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Ubtao’s Tiny Teraform

  • casting time 1 action
  • range touch

  • components V, S
  • duration Instantaneous

You touch the ground beneath you and ask Ubtao, god of creaton, to cause it to vibrate. Each creature in a 20 -foot cube below the ground's surface must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and has its movement speed halved until the end of its next turn on a failed save, or half as much damage on a successful one.
You briefly learn the location of each creature that takes damage from this spell.

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 transmutation

Track

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 8 hours

You are able to identify the tracks made by a creature if you possess one thing that belonged to the creature. You also gain advantage on wisdom based skill checks related to the target for the duration.

Druid 2nd-level divination (ritual)

Silvanus’ Favor

  • casting time 1 bonus action
  • range touch

  • components V, S
  • duration up to 1 hour (C)

You touch a willing beast. Until the spell ends, the beast's non-magical attacks become magical attacks with a +1 bonus to attack rolls and damage rolls.














At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Druid 2nd-level transmutation

Skystrike

  • casting time 1 Reaction*
  • range 15 feet

  • components V, S
  • duration Instantaneous

When you cast this spell, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it takes lightning damage equal to the amount of falling damage you would have taken. If you landed on a creature, you immediately move to the nearest open space. If you fell 30 feet or more, you are stunned until the end of your next turn.






At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you are not stunned when falling.

*when you are falling or after jumping

Druid 2nd-level evocation

Wall of Water

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 10 min. (C)

a drop of water

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire 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 fill it.

Druid 3rd-level evocation

Venom Blast

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a Snake's Fang

You gesture to call forth an ethereal serpent at a point within range and speak, commanding the beast to let loose a deadly venom. Creatures within a 15-foot radius of the serpent must make a Constitution saving throw. If they fail, they are poisoned for one minute and take 6d6 poison damage. If they succeed, they take half as much damage and are not poisoned. A creature that is poisoned by this spell can repeat their saving throw at the end of each of their turns, ending the effect on a success.







At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 per slot level above 3rd.

Druid 3rd-level conjuration

Tidal Wave

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Druid 3rd-level conjuration

Thunderous Wave

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone, if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.

Druid 3rd-level evocation

Targeting Foreknowledge

  • casting time 1 bonus action
  • range self

  • components V
  • duration Instantaneous

Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.

Druid 3rd-level divination

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Summon Beast 3

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration up to 1 hour (C)

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

Actions
Multiattack. The Beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

Druid 2nd-level conjuration

Summon Beast 2

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration up to 1 hour (C)

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

Bestial Spirit
Small beast
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Flyby (Air Only). The Beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The Beast has advantage on an attack roll against a creature if at least one of The Beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The Beast can breathe only underwater.

Druid 2nd-level conjuration

Summon Fey Spirit 3

  • casting time
  • range

  • components
  • duration

Fuming. The fey has advantage on the next attack roll it makes before The End of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until The End of its next turn.

Summon Fey Spirit 2

  • casting time
  • range

  • components
  • duration

Small fey
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 30 + 10 for each spell level above 3rd
Speed: 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.

Summon Fey Spirit

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration up to 1 hour (C)

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.





At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Druid 3rd-level conjuration

Sudden Dawn

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration up to 10 min. (C)

You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.

Druid 3rd-level evocation (ritual)

Steady Terrain

  • casting time 1 action
  • range touch

  • components V, S
  • duration 10 min.

You transform the ground, allowing you and your allies to traverse it with ease. For the duration, you remove all difficult terrain along a 5-foot wide, 60-foot long line originating from a point you touch in a direction you choose. If the terrain is difficult due to a magical spell, this spell negates that condition of the other spell if it was cast at 3rd level or lower.

When cast on a surface that would require a Strength (Athletics) skill check to traverse, any creatures you choose can make the skill checks with advantage.





At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the line increases by 30 feet for every slot level above 3rd.

Druid 3rd-level transmutation (ritual)

Song of the Forest

  • casting time 10 min.
  • range self

  • components V, S, M
  • duration up to 10 min. (C)

a dried leaf, crumpled and released

You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.

