Spells Moon Druid 5e
Spells Moon Druid 5e
Spells Moon Druid 5e
Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip
Racial (Drow) Evocation cantrip Druid (XGE) Evocation cantrip Druid Divination cantrip
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
Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid Abjuration cantrip
Druid (XGE) Transmutation cantrip Druid Transmutation cantrip Druid Transmutation cantrip
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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
Druid (XGE) 1st level Divination Druid 1st level Enchantment Druid 1st level Transmutation
Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination
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EARTH TREMOR ENTANGLE FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You cause a tremor in the ground within range.
Each creature other than you in that area must Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
make a Dexterity saving throw. On a failed save, ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your
a creature takes 1d6 bludgeoning damage and is within range. For the duration, these plants turn choice). Any creature in the area when the spell
knocked prone. If the ground in that area is loose the ground in the area into 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
Druid 1st level Conjuration Druid 1st level Transmutation Druid 1st level Evocation
Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
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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
Druid (XGE) 1st level Abjuration Druid 1st level Divination Druid 1st level Evocation
Druid 2nd level Enchantment Druid 2nd level Enchantment Druid (*)(Forest) 2nd level Transmutation
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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
Druid (XGE) 2nd level Conjuration Druid (XGE) 2nd level Transmutation Druid 2nd level Transmutation
Druid 2nd level Divination Druid 2nd level Evocation Druid 2nd level Conjuration
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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
Druid (*)(Arctic) 2nd level Enchantment Druid 2nd level Abjuration Druid 2nd level Divination
Druid 2nd level Divination Druid 2nd level Evocation Druid (*)(Grassland) 2nd level Abjuration
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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
Druid (*)(Mountain)(Arctic) 2nd level Transmutation Druid (Homebrew) 2nd level Evocation Druid (XGE) 2nd level Evocation
Druid (*)(Forest) 3rd level Conjuration Druid 3rd level Conjuration Druid (*)(Grassland) 3rd level Evocation
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DISPEL MAGIC ERUPTING EARTH FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 hour
Choose any creature, object, or magical effect a piece of obsidian a pinch of graveyard dirt
within range. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or Choose a point you can see on the ground within You touch a willing creature and put it into a
higher on the target, make an ability check using range. A fountain of churned earth and stone cataleptic state that is indistinguishable from
your spellcasting ability. The DC equals 10 + the erupts in a 20-foot cube centered on that point. death.
spell's level. On a successful check, the spell Each creature in that area must make a Dexterity For the spell's duration, or until you use an action
ends. saving throw. A creature takes 3d12 to touch the target and dismiss the spell, the
At Higher Levels: When you cast this spell bludgeoning damage on a failed save, or half as target appears dead to all outward inspection
using a spell slot of 4th level or higher, you much damage on a successful one. Additionally, and to spells used to determine the target's
automatically end the effects of a spell on the the ground in that area becomes 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
Druid (Homebrew) 3rd level Evocation Druid (XGE) 3rd level Transmutation Druid (*)(Mountain) 3rd level Transmutation
Druid (Homebrew) 3rd level Enchantment Druid (*)(Forest) 3rd level Transmutation Druid (*)(Desert) 3rd level Abjuration
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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
Druid (UA) 3rd level Conjuration Druid (XGE) 3rd level Conjuration Druid (UA) 3rd level Evocation
Druid (XGE) 3rd level Evocation Druid (*)(Coast) 3rd level Transmutation Druid (*)(Swamp)(Coast) 3rd level Transmutation
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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
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
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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
Druid 4th level Enchantment Druid (XGE) 4th level Transmutation Druid (UA) 4th level Evocation
Druid (XGE) 4th level Abjuration Druid 4th level Transmutation Druid 4th level Conjuration
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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
Druid (*)(Swamp) 4th level Divination Druid 4th level Transmutation Druid 4th level Transmutation
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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
Druid 5th level Transmutation Druid (Homebrew) 5th level Transmutation Druid (*)(Forest)(Arctic) 5th level Divination
Druid (UA) 5th level Evocation Druid (*)(Coast) 5th level Conjuration Druid (*)(Coast) 5th level Conjuration
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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
Druid (XGE) 5th level Transmutation Druid 5th level Enchantment Druid (Homebrew) 5th level Illusion
Druid 5th level Abjuration Druid (UA) 5th level Evocation Druid 5th level Conjuration
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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
Druid 5th level Abjuration Druid 5th level Transmutation Druid (*)(Swamp)(Coast) 5th level Divination
Druid (*)(Swamp)(Coast) 5th level Divination Druid (XGE) 5th level Transmutation Druid (XGE) 5th level Transmutation
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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
Druid (XGE) 6th level Transmutation Druid 6th level Conjuration Druid (Homebrew) 6th level Abjuration
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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
Druid (Homebrew) 6th level Transmutation Druid 6th level Divination Druid (UA) 6th level Transmutation
Druid 6th level Evocation Druid 6th level Conjuration Druid (XGE) 6th level Transmutation
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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
Druid 6th level Transmutation Druid 6th level Transmutation Druid (Homebrew) 6th level Divination
Druid (XGE) 6th level Abjuration Druid 6th level Evocation Druid 6th level Conjuration
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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
Druid 7th level Evocation Druid 7th level Illusion Druid 7th level Conjuration
Druid 7th level Conjuration Druid 7th level Transmutation Druid 7th level Transmutation
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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
Druid 8th level Transmutation Druid 8th level Enchantment Druid 8th level Enchantment
Druid 8th level Enchantment Druid 8th level Transmutation Druid 8th level Transmutation
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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
Druid 8th level Enchantment Druid (UA) 8th level Conjuration Druid 8th level Evocation
Druid 8th level Conjuration Druid 8th level Conjuration Druid 9th level Divination
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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
Druid 9th level Transmutation Druid 9th level Transmutation Druid 9th level Transmutation
Druid 9th level Conjuration Druid 9th level Conjuration Druid 9th level Necromancy
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