2/2] ANTILIFE SHELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
a droplet of water a droplet of water A shimmering barrier extends out from you in a
10-foot radius and moves with you, remaining
You conjure up a sphere of water with a 5-foot radius action, you can move the sphere up to 30 feet in centered on you and hedging out creatures other
on a point you can see within range. The sphere can a straight line. If it moves over a pit, a cliff, or than undead and constructs.
hover but no more than 10 feet off the ground. The other drop-off, it safely descends until it is
sphere remains for the spell's duration. The barrier lasts for the duration. The barrier
Any creature in the sphere's space must make a hovering 10 feel above the ground. Any creature prevents an affected creature from passing or
Strength saving throw. On a successful save, a restrained by the sphere moves with it. You can reaching through. An affected creature can cast
creature is ejected from that space to the nearest ram the sphere into creatures, forcing them to spells or make attacks with ranged or reach
unoccupied space of the creature's choice outside the make the saving throw. weapons through the barrier.
sphere. A Huge or larger creature succeeds on the When the spell ends, the sphere falls to the If you move so that an affect creature is forced to
saving throw automatically, and a Large or smaller ground and extinguishes all normal ames within pass through the barrier, the spell ends.
creature can choose to fail it. On a failed save, a 30 feet of it. Any creature restrained by the
creature is restrained by the sphere and is engulfed by sphere is knocked prone in the space where it
the water. At the end of each of its turns, a restrained falls. The water then vanishes.
target can repeat the saving throw, ending the effect
on itself on a success.
The sphere can restrain as many as four Medium or
smaller creatures or one Large creature. If the sphere
restrains a creature that causes it to exceed this
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 (XGE) 4th level Conjuration Druid (XGE) 4th level Conjuration Druid 5th level Abjuration

AWAKEN COGNIZANCE COMMUNE WITH NATURE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
8 hours Touch 1 action Self 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Concentration, up to 1 V, S Instantaneous
hour
an agate worth at least 1,000 gp, which the spell You brie y become one with nature and gain
consumes Until the spell ends, when you make a Wisdom knowledge of the surrounding territory. In the
check, you can replace the number you roll with outdoors, the spell gives you knowledge of the
After spending the casting time tracing magical a 12. Additionally, you magically know if a land within 3 miles of you. In caves and other
pathways within a precious gemstone, you touch creature speaking to you is being truthful or natural underground settings, the radius is
a huge or smaller beast or plant. The target must otherwise, unless it is affected by a spell such as limited to 300 feet. The spell doesn't function
have either no Intelligence score or an glibness. where nature has been replaced by construction,
Intelligence of 3 or less. The target gains an At Higher Levels: When you cast this spell such as in dungeons and towns.
Intelligence of 10. The target also gains the using a spell slot of 6th level or higher, the You instantly gain knowledge of up to three facts
ability to speak one language you know. If the number you replace your roll with increases by 1 of your choice about any of the following
target is a plant, it gains the ability to move its for each slot level above 5th. If you cast this spell subjects as they relate to the area:
limbs, roots, vines, creepers, and so forth, and it using a spell slot of 8th level or higher, you no • terrain and bodies of water
gains senses similar to a human's. Your DM longer need to concentrate on it. If you cast this • prevalent plants, minerals, animals, or peoples
chooses statistics appropriate for the awakened spell using a spell slot of 9th level, it also works • powerful celestials, fey, ends, elementals, or
plant, such as the statistics for the awakened on creatures affected by an 8th level glibness undead
shrub or the awakened tree. spell. • in uence from other planes of existence
The awakened beast or plant is charmed by you • buildings.
for 30 days or until you and your companions do For example, you could determine the location of
anything harmful to it. When the charmed powerful undead in the area, the location of
condition ends, the awakened creature chooses major sources of safe drinking water, and the
whether to remain friendly to you, based on how location of any nearby towns.
you treated it while it was charmed.

Druid 5th level Transmutation Druid (Homebrew) 5th level Transmutation Druid (*)(Forest)(Arctic) 5th level Divination

CONE OF COLD CONJURE ELEMENTAL [1/2] CONJURE ELEMENTAL [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 minute 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour
a small crystal or glass cone
burning incense for air, soft clay for earth, sulfur and burning incense for air, soft clay for earth, sulfur and
A blast of cold air erupts from your hands. Each phosphorus for re, or water and sand for water phosphorus for re, or water and sand for water
creature in a 60-foot cone must make a
Constitution saving throw. A creature takes 8d8 You call forth an elemental servant. Choose an area of summoned it.
cold damage on a failed save, or half as much air, earth, re, or water that lls a 10-foot cube within The DM has the elemental's statistics.
damage on a successful one. range. An elemental of challenge rating 5 or lower At Higher Levels: When you cast this spell
A creature killed by this spell becomes a frozen appropriate to the area you chose appears in an using a spell slot of 6th level or higher, the
unoccupied space within 10 feet of it. For example, a
statue until it thaws. re elemental emerges from a bon re, and an earth challenge rating increases by 1 for each slot level
At Higher Levels: When you cast this spell elemental rises up from the ground. The elemental above 5th.
using a spell slot of 6th level or higher, the disappears when it drops to 0 hit points or when the
damage increases by 1d8 for each slot level spell ends.
above 5th. The elemental is friendly to you and your companions
for the duration. Roll initiative for the elemental,
which has its own turns. It obeys any verbal
commands that you issue to it (no action required by
you). If you don't issue any commands to the
elemental, it defends itself from hostile creatures but
otherwise takes no actions.
If your concentration is broken, the elemental doesn't
disappear. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions,
and it might attack. An uncontrolled elemental can't
be dismissed by you, and it disappears 1 hour after you

Druid (UA) 5th level Evocation Druid (*)(Coast) 5th level Conjuration Druid (*)(Coast) 5th level Conjuration

/
        
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4

5
        

/
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              
  

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  
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                 
                    
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4

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4

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     
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  


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  
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                    
           
4

5
        
        
5

5
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     
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     
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  


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

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 in icts disease. Make a melee spell attack creature has disadvantage on Intelligence
against a creature within your reach. On a hit, the checks and Intelligence saving throws, and the You take control of the air in a 100-foot cube that you
target is poisoned. creature behaves as if under the effects of the can see within range. Choose one of the following
At the end of each of the poisoned target's turns, the confusion spell during combat. effects when you cast the spell. The effect lasts for the
target must make a Constitution saving throw. If the spell's duration, unless you use your action on a later
target succeeds on three of these saves, it is no longer Seizure: The creature is overcome with shaking. turn to switch to a different effect. You can also use
poisoned, and the spell ends. If the target fails three of The creature has disadvantage on Dexterity your action to temporarily halt the effect or to restart
these saves, the target is no longer poisoned, but checks, Dexterity saving throws, and attack rolls one you've halted.
choose one of the diseases below. The target is that use Dexterity. Gusts: A wind picks up within the cube, continually
subjected to the chosen disease for the spell's Slimy Doom: The creature begins to bleed blowing in a horizontal direction you designate. You
duration. uncontrollably. The creature has disadvantage choose the intensity of the wind: calm, moderate, or
Since this spell induces a natural disease in its target, on Constitution checks and Constitution saving strong. If the wind is moderate or strong, ranged
any effect that removes a disease or otherwise throws. In addition, whenever the creature takes weapon attacks that enter or leave the cube or pass
ameliorates a disease's effects apply to it. through it have disadvantage on their attack rolls. If
Blinding Sickness: Pain grips the creature's mind, damage, it is stunned until the end of its next the wind is strong, any creature moving against the
and its eyes turn milky white. The creature has turn. wind must spend 1 extra foot of movement for each
disadvantage on Wisdom checks and Wisdom saving foot moved.
throws and is blinded. Downdraft: You cause a sustained blast of strong
Filth Fever: A raging fever sweeps through the wind to blow downward from the top of the cube.
creature's body. The creature has disadvantage on Ranged weapon attacks that pass through the cube or
Strength checks, Strength saving throws, and attack that are made against targets within it have
rolls that use Strength. disadvantage on their attack rolls . A creature must
Flesh Rot: The creature's esh decays. The creature make a Strength saving throw if it ies into the cube
has disadvantage on Charisma checks and for the rst time on a turn or starts its turn there
vulnerability to all damage. ying. On a failed save, the creature is knocked prone.
Mindfire: The creature's mind becomes feverish. The