Song of the forest functions only in natural environments, it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).

Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.

Druid 3rd -level transmutation (ritual)

Skewering Vines

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 1 min. (C)

When you cast this spell, a mass of vines coils forth from the ground around you. When you cast this spell, and as an action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet of you. This attack ignores half and three-quarters cover. If you hit, the target takes 3d10 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.







At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per slot level above 3rd.

Druid 3rd-level conjuration

2 2
2 2
0 0
0 0
3 3
3 3
3 3
3 3
3 3

Sidestep Arrow

  • casting time 1 Reaction*
  • range self

  • components V, S
  • duration Instantaneous

With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.

After you move, the ranged attack is resolved with the intervening foe as the target instead of you.


*which you take when an enemy targets you with a ranged attack

Druid 3rd-level divination

Serpent's Bite

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 1 min. (C)

Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d8 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action. When you do, you can make a single melee weapon attack as a bonus action.









At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per slot level above 3rd.

Druid 3rd-level transmutation

Scry Ambush

  • casting time 1 Reaction*
  • range self

  • components V, S
  • duration Instantaneous

You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can't use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.








*taken at the start of an enemy’s turn

Druid 3rd-level divination

Scaleskin

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 1 hour (C)

dragon scale worth 300 gp

You touch a willing creature. Until the spell ends, the target’s skin has a smooth, scale-like appearance, and its AC can’t be less than 18, regardless of what kind of armor it is wearing. Also, the target becomes resistant to a single damage type depending on what type of dragon scale you use: white (cold), red (fire), blue (lightning), black (acid), or green (poison).

Druid 3rd-level transmutation

Resonance

  • casting time 1 action
  • range 30 feet

  • components V
  • duration up to 1 min. (C)

You sing to the inherent order within the ground around you. While you maintain concentration on this spell, you can use an action to disrupt that order. Choose a 10-foot cube within range. Creatures and objects within that square must make a Dexterity saving throw. If they fail, they sink into the ground as it softens and re-hardens, becoming restrained for as long as you maintain concentration. Each round, the target can make a Strength saving throw, ending the effect on a success. Until the spell ends you can repeat this process, choosing a different 10-foot cube each time.

Druid 3rd-level enchantment

Potency of the Pack

  • casting time 1 action
  • range 25 feet

  • components V, S, M
  • duration 1 min.

a few hairs from a wolf

You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:

- Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
- Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.



At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.

Druid 3rd-level transmutation

Poison Darts

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration up to 1 hour

You conjure 2d4 magical darts that last for one hour or until they are used. As an action on your turn, you may expend one of the darts to make a ranged spell attack against a creature you can see within in range. On a successful attack, you deal 2d6 poison damage to the target and force them to make a Constitution saving throw or become poisoned until the end of their next turn.










At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the you summon and additional 1d4 darts and they last for 1 additional hour for each slot level above 3rd.

Druid 3rd-level conjuration

Phantom Dragon

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 1 hour (C)

a piece of dragon egg shell

You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.





At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.

Druid 3rd-level illusion

Nightfall

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration up to 10 min. (C)

You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured.

Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.

Druid 3rd-level evocation (ritual)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Mire

  • casting time 1 action
  • range 100 feet

  • components V, S, M
  • duration 1 hour

a vial of sand mixed with water

When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.

Druid 3rd-level transmutation

Melf’s Exploding Icicle

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a glass spllinter

A large icicle forms in your hands and streaks to a point you choose within range before exploding into a maelstrom of icy shards. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 cold damage and 2d6 piercing damage on a failed save, and its speed is halved until the start of your next turn. A target takes half as much damage on a successful save and its speed is not halved.









At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d8 for each slot level above 3rd.

Druid 3rd-level evocation

Mass Hobble Mount

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration up to 1 hour (C)

When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs.

Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.

Druid 3rd-level necromancy

Luring Light

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration up to 1 min. (C)

the tooth of an aquatic predator

You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.





At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per spell slot level above 3rd.

