DruidLvl1 Spellcards
DruidLvl1 Spellcards
DruidLvl1 Spellcards
Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip
Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip
Druid (XGE) Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip
MOLD EARTH POISON SPRAY PRIMAL SAVAGERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous S Instantaneous
(see below)
You extend your hand toward a creature you can You channel primal magic to cause your teeth or
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious fingernails to sharpen, ready to deliver a
within range and that fits within a 5-foot cube. You gas from your palm. The creature must succeed corrosive attack. Make a melee spell attack
manipulate it in one of the following ways: on a Constitution saving throw or take 1d12 against one creature within 5 feet of you. On a
• If you target an area of loose earth, you can poison damage. hit, the target takes 1d10 acid damage. After you
instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you make the attack, your teeth or fingernails return
and deposit it up to 5 feet away. This movement reach 5th level (2d12), 11th level (3d12), and 17 to normal.
doesn't involve enough force to cause damage.
• You cause shapes, colors, or both to appear on the level (4d12). The spell's damage increases by 1d10 when you
dirt or stone, spelling out words, creating images, or reach 5th level (2d10), 11th level (3d10), a nd
shaping patterns. The changes last for 1 hour. 17th level (4d10).
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.
Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid (XGE) Transmutation cantrip
Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip
Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
CHILL TOUCH ABSORB ELEMENTS ANIMAL FRIENDSHIP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 reaction, which you take Self 1 action 30 feet
when you take acid, cold,
COMPONENTS DURATION fire, lightning, or thunder COMPONENTS DURATION
V, S 1 round damage V, S, M 24 hours
You create a ghostly, skeletal hand in the space COMPONENTS DURATION a morsel of food
of a creature within range. Make a ranged spell S 1 round
attack against the creature to assail it with the This spell lets you convince a beast that you
chill of the grave. On a hit, the target takes 1d8 The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can
necrotic damage, and it can't regain hit points lessening its effect on you and storing it for your see within range. It must see and hear you. If the
until the start of your next turn. Until then, the next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails.
hand clings to the target. triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom
If you hit an undead target, it also has next turn. Also, the first time you hit with a saving throw or be charmed by you for the spell's
disadvantage on attack rolls against you until the melee attack on your next turn, the target takes duration. If you or one of your companions
end of your next turn. an extra 1d6 damage of the triggering type, and harms the target, the spell ends.
This spell's damage increases by 1d8 when you the spell ends. At Higher Levels: When you cast this spell
reach 5th level (2d8), 11th level (3d8), and 17th At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can
level (4d8). using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level
damage increases by 1d6 for each slot level above 1st.
above 1st.
Druid (Spores) Necromancy cantrip Druid (XGE) 1st level Abjuration Druid 1st level Enchantment
Druid (XGE) 1st level Divination Druid 1st level Enchantment Druid 1st level Transmutation
Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination
EARTH TREMOR ENTANGLE FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You cause a tremor in the ground within range.
Each creature other than you in that area must Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
make a Dexterity saving throw. On a failed save, ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your
a creature takes 1d6 bludgeoning damage and is within range. For the duration, these plants turn choice). Any creature in the area when the spell
knocked prone. If the ground in that area is loose the ground in the area into difficult terrain. is cast is also outlined in light if it fails a Dexterity
earth or stone, it becomes difficult terrain until A creature in the area when you cast the spell saving throw. For the duration, objects and
cleared, with each 5-foot-diameter portion must succeed on a Strength saving throw or be affected creatures shed dim light in a 10-foot
requiring at least 1 minute to clear by hand. restrained by the entangling plants until the spell radius.
At Higher Levels: When you cast this spell ends. A creature restrained by the plants can use Any attack roll against an affected creature or
using a spell slot of 2nd level or higher, the its action to make a Strength check against your object has advantage if the attacker can see it,
damage increases by 1d6 for each slot level spell save DC. On a success, it frees itself. and the affected creature or object can't benefit
above 1st. When the spell ends, the conjured plants wilt from being invisible.
away.
Druid (XGE) 1st level Evocation Druid 1st level Conjuration Druid 1st level Evocation
Druid 1st level Conjuration Druid 1st level Transmutation Druid 1st level Evocation
Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
PURIFY FOOD AND DRINK (RITUAL) SNARE [1/2] SNARE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet
1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous
S, M 8 hours S, M 8 hours
All nonmagical food and drink within a 5-foot- 25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
radius sphere centered on a point of your choice
within range is purified and rendered free of As you cast this spell, you use the rope to create a creature is restrained by it.
poison and disease. circle with a 5-foot radius on the ground or the floor.
When you finish casting, the rope disappears and the
circle becomes a magic trap.
This trap is nearly invisible, requiring a successful
Intelligence (Investigation) check against your spell
save DC to be discerned.
The trap triggers when a Small, Medium, or Large
creature moves onto the ground or the floor in the
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the floor. The creature is restrained
there until the spell ends.
A restrained creature can make a Dexterity saving
throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no
Druid 1st level Transmutation Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration
SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE PROTECTION FROM EVIL AND GOOD
Druid 1st level Divination Druid 1st level Evocation Druid (TCE) 1st level Abjuration
Druid (Wildfire) 1st level Evocation Druid (Wildfire) 1st level Evocation