Druid 5th level Necromancy Druid 5th level Necromancy Druid (XGE) 5th level Transmutation

CONTROL WINDS [2/2] GEAS GLIMPSE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 minute 60 feet 10 minutes 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V 30 days V, S, M Concentration, up to 10
hour minutes
You place a magical command on a creature that you
Updraft: You cause a sustained updraft within can see within range, forcing it to carry out some a focus worth at least 1,000 gp, such as a crystal
the cube, rising upward from the cube's bottom service or refrain from some action or course of prism or a font lled with holy water
side. Creatures that end a fall within the cube activity as you decide. If the creature can understand
take only half damage from the fall. When a you, it must succeed on a Wisdom saving throw or You create an invisible sensor within range. The
become charmed by you for the duration. While the sensor moves with you, remaining within 10 feet
creature in the cube makes a vertical jump, the creature is charmed by you, it takes 5d10 psychic
creature can jump up to 10 feet higher than damage each time it acts in a manner directly counter of you for the duration.
normal. to your instructions, but no more than once each day. Choose up to three willing creatures known to
A creature that can't understand you is unaffected by you that are on the same plane of existence as
the spell. you. The creatures receive access to the sensor
You can issue any command you choose, short of an and can see and hear through it as if they were
activity that would result in certain death. Should you there.
issue a suicidal command, the spell ends. At Higher Levels: When you cast this spell
You can end the spell early by using an action to using a spell slot of 6th or 7th level, you can
dismiss it. A remove curse, greater restoration, or maintain your concentration on the spell for up
wish spell also ends it. to 8 hours. When you use a spell slot of 8th level
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year. or higher, you can maintain your concentration
When you cast this spell using a spell slot of the spell on the spell for up to 24 hours.
lasts until it is ended by one of the spells mentioned
above.

Druid (XGE) 5th level Transmutation Druid 5th level Enchantment Druid (Homebrew) 5th level Illusion

GREATER RESTORATION IMMOLATION INSECT PLAGUE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 90 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Concentration, up to 1 V, S, M Concentration, up to 10
minute minutes
diamond dust worth 100 gp, which the spell
consumes Flames wreathe one creature you can see within a few grains of sugar, some kernels of grain, and a
range. The target must make a Dexterity saving smear of fat
You imbue a creature you touch with positive throw. It takes 8d6 re damage on a failed save,
energy to undo a debilitating effect. You can or half as much damage on a successful one. On a Swarming, biting locusts ll a 20-foot-radius
reduce the target's exhaustion level by one, or failed save, the target also burns for the spell's sphere centered on a point you choose within
end one of the following effects on the target. duration. The burning target sheds bright light in range. The sphere spreads around corners. The
• One effect that charmed or petri ed the target a 30-foot radius and dim light for an additional sphere remains for the duration, and its area is
• One curse, including the target's attunement 30 feet. At the end of each of its turns, the target lightly obscured. The sphere's area is dif cult
to a cursed magic item repeats the saving throw. It takes 4d6 re terrain.
• Any reduction to one of the target's ability damage on a failed save, and the spell ends on a When the area appears, each creature in it must
scores successful one. These magical ames can't be make a Constitution saving throw. A creature
• One effect reducing the target's hit point extinguished by nonmagical means. takes 4d10 piercing damage on a failed save, or
maximum If damage from this spell kills a target, the target half as much damage on a successful one. A
is turned to ash. creature must also make this saving throw when
it enters the spell's area for the rst time on a
turn or ends its turn there.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
damage increases by 1d10 for each slot level
above 5th.

Druid 5th level Abjuration Druid (UA) 5th level Evocation Druid 5th level Conjuration

/
        
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5

5
        

/
        
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  

  

  

  
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5

5
        
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5

5
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  


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5
MAELSTROM MASS CURE WOUNDS PLANAR BINDING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M 24 hours
minute
A wave of healing energy washes out from a a jewel worth at least 1,000 gp, which the spell
paper or leaf in the shape of a funnel point of your choice within range. Choose up to consumes
six creatures in a 30-foot-radius sphere centered
A swirling mass of 5-foot-deep water appears in on that point. Each target regains hit points With this spell, you attempt to bind a celestial, an
a 30-foot radius centered on a point you can see equal to 3d8 + your spellcasting ability modi er. elemental, a fey, or a end to your service. The
within range. The point must be on ground or in a This spell has no effect on undead or constructs. creature must be within range for the entire casting of
body of water. Until the spell ends, that area is the spell. (Typically, the creature is rst summoned
At Higher Levels: When you cast this spell into the center of an inverted magic circle in order to
dif cult terrain, and any creature that starts its using a spell slot of 6th level or higher, the
turn there must succeed on a Strength saving keep it trapped while this spell is cast.) At the
healing increases by 1d8 for each slot level completion of the casting, the target must make a
throw or take 6d6 bludgeoning damage and be above 5th. Charisma saving throw. On a failed save, it is bound to
pulled 10 feet toward the center. serve you for the duration. If the creature was
summoned or created by another spell, that spell's
duration is extended to match the duration of this
spell.
A bound creature must follow your instructions to the
best of its ability. You might command the creature to
accompany you on an adventure, to guard a location,
or to deliver a message. The creature obeys the letter
of your instructions, but if the creature is hostile to
you, it strives to twist your words to achieve its own
objectives. If the creature carries out your
instructions completely before the spell ends, it
travels to you to report this

Druid (XGE) 5th level Evocation Druid 5th level Evocation Druid 5th level Abjuration

