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SPEAK WITH DEAD

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

() You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Druid (Armor of the Fallen) 3rd level Necromancy

PLANT GROWTH

  • casting time Special, Action (Overgrowth) or 8 hours (Enrichment)
  • range 150 feet

  • components V, S
  • duration Instantaneous

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.

Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Druid 3rd level Transmutation

CONJURE ANIMALS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

ANIMATE DEAD [1/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

() Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period

Druid (Armor of the Fallen) 3rd level Necromancy

ANIMATE DEAD [2/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.

Druid (Armor of the Fallen) 3rd level Necromancy

SPIKE GROWTH

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

seven thorns

() The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid 2nd level Transmutation

MOONBEAM

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a moonseed leaf

() A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.

Druid 2nd level Evocation

GUST OF WIND

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a legume seed

() A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Druid 2nd level Evocation

DARKNESS

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration Concentration, up to 10 minute

bat fur and a piece of coal

() For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Druid (Racial trait) 2nd level Evocation

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ICE KNIFE

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration Instantaneous

a drop of water or a piece of ice

() You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Druid 1st level Conjuration

HEALING WORD

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Druid 1st level Abjuration

DETECT MAGIC

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Druid 1st level Divination

THORN WHIP

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

the stem of a plant with thorns

() You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Druid Cantrip

THAUMATURGY

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.

Druid (Racial trait) Cantrip

POISON SPRAY

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Druid Cantrip

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