PLANAR BINDING [2/2] REINCARNATE SCRYING [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour Touch 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
a jewel worth at least 1,000 gp, which the spell rare oils and unguents worth at least 1,000 gp,
consumes which the spell consumes a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font lled with holy water
fact if you are on the same plane of existence. If You touch a dead humanoid or a piece of a dead
you are on a different plane of existence, it humanoid. Provided that the creature has been dead You can see and hear a particular creature you choose
returns to the place where you bound it and no longer than 10 days, the spell forms a new adult that is on the same plane of existence as you. The
remains there until the spell ends. body for it and then calls the soul to enter that body. If target must make a Wisdom saving throw, which is
the target's soul isn't free or willing to do so, the spell modi ed by how well you know the target and the sort
At Higher Levels: When you cast this spell fails. of physical connection you have to it. If a target knows
using a spell slot of a higher level, the duration The magic fashions a new body for the creature to you're casting this spell, it can fail the saving throw
increases to 10 days with a 6th-level slot, to 30 inhabit, which likely causes the creature's race to voluntarily if it wants to be observed.
days with a 7th-level slot, to 180 days with an change. The DM rolls a d100 and consults the Knowledge - Secondhand (you have heard of the
8th-level slot, and to a year and a day with a 9th- following table to determine what form the creature target) +5. Firsthand (you have met the target) +0.
level spell slot. takes when restored to life, or the DM chooses a form. Familiar (you know the target well) -5.
01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, Connection Likeness or picture -2. Possession or
mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, garment -4. Body part, lock of hair, bit of nail, or the
wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53- like -10.
56 Half-elf. 57-60 Half-orc. 61-68 Hal ing, lightfoot. On a successful save, the target isn't affected, and you
69-76 Hal ing, stout. 77-96 Human. 97-00 Tie ing. can't use this spell against it again for 24 hours.
The reincarnated creature recalls its former life and On a failed save, the spell creates an invisible sensor
experiences. It retains the capabilities it had in its within 10 feet of the target. You can see and hear
original form, except it exchanges its original race for through the sensor as if you were there. The sensor
the new one and changes its racial traits accordingly. moves with the target, remaining within 10 feet of it
for the duration. A creature that can see invisible
objects sees the sensor as a

Druid 5th level Abjuration Druid 5th level Transmutation Druid (*)(Swamp)(Coast) 5th level Divination

SCRYING [2/2] TRANSMUTE ROCK [1/2] TRANSMUTE ROCK [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Until dispelled
minutes
clay and water clay and water
a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font lled with holy water You choose an area of stone or mud that you can see or half as much damage on a successful one.
that ts within a 40-foot cube and that is within range, Transmute Mud to Rock: Nonmagical mud or
luminous orb about the size of your st. and choose one of the following effects. quicksand in the area no more than 10 feet deep
Instead of targeting a creature, you can choose a Transmute Rock to Mud: Nonmagical rock of any transforms into soft stone for the spell's
sort in the area becomes an equal volume of thick,
location you have seen before as the target of owing mud that remains for the spell's duration. duration. Any creature in the mud when it
this spell. When you do, the sensor appears at The ground in the spell's area becomes muddy enough transforms must make a Dexterity saving throw.
that location and doesn't move. that creatures can sink into it. Each foot that a On a successful save, a creature is shunted safely
creature moves through the mud costs 4 feet of to the surface in an unoccupied space. On a
movement, and any creature on the ground when you failed save, a creature becomes restrained by the
cast the spell must make a Strength saving throw. A rock. A restrained creature, or a nother creature
creature must also make the saving throw when it within reach, can use an action to try to break
moves into the area for the rst time on a turn or ends the rock by succeeding on a DC 20 Strength
its turn there. On a failed save, a creature sinks into
the mud and is restrained, though it can use an action check or by dealing damage to it. The rock has
to end the restrained condition on itself by pulling AC 15 and 25 hit points, and it is immune to
itself free of the mud. poison and psychic damage.
If you cast the spell on a ceiling, the mud falls. Any
creature under the mud when it falls must make a
Dexterity saving throw. A creature takes 4d8
bludgeoning damage on a failed save,

Druid (*)(Swamp)(Coast) 5th level Divination Druid (XGE) 5th level Transmutation Druid (XGE) 5th level Transmutation

/
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                 
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           

5
TREE STRIDE WALL OF STONE [1/2] WALL OF STONE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minute minutes minutes
You gain the ability to enter a tree and move a small block of granite a small block of granite
from inside it to inside another tree of the same
kind within 500 feet. Both trees must be living A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of
and at least the same size as you. You must use 5 at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations,
feet of movement to enter a tree. You instantly panels. Each panel must be contiguous with at least
know the location of all other trees of the same one other panel. Alternatively, you can create 10-foot- battlements, and so on.
kind within 500 feet and, as part of the move by-20-foot panels that are only 3 inches thick. The wall is an object made of stone that can be
used to enter the tree, can either pass into one of If the wall cuts through a creature's space when it damaged and thus breached. Each panel has AC
those trees or step out of the tree you're in. You appears, the creature is pushed to one side of the wall 15 and 30 hit points per inch of thickness.
appear in a spot of your choice within 5 feet of (your choice). If a creature would be surrounded on all Reducing a panel to 0 hit points destroys it and
the destination tree, using another 5 feet of sides by the wall (or the wall and another solid might cause connected panels to collapse at the
movement. If you have no movement left, you surface), that creature can make a Dexterity saving DM's discretion.
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell
appear within 5 feet of the tree you entered. to its speed so that it is no longer enclosed by the wall.
You can use this transportation ability once per The wall can have any shape you desire, though it can't for its whole duration, the wall becomes
round for the duration. You must end each turn occupy the same space as a creature or object. The permanent and can't be dispelled. Otherwise,
outside a tree. wall doesn't need to be vertical or resting on any rm the wall disappears when the spell ends.
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 (*)(Forest) 5th level Conjuration Druid (*)(Mountain)(Desert) 5th level Evocation Druid (*)(Mountain)(Desert) 5th level Evocation

WRATH OF NATURE [1/2] WRATH OF NATURE [2/2] BONES OF THE EARTH [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous
minute minute
You cause up to six pillars of stone to burst from
You call out to the spirits of nature to rouse them saving throw or fall prone. places on the ground that you can see within range.
against your enemies. Choose a point you can see Each pillar is a cylinder that has a diameter of 5 feet
within range. The spirits cause trees, rocks, and and a height of up to 30 feet. The ground where a
grasses in a 60-foot cube centered on that point to pillar appears must be wide enough for its diameter,
become animated until the spell ends. and you can target ground under a creature if that
Grasses and Undergrowth: Any area of ground in creature is Medium or smaller. Each pillar has AC 5
the cube that is covered by grass or undergrowth is and 30 hit points. When reduced to 0 hit points, a
dif cult terrain for your enemies. pillar crumbles into rubble, which creates an area of
Trees: At the start of each of your turns, each of your dif cult terrain with a 10-foot radius that lasts until
enemies within 10 feet of any tree in the cube must the rubble is cleared. Each 5-foot-diameter portion of
succeed on a Dexterity saving throw or take 4d6 the area requires at least 1 minute to clear by hand.
slashing damage from whipping branches. If a pillar is created under a creature, that creature
Roots and Vines: At the end of each of your turns, must succeed on a Dexterity saving throw or be lifted
one creature of your choice that is on the ground in by the pillar. A creature can choose to fail the save.
the cube must succeed on a Strength saving throw or If a pillar is prevented from reaching its full height
become restrained until the spell ends. A restrained because of a ceiling or other obstacle, a creature on
creature can use an action to make a Strength the pillar takes 6d6 bludgeoning damage and is
(Athletics) check against your spell save DC, ending restrained, pinched between the pillar and the
the effect on itself on a success. obstacle. The restrained creature can use an action to
Rocks: As a bonus action on your turn, you can cause make a Strength or Dexterity check (the creature's
a loose rock in the cube to launch at a creature you choice) against the spell's save DC. On a success, the
can see in the cube. Make a ranged spell attack against creature is no longer restrained and must either move
the target. On a hit, the target takes 3d8 nonmagical off
bludgeoning damage, and it must succeed on a
Strength

Druid (XGE) 5th level Evocation Druid (XGE) 5th level Evocation Druid (XGE) 6th level Transmutation

BONES OF THE EARTH [2/2] CONJURE FEY DEFENSIVE HARMONY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute 90 feet 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
hour minute
the pillar or fall off it.
At Higher Levels: When you cast this spell You summon a fey creature of challenge rating 6 or a pair of interlocking silver rings
using a spell slot of 7th level or higher, you can 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 A wave of solidarity radiates from you in a 10-
unoccupied space that you can see within range. The foot radius aura. Until the spell ends, the aura
above 6th. fey creature disappears when it drops to 0 hit points
or when the spell ends.
moves with you, centered on you.
The fey creature is friendly to you and your Undividedness bulwarks allied humanoids within
companions for the duration. Roll initiative for the range, granting them a bonus to AC equal to the
creature, which has its own turns. It obeys any verbal number of allied humanoids within range, up to a
commands that you issue to it (no action required by maximum of +5.
you), as long as they don't violate its alignment. If you
don't issue any commands to the fey creature, it
defends itself from hostile creatures but otherwise
takes no actions.
If your concentration is broken, the fey creature
doesn't disappear. Instead, you lose control of the fey
creature, it becomes hostile toward you and your
companions, and it might attack. An uncontrolled fey
creature can't be dismissed by you, and it disappears 1
hour after you summoned it.
The DM has the fey creature's statistics.
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 6th level Conjuration Druid (Homebrew) 6th level Abjuration

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

  

  

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


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

6
DRUID GROVE [1/3] DRUID GROVE [2/3] DRUID GROVE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 10 minutes Touch 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M 24 hours
mistletoe, which the spell consumes, that was mistletoe, which the spell consumes, that was mistletoe, which the spell consumes, that was
harvested with a golden sickle under the light of a harvested with a golden sickle under the light of a harvested with a golden sickle under the light of a
full moon full moon full moon
You invoke the spirits of nature to protect an area costs 2 extra feet. To a creature immune to this effect, don't give them commands and no intruders are
outdoors or underground. The area can be as small as the fog obscures nothing and looks like soft mist, with present, the grove guardians do nothing. The
a 30-foot cube or as large as a 90-foot cube. Buildings motes of green light oating in the air. grove guardians can't leave the warded area.
and other structures are excluded from the affected Grasping Undergrowth: You can ll any number of When the spell ends, the magic animating them
area. If you cast this spell in the same area every day 5-foot squares on the ground that aren't lled with fog
for a year, the spell lasts until dispelled. with grasping weeds and vines, as if they were disappears, and the trees take root again if
The spell creates the following effects within the area. affected by an entangle spell. To a creature immune to possible.
When you cast this spell, you can specify creatures as this effect, the weeds and vines feel soft and reshape Additional Spell Effect: You can place your
friends who are immune to the effects. You can also themselves to serve as temporary seats or beds. choice of one of the following magical effects
specify a password that, when spoken aloud, makes Grove Guardians: You can animate up to four trees within the warded area:
the speaker immune to these effects. in the area, causing them to uproot themselves from • A constant gust of wind in two locations of your
The entire warded area radiates magic. A dispel magic the ground. These trees have the same statistics as an choice
cast on the area, if successful, removes only one of the awakened tree, which appears in the Monster • Spike growth in one location of your choice
following effects, not the entire area. That spell's Manual, except they can't speak, and their bark is • Wind wall in two locations of your choice.
caster chooses which effect to end. Only when all its covered with druidic symbols. If any creature not
effects are gone is this spell dispelled. To a creature immune to this effect, the winds
immune to this effect enters the warded area, the are a fragrant, gentle breeze, and the area of
Solid Fog: You can ll any number of 5-foot squares grove guardians ght until they have driven offor slain
on the ground with thick fog, making them heavily the intruders. The grove guardians also obey your spike growth is harmless.
obscured. The fog reaches 10 feet high. In addition, spoken commands (no action required by you) that
every foot of movement through the fog you issue while in the area. If you

Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration

ECHOING SHROUD FIND THE PATH FLESH TO STONE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 minute Self 1 action 60 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
minute day minute
a piece of magnetic rock a set of divinatory tools - such as bones, ivory sticks, a pinch of lime, water, and earth
Reverberating energies begin to hum around cards, teeth, or carved runes - worth 100 gp and an You attempt to turn one creature that you can see
you, ready to send out thunderous echoes that object from the location you wish to nd within range into stone. If the targets body is made of
will shake your foes. For the duration of the spell, esh, the creature must make a Constitution saving
This spell allows you to nd the shortest, most throw. On a failed save, it is restrained as its esh
on your turn, you can use a bonus action to send direct physical route to a speci c xed location begins to harden. On a successful save, the creature
echoes. When you do so, choose up to two that you are familiar with on the same plane of isn't affected.
creatures within range that must make a existence. If you name a destination on another A creature restrained by this spell must make another
Constitution saving throw. On a failure, they plan of existence, a destination that moves (such Constitution saving throw at the end of each of its
take 3d8 bludgeoning damage and 3d8 thunder as a mobile fortress), or a destination that isn't turns. If it successfully saves against this spell three
damage, or half as much on a success. speci c (such as a green dragon's lair), the spell times, the spell ends. If it fails saves three times, it is
At Higher Levels: When you cast this spell fails. turned to stone and subjected to the petri ed
using a spell slot of 6th level or higher, the condition for the duration. The successes and failures
For the duration, as long as you are on the same don't need to be consecutive, keep track of both until
number of creatures you can target increases by plane of existence as the destination, you know the target collects three of a kind.
two for each slot level above 6th. how far it is and in what direction it lies. While If the creature is physically broken while petri ed, it
you are traveling there, whenever you are suffers from similar deformities if it reverts to its
presented with a choice of paths along the way, original state.
you automatically determine which path is the If you maintain your concentration on this spell for the
shortest and most direct route (but not entire possible duration, the creature is turned to
necessarily the safest route) to the destination. stone until the effect is removed.

Druid (Homebrew) 6th level Transmutation Druid 6th level Divination Druid (UA) 6th level Transmutation

HEAL HEROES' FEAST INVESTITURE OF FLAME


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 10 minutes 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Concentration, up to 10
minutes
Choose a creature that you can see within range. a gem-encrusted bowl worth at least 1,000 gp,
A surge of positive energy washes through the which the spell consumes Flames race across your body, shedding bright
creature, causing it to regain 70 hit points. The light in a 30-foot radius and dim light for an
spell also ends blindness, deafness, and any You bring forth a great feast, including additional 30 feet for the spell's duration. The
diseases affecting the target. This spell has no magni cent food and drink. The feast takes 1 ames don't harm you. Until the spell ends, you
effect on constructs or undead. hour to consume and disappears at the end of gain the following bene ts:
At Higher Levels: When you cast this spell that time, and the bene cial effects don't set in • You are immune to re damage and have
using a spell slot of 7th level or higher, the until this hour is over. Up to twelve creatures can resistance to cold damage.
amount of healing increases by 10 for each slot partake of the feast. • Any creature that moves within 5 feet of you
level above 6th. A creature that partakes of the feast gains for the rst time on a turn or ends its turn there
several bene ts. The creature is cured of all takes 1d10 re damage.
diseases and poison, becomes immune to poison • You can use your action to create a line of re
and being frightened, and makes all Wisdom 15 feet long and 5 feet wide extending from you
saving throws with advantage. Its hit point in a direction you choose. Each creature in the
maximum also increases by 2d10, and it gains line must make a Dexterity saving throw. A
the same number of hit points. These bene ts creature takes 4d8 re damage on a failed save,
last for 24 hours. or half as much damage on a successful one.

Druid 6th level Evocation Druid 6th level Conjuration Druid (XGE) 6th level Transmutation

/
        
        
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        

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  

  

  

  
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  
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                    
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        
6

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


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  
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                 
                    
           
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        
        
6

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


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

6
INVESTITURE OF ICE INVESTITURE OF STONE INVESTITURE OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
Until the spell ends, ice rimes your body, and you Until the spell ends, bits of rock spread across Until the spell ends, wind whirls around you, and
gain the following bene ts: your body, and you gain the following bene ts: you gain the following bene ts:
• You are immune to cold damage and have • You have resistance to bludgeoning, piercing, • Ranged weapon attacks made against you have
resistance to re damage. and slashing damage from nonmagical attacks. disadvantage on the attack roll.
• You can move across dif cult terrain created • You can use your action to create a small • You gain a ying speed of 60 feet. If you are still
by ice or snow without spending extra earthquake on the ground in a 15-foot radius ying when the spell ends, you fall, unless you
movement. centered on you. Other creatures on that ground can somehow prevent it.
• The ground in a 10-foot radius around you is must succeed on a Dexterity saving throw or be • You can use your action to create a 15-foot
icy and is dif cult terrain for creatures other knocked prone. cube of swirling wind centered on a point you
than you. The radius moves with you. • You can move across dif cult terrain made of can see within 60 feet ofyou. Each creature in
• You can use your action to create a 15-foot earth or stone without spending extra that area must make a Constitution saving
cone of freezing wind extending from your movement. You can move through solid earth or throw. A creature takes 2d10 bludgeoning
outstretched hand in a direction you choose. stone as if it was air and without destabilizing it, damage on a failed save, or half as much damage
Each creature in the cone must make a but you can't end your movement there. If you on a successful one. If a Large or smaller creature
Constitution saving throw. A creature takes 4d6 do so, you are ejected to the nearest unoccupied fails the save, that creature is also pushed up to
cold damage on a failed save, or half as much da space, this spell ends, and you are stunned until 10 feet away from the center of the cube.
mage on a successful one. A creature that fails its the end of your next turn.
save against this effect has its speed halved until
the start of your next turn.

Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation

MOVE EARTH [1/2] MOVE EARTH [2/2] OFFENSIVE HARMONY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 2 V, S, M Concentration, up to 2 V, S, M Concentration, up to 1
hours hours minute
an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture a pair of interlocking steel triangles
of soils - clay, loam, and sand of soils - clay, loam, and sand A swell of camaraderie radiates from you in a 10-
Choose an area of terrain no larger than 40 feet on a might collapse. foot radius aura. Until the spell ends, the aura
side within range. You can reshape dirt, sand, or clay in Similarly, this spell doesn't directly affect plant moves with you, centered on you.
the area in any manner you choose for the duration. growth. The moved earth carries any plants Martial coordination pervades allied humanoids
You can raise or lower the area's elevation, create or along with it. within range, granting them a bonus to attack
ll in a trench, erect or atten a wall, or form a pillar. rolls equal to the number of allied humanoids
The extent of any such changes can't exceed half the
area's largest dimension. So, if you affect a 40-foot within range, up to a maximum of +5.
square, you can create a pillar up to 20 feet high, raise
or lower the square's elevation by up to 20 feet, dig a
trench up to 20 feet deep, and so on. It takes 10
minutes for these changes to complete.
At the end of every 10 minutes you spend
concentrating on the spell, you can choose a new area
of terrain to affect.
Because the terrain's transformation occurs slowly,
creatures in the area can't usually be trapped or
injured by the ground's movement.
This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it

Druid 6th level Transmutation Druid 6th level Transmutation Druid (Homebrew) 6th level Divination

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, re, 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 ashes out from your of existence. You must have seen or touched the
you can use your reaction to gain immunity to hand in a 5-foot-wide, 60-foot-line. Each destination plant at least once before. For the
that type of damage, including against the creature in the line must make a Constitution duration, any creature can step into the target
triggering damage. If you do so, the resistances saving throw. On a failed save, a creature takes 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 5 feet of movement.
your next turn, at which time the spell ends. next turn. On a successful save, it takes half as
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

/
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        

/
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              
  

  

  

  
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  
                 
                 
                    
           
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6
        
        
6

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


           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
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     
              
  


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

6
WALL OF THORNS [1/2] WALL OF THORNS [2/2] WIND WALK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M 8 hours
minutes minutes
re and holy water
a handful of thorns a handful of thorns
You and up to ten willing creatures you can see
You create a wall of tough, pliable, tangled brush damage increase by 1d8 for each slot level above within range assume a gaseous form for the
bristling with needle-sharp thorns. The wall appears 6th. duration, appearing as wisps of cloud. While in
within range on a solid surface and lasts for the this cloud form, a creature has a ying speed of
duration. You choose to make the wall up to 60 feet
long, 10 feet high, and 5 feet thick or a circle that has a 300 feet and has resistance to damage from
20-foot diameter and is up to 20 feet high and 5 feet nonmagical weapons. The only actions a
thick. The wall blocks line of sight. creature can take in this form are the Dash
When the wall appears, each creature within its area action or to revert to its normal form. Reverting
must make a Dexterity saving throw. On a failed save, takes 1 minute, during which time a creature is
a creature takes 7d8 piercing damage, or half as much incapacitated and can't move. Until the spell
damage on a successful save. ends, a creature can revert to cloud form, which
A creature can move through the wall, albeit slowly also requires the 1-minute transformation.
and painfully. For every 1 foot a creature moves
through the wall, it must spend 4 feet of movement. If a creature is in cloud form and ying when the
Furthermore, the rst time a creature enters the wall effect ends, the creature descends 60 feet per
on a turn or ends its turn there, the creature must round for 1 minute until it lands, which it does
make a Dexterity saving throw. It takes 7d8 slashing safely. If it can't land after 1 minute, the creature
damage on a failed save, or half as much on a falls the remaining distance.
successful save.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, both types of

Druid 6th level Conjuration Druid 6th level Conjuration Druid 6th level Transmutation

FIRE STORM MIRAGE ARCANE PLANE SHIFT [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 10 minutes Sight 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 10 days V, S, M Instantaneous
A storm made up of sheets of roaring ame You make terrain in an area up to 1 mile square look, a forked, metal rod worth at least 250 gp, attuned to
appears in a location you choose within range. sound, smell, and even feel like some other sort of a particular plane of existence
The area of the storm consists of up to ten 10- terrain. The terrain's general shape remains the same,
foot cubes, which you can arrange as you wish. however. Open elds or a road could be made to You and up to eight willing creatures who link hands in
resemble a swamp, hill, crevasse, or some other a circle are transported to a different plane of
Each cube must have at least one face adjacent dif cult or impassable terrain. A pond can be made to
to the face of another cube. Each creature in the existence. You can specify a target destination in
seem like a grassy meadow, a precipice like a gentle general terms, such as the City of Brass on the
area must make Dexterity saving throw. It takes slope, or a rock-strewn gully like a wide and smooth Elemental Plane of Fire or the palace of Dispater on
7d10 re damage on a failed save, or half as road. the second level of the Nine Hells, and you appear in
much damage on a successful one. Similarly, you can alter the appearance of structures, or near that destination. If you are trying to reach the
The re damages objects in the area and ignites or add them where none are present. The spell doesn't City of Brass, for example, you might arrive in its
ammable objects that aren't being worn or disguise, conceal, or add creatures. Street of Steel, before its Gate of Ashes, or looking at
carried. If you choose, plant life in the area is The illusion includes audible, visual, tactile, and the city from across the Sea of Fire, at the DM's
olfactory elements, so it can turn clear ground into discretion.
unaffected by this spell. dif cult terrain (or vice versa) or otherwise impede Alternatively, if you know the sigil sequence of a
movement through the area. Any piece of the illusory teleportation circle on another plane of existence, this
terrain (such as a rock or stick) that is removed from spell can take you to that circle. If the teleportation
the spell's area disappears immediately. circle is too small to hold all the creatures you
Creatures with truesight can see through the illusion transported, they appear in the closest unoccupied
to the terrain's true form, however, all other elements spaces next to the circle.
of the illusion remain, so while the creature is aware of You can use this spell to banish an unwilling creature
the illusion's presence, the creature can still physically to another plane. Choose a creature within your reach
interact with the illusion. and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.

Druid 7th level Evocation Druid 7th level Illusion Druid 7th level Conjuration

PLANE SHIFT [2/2] REGENERATE REVERSE GRAVITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute Touch 1 action 100 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour V, S, M Concentration, up to 1
minute
a forked, metal rod worth at least 250 gp, attuned to a prayer wheel and holy water
a particular plane of existence a lodestone and iron lings
You touch a creature and stimulate its natural
If the creature fails the save, it is transported to a healing ability. The target regains 4d8 + 15 hit This spell reverses gravity in a 50-foot-radius,
random location on the plane of existence you points. For the duration of the spell, the target 100-foot high cylinder centered on a point
specify. A creature so transported must nd its regains 1 hit point at the start of each of its turns within range. All creatures and objects that
own way back to your current plane of existence. (10 hit points each minute). aren't somehow anchored to the ground in the
The target's severed body members ( ngers, area fall upward and reach the top of the area
legs, tails, and so on), if any, are restored after 2 when you cast this spell. A creature can make a
minutes. If you have the severed part and hold it Dexterity saving throw to grab onto a xed
to the stump, the spell instantaneously causes object it can reach, thus avoiding the fall.
the limb to knit to the stump. If some solid object (such as a ceiling) is
encountered in this fall, falling objects and
creatures strike it just as they would during a
normal downward fall. If an object or creature
reaches the top of the area without striking
anything, it remains there, oscillating slightly, for
the duration.
At the end of the duration, affected objects and
creatures fall back down.

Druid 7th level Conjuration Druid 7th level Transmutation Druid 7th level Transmutation

/
        
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6

7
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
6

7
        
        
6

7
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

7
        
        
6

7
     
     
     
     
     
     
              
  


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

7
WHIRLWIND [1/2] WHIRLWIND [2/2] ANIMAL SHAPES [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 1 V, M Concentration, up to 1 V, S Concentration, up to 24
minute minute hours
a piece of straw a piece of straw Your magic turns others into beasts. Choose any
number of willing creatures that you can see within
A whirlwind howls down to a point that you can see on and falls when the spell ends, unless the creature range. You transform each target into the form of a
the ground within range. The whirlwind is a 10-foot- has some means to stay aloft. large or smaller beast with a challenge rating of 4 or
radius, 30-foot-high cylinder centered on that point. A restrained creature can use an action to make lower. On subsequent turns, you can use your actions
Until the spell ends, you can use your action to move a Strength or Dexterity check against your spell to transform affected creatures into new forms.
the whirlwind up to 30 feet in any direction along the The transformation lasts for the duration for each
ground. The whirlwind sucks up any Medium or save DC. If successful, the creature is no longer target, or until the target drops to 0 hit points or dies.
smaller objects that aren't secured to anything and restrained by the whirlwind and is hurled 3d6 x You can choose a different form for each target. A
that aren't worn or carried by anyone. 10 feet away from it in a random direction. target's game statistics are replaced by the statistics
A creature must make a Dexterity saving throw the of the chosen beast, though the target retains its
rst time on a turn that it enters the whirlwind or that alignment and Intelligence, Wisdom, and Charisma
the whirlwind enters its space, including when the scores. The target assumes the hit points of its new
whirlwind rst appears. A creature takes 10d6 form, and when it reverts to its normal form, it returns
bludgeoning damage on a failed save, or half as much to the number of hit point it had before it transformed.
damage on a successful one. In addition, a Large or If it reverts as a result of dropping to 0 hit points, any
smaller creature that fails the save must succeed on a excess damage carries over to its normal form. As long
Strength saving throw or become restrained in the as the excess damage doesn't reduce the creature's
whirlwind until the spell ends. When a creature starts normal form to 0 hit points, it isn't knocked
its turn restrained by the whirlwind, the creature is unconscious. The creature is limited in the actions it
pulled 5 feet higher inside it, unless the creature is at can perform by the nature of its new form, and it can't
the top. A restrained creature moves with the speak or cast spells.
whirlwind The target's gear melds into the new form. The target
can't activate, wield, or otherwise

Druid (XGE) 7th level Evocation Druid (XGE) 7th level Evocation Druid 8th level Transmutation

ANIMAL SHAPES [2/2] ANTIPATHY/SYMPATHY [1/3] ANTIPATHY/SYMPATHY [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 hour 60 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 24 V, S, M 10 days V, S, M 10 days
hours
either a lump of alum soaked in vinegar for the either a lump of alum soaked in vinegar for the
bene t from any of its equipment. antipathy effect or a drop of honey for the sympathy antipathy effect or a drop of honey for the sympathy
effect effect
This spell attracts or repels creatures of your choice. frightened, but the creature becomes frightened again
You target something within range, either a Huge or if it regains sight of the target or moves within 60 feet
smaller object or creature or an area that is no larger of it.
than a 200-foot cube. Then specify a kind of intelligent Sympathy: The enchantment causes the speci ed
creature, such as red dragons, goblins, or vampires. creatures to feel an intense urge to approach the
You invest the target with an aura that either attracts target while within 60 feet of it or able to see it. When
or repels the speci ed creatures for the duration. such a creature can see the target or comes within 60
Choose antipathy or sympathy as the aura's effect. feet of it, the creature must succeed on a Wisdom
Antipathy: The enchantment causes creatures of the saving throw or use its movement on each of its turns
kind you designated to feel an intense urge to leave to enter the area or move within reach of the target.
the area and avoid the target. When such a creature When the creature has done so, it can't willingly move
can see the target or comes within 60 feet of it, the away from the target. If the target damages or
creature must succeed on a Wisdom saving throw or otherwise harms an affected creature, the affected
become frightened. The creature remains frightened creature can make a Wisdom saving throw to end the
while it can see the target or is within 60 feet of it. effect, as described below.
While frightened by the target, the creature must use Ending the Effect: If an affected creature ends its
its movement to move to the nearest safe spot from turn while not within 60 feet of the target or able to
which it can't see the target. If the creature moves see it, the creature makes a Wisdom saving throw. ON
more than 60 feet from the target and can't see it, the a successful save, the creature is no longer affected by
creature is no longer the target and recognizes the feeling of repugnance or
attraction as magical. In addition,

Druid 8th level Transmutation Druid 8th level Enchantment Druid 8th level Enchantment

ANTIPATHY/SYMPATHY [3/3] CONTROL WEATHER [1/2] CONTROL WEATHER [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M Concentration, up to 8 V, S, M Concentration, up to 8
hours hours
either a lump of alum soaked in vinegar for the
antipathy effect or a drop of honey for the sympathy burning incense and bits of earth and wood mixed in burning incense and bits of earth and wood mixed in
effect water water
a creature affected by the spells is allowed You take control of the weather within 5 miles of you Stage 6 - Arctic cold
another Wisdom saving throw every 24 hours for the duration. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind
spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
while the spell persists. A creature that path to the sky ends the spell early.
successfully saves against this effect is immune When you cast the spell, you change the current Storm
to it for 1 minute, after which time it can be weather conditions, which are determined by the DM
affected again. based on the climate and season.
You can change precipitation, temperature, and wind.
It takes 1d4 x 10 minutes for the new conditions to
take effect. Once they do so, you can change the
conditions again. When the spell ends, the weather
gradually returns to normal. When you change the
weather conditions, nd a current condition on the
following tables and change its stage by one, up or
down. When changing the wind, you can change its
direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds
Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 -
Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Druid 8th level Enchantment Druid 8th level Transmutation Druid 8th level Transmutation

/
        
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7

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        

/
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                 
              
  

  

  

  
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  
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                 
                    
           
7

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        
7

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


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  
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                 
                    
           
7

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        
        
8

8
     
     
     
     
     
     
              
  


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

8
EARTHQUAKE [1/3] EARTHQUAKE [2/3] EARTHQUAKE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 500 feet 1 action 500 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
minute minute minute
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 a pinch of dirt, a piece of rock, and a lump of clay
You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A fall prone or become buried.
ground that you can see within range. For the creature standing on a spot where a ssure opens
duration, an intense tremor rips through the ground in must succeed on a Dexterity saving throw or fall in. A
a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
shakes creatures and structures in contact with the ssure's edge as it opens.
ground in that area. A ssure that opens beneath a structure causes it to
The ground in the area becomes dif cult terrain. Each automatically collapse (see below).
creature on the ground that is concentrating must Structures: The tremor deals 50 bludgeoning
make a Constitution saving throw. On a failed save, damage to any structure in contact with the ground in
the creature's concentration is broken. the area when you cast the spell and at the start of
When you cast this spell and at the end of each turn each of your turns until the spell ends. If a structure
you spend concentrating on it, each creature on the drops to 0 hit points, it collapses and potentially
ground in the area must make a Dexterity saving damages nearby creatures. A creature within half the
throw. On a failed save, the creature is knocked prone. distance of a structure's height must make a Dexterity
This spell can have additional effects depending on the saving throw. On a failed save, the creature takes 5d6
terrain in the area, as determined by the DM. bludgeoning damage, is knocked prone, and is buried
Fissures: Fissures open throughout the spell's area in the rubble, requiring a DC 20 Strength (Athletics)
at the start of your next turn after you cast the spell. A check as an action to escape. The DM can adjust the
total of 1d6 such ssures open in locations chosen by DC higher or lower, depending on the nature of the
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and rubble. On a successful save, the creature takes half as
extends from one much damage and doesn't

Druid 8th level Evocation Druid 8th level Evocation Druid 8th level Evocation

FEEBLEMIND INCENDIARY CLOUD SUNBURST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous
minute
a handful of clay, crystal, glass, or mineral spheres re and a piece of sunstone
A swirling cloud of smoke shot through with
You blast the mind of a creature that you can see white-hot embers appears in a 20-foot-radius Brilliant sunlight ashes in a 60-foot radius
within range, attempting to shatter its intellect sphere centered on a point within range. The centered on a point you choose within range.
and personality. The target takes 4d6 psychic cloud spreads around corners and is heavily Each creature in that light must make a
damage and must make an Intelligence saving obscured. It lasts for the duration or until a wind Constitution saving throw. On a failed save, a
throw. of moderate or greater speed (at least 10 miles creature takes 12d6 radiant damage and is
On a failed save, the creature's Intelligence and per hour) disperses it. blinded for 1 minute. On a successful save, it
Charisma scores become 1. The creature can't When the cloud appears, each creature in it must takes half as much damage and isn't blinded by
cast spells, activate magic items, understand make a Dexterity saving throw. A creature takes this spell. Undead and oozes have disadvantage
language, or communicate in any intelligible way. 10d8 re damage on a failed save, or half as on this saving throw.
The creature can, however, identify its friends, much damage on a successful one. A creature A creature blinded by this spell makes another
follow them, and even protect them. must also make this saving throw when it enters Constitution saving throw at the end of each of
At the end of every 30 days, the creature can the spell's area for the rst time on a turn or its turns. On a successful save, it is no longer
repeat its saving throw against this spell. If it ends its turn there. blinded.
succeeds on its saving throw, the spell ends. The cloud moves 10 feet directly away from you This spell dispels any darkness in its area that
The spell can also be ended by greater restoration, in a direction that you choose at the start of each was created by a spell.
heal or wish. of your turns.

Druid 8th level Enchantment Druid (UA) 8th level Conjuration Druid 8th level Evocation

TSUNAMI [1/2] TSUNAMI [2/2] FORESIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Sight 1 minute Sight 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 6 V, S Concentration, up to 6 V, S, M 8 hours
rounds rounds
a hummingbird feather
A wall of water springs into existence at a point you to the ground.
choose within range. You can make the wall up to 300 You touch a willing creature and bestow a
feet long, 300 feet high, and 50 feet thick. The wall limited ability to see into the immediate future.
lasts for the duration. For the duration, the target can't be surprised
When the wall appears, each creature within its area and has advantage on attack rolls, ability checks,
must make a Strength saving throw. On a failed save, a
creature takes 6d10 bludgeoning damage, or half as and saving throws. Additionally, other creatures
much damage on a successful save. have disadvantage on attack rolls against the
At the start of each of your turns after the wall target for the duration.
appears, the wall, along with any creatures in it, moves This spell immediately ends if you cast it again
50 feet away from you. Any Huge or smaller creature before its duration ends.
inside the wall or whose space the wall enters when it
moves must succeed on a Strength saving throw or
take 5d10 bludgeoning damage. A creature can take
this damage only once per round. At the end of the
turn, the wall's height is reduced by 50 feet, and the
damage creatures take from the spell on subsequent
rounds is reduced by 1d10. When the wall reaches 0
feet in height, the spell ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature
must make a successful Strength (Athletics) check
against your spell save DC in order to move at all. If it
fails the check, it can't move. A creature that moves
out of the area falls

Druid 8th level Conjuration Druid 8th level Conjuration Druid 9th level Divination

/
        
        
8

8
        

/
        
                 
              
  

  

  

  
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  
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           
8

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        
        
8

8
     
     
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  


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


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

9
MASS POLYMORPH [1/2] MASS POLYMORPH [2/2] REFLECTIVE CARRAPACE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M 8 hours
hour hour
a powdered tarasque tooth worth at least 500gp,
a caterpillar cocoon a caterpillar cocoon which the spell consumes
You transform up to ten creatures of your choice that temporary hit points and reverts to its normal You coat yourself with the protective carapace
you can see within range. An unwilling target must form. of a tarrasque, which de ects most forms of
succeed on a Wisdom saving throw to resist the The creature is limited in the actions it can
transformation. An unwilling shapechanger magic. For the duration, any time you are
automatically succeeds on the save. perform by the nature of its new form. It can't targeted by a magic missile spell, a line spell, or a
Each target assumes a beast form of your choice, and speak, cast spells, or do anything else that spell that requires a ranged attack roll, roll a d6.
you can choose the same form or different ones for requires hands or speech. On a 1 to 5, you are unaffected. On a 6, you are
each target. The new form can be any beast you have The target's gear melds into the new form. The unaffected, and the effect is re ected back at the
seen whose challenge rating is equal to or less than target can't activate, use, wield, or otherwise caster as though it originated from you, turning
the target's (or half the target's level, if the target bene t from any of its equipment. the caster into the target.
doesn't have a challenge rating). The target's game
statistics, including mental ability scores, are replaced
by the statistics of the chosen beast, but the target
retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points
equal to the hit points of its new form. These
temporary hit points can't be replaced by temporary
hit points from another source. A target reverts to its
normal form when it bas no more temporary hit points
or it dies. If the spell ends before then, the creature
loses all its

Druid (UA) 9th level Transmutation Druid (UA) 9th level Transmutation Druid (Homebrew) 9th level Abjuration

SHAPECHANGE [1/3] SHAPECHANGE [2/3] SHAPECHANGE [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
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 hour hour
a jade circlet worth at least 1,500 gp, which you a jade circlet worth at least 1,500 gp, which you a jade circlet worth at least 1,500 gp, which you
must place on your head before you cast the spell must place on your head before you cast the spell must place on your head before you cast the spell
You assume the form of a different creature for the result of dropping to 0 hit points, any excess damage During this spell's duration, you can use your
duration. The new form can be any creature with a carries over to your normal form. As long as the excess action to assume a different form following the
challenge rating equal to your level or lower. The damage doesn't reduce your normal form to 0 hit same restrictions and rules for the original form,
creature can't be a construct or an undead, and you points, you aren't knocked unconscious. with one exception - if your new form has more
must have seen the sort of creature at least once. You You retain the bene t of any features from your class,
transform into an average example of that creature, race, or other source and can use them, provided that hit pints than your current one, your hit points
one without any class levels or the Spellcasting trait. your new form is physically capable of doing so. You remain at their current value.
Your game statistics are replaced by the statistics of can't use any special senses you have (for example,
the chosen creature, though you retain your darkvision) unless your new form also has that sense.
alignment and Intelligence, Wisdom, and Charisma You can only speak if the creature can normally speak.
scores You also retain all of your skill and saving throw When you transform, you choose whether your
pro ciencies, in addition to gaining those of the equipment falls to the ground, merges into the new
creature, If the creature has the same pro ciency as form, or is worn by it. Worn equipment functions as
you, and the bonus listed in its statistics is higher than normal. The DM determines whether it is practical for
yours, use the creature's bonus in place of yours. You the new form to wear a piece of equipment, based on
can't use any legendary actions or lair actions of the the creature's shape and size. Your equipment doesn't
new form. change shape or size to match the new form, and any
You assume the hit points and Hit Dice of the new equipment that the new form can't wear must either
form. When you revert to your normal, you return to fall to the ground or merge into your new form.
the number of hit points you had before you Equipment that merges has no effect in that state.
transformed. If you revert as a

Druid 9th level Transmutation Druid 9th level Transmutation Druid 9th level Transmutation

STORM OF VENGEANCE [1/2] STORM OF VENGEANCE [2/2] TRUE RESURRECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Sight 1 action Sight 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute minute
a sprinkle of holy water and diamonds worth at least
A churning storm cloud forms, centered on a point you Each creature there takes 1d6 cold damage. 25,000 gp, which the spell consumes
can see and spreading to a radius of 360 feet. Ranged weapon attacks in the area are
Lightning ashes in the area, thunder booms, and impossible. The wind and rain count as a severe You touch a creature that has been dead for no
strong winds roar. Each creature under the cloud (no distraction for the purposes of maintaining longer than 200 years and that died for any
more than 5,000 feet beneath the cloud) when it
appears must make a Constitution saving throw. On a concentration on spells. Finally, gusts of strong reason except old age. If the creature's soul is
failed save, a creature takes 2d6 thunder damage and wind (ranging from 20 to 50 miles per hour) free and willing, the creature is restored to life
becomes deafened for 5 minutes. automatically disperse fog, mists, and similar with all its hit points.
Each round you maintain concentration on this spell, phenomena in the area whether mundane or This spell closes all wounds, neutralizes any
the storm produces different effects on your turn. magical. poison, cures all diseases, and lifts any curses
Round 2: Acidic rain falls from the cloud. Each affecting the creature when it died. The spell
creature and object under the cloud takes 1d6 acid replaces damaged or missing organs or limbs. If
damage. the creature was undead, it is restored to its
Round 3: You call six bolts of lightning from the cloud
to strike six creatures or objects of your choice non-undead form.
beneath the cloud. A given creature or object can't be The spell can even provide a new body if the
struck by more than one bolt. A struck creature must original no longer exists, in which case you must
make a Dexterity saving throw. The creature takes speak the creature's name. The creature then
10d6 lightning damage on a failed save, or half as appears in an unoccupied space you choose
much damage on a successful one. within 10 feet of you.
Round 4: Hailstones rain down from the cloud. Each
creature under the cloud takes 2d6 bludgeoning
damage.
Round 5-10: Gusts and freezing rain assail the area
under the cloud. the area becomes dif cult terrain and
is heavily obscured.

Druid 9th level Conjuration Druid 9th level Conjuration Druid 9th level Necromancy

/
        
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        

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

  

  

  
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  
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                    
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        
        
9

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


           
  
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           
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        
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9

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


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

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