Druid 3rd-level illusion

Lunar Blessing

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration up to 10 min. (C)

Choose any number of creatures within range. For the duration, each target has darkvision out to a range of 30 feet, and has advantage on stealth ability checks.

Druid 3rd-level enchantment

Holy Rain

  • casting time 1 action
  • range 100 feet

  • components V, S, M
  • duration 1 round

vial of holy water

This spell causes a brief rain of holy water. Any undead or fiends caught within the area suffer 3d6 points of damage. It affects an area with a 20-foot radius and 20 feet high.















At Higher Levels. If you cast this spell using a spell slot higher than level 3, it inflicts an extra d6 damage per level of spell above 3rd.

Druid 3rd-level conjuration

Healing Leeches

  • casting time 1 action
  • range self

  • components V, S
  • duration 1 min.

You summon two magical leeches that exist for the duration.

They can be given to willing creatures and placed somewhere on their skin. While attached this way, they proceed to suck out all forms of non-magical poison and toxins, rendering the creature immune to disease and poison effects for the duration. Additionally, the creature becomes resistant to poison damage for the duration.

Druid 3rd-level conjuration (ritual)

Hail Blast

  • casting time 1 action
  • range self

  • components V, S, M
  • duration Instantaneous

a pinch of rock salt

A blast of wind, sleet, and hail bursts from your outstretched hands. Each creature in a 60-foot cone must succeed on a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one. In addition, allcreatures within the blast must make a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Druid 3rd-level conjuration

Greenfire

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You cause the earth to swell and burst with primal energy at a point within range. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 acid damage on a failed save, or half as much damage on a successful one.

Druid 3rd-level evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Frozen Lance

  • casting time 1 action
  • range self

  • components V, S, M
  • duration Instantaneous

a Melee Weapon

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.






At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the base cold damage increases by 1d6 per slot level above 3rd.

Druid 3rd-level conjuration

Frostbitten Fingers

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration up to 1 hour (C)

You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation.

When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.

After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.

Druid 3rd-level evocation (winter)

Frost Armor

  • casting time 1 action
  • range touch

  • components V, S
  • duration up to 1 min.

You touch a willing creature, encasing them in a protective coating of ice. For the duration, they gain a +3 bonus to AC and become resistant to cold damage but suffer disadvantage on all Dexterity checks and saves for the duration. Every time they are hit by a melee weapon attack, their attacker takes 1d6 cold damage.

Additionally, each time they are successfully attacked, the protection provided by frost armor wanes, reducing its armor class bonus by 1. After the AC bonus provided by the armor is reduced to 0, the armor shatters and the spell ends.


A spell that harnesses the very strength of the frost giants themselves… or so the story goes.

Druid 3rd-level conjuration

Freezing Fog

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration up to 5 min. (C)

The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold, any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.







At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Druid 3rd-level conjuration

Flaming Serpent 2

  • casting time
  • range

  • components
  • duration

----Constrict. The serpent attempts to constrict the creature its circling. That creature must make a Strength saving throw. On a failed save, it takes 3d8 fire damage and has disadvantage on attack rolls until the end of your next turn. On a successful save, it takes half as much damage and suffers no other effect.
----Protect. The serpent protects the creature its circling. Until the end of your next turn, that creature has resistance to fire damage, attack rolls against it are made with disadvantage, and it makes Dexterity saving throws with advantage.
----Reposition. The serpent moves to a different creature that you can see within 60 feet of you, and starts circling that creature instead. It moves to its new target by the shortest possible route. Each creature of your choice along a 5-foot wide line following the serpent’s route must make a Dexterity saving throw. Both the target creature and the creature the serpent was previously circling are valid choices. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. If the creature the serpent is circling dies, you must take the reposition action on your next turn. Otherwise, the spell ends.

Flaming Serpent

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 1 min. (C)

the ashes of a snakeskin

You meld elemental fire into the form of a semi-solid floating serpent that circles around a Large or smaller creature you can see within range, sharing its space. For the duration, the serpent sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell, and as an action on each of your turns until the spell ends, you can choose one of the following actions for the serpent to perform if it is within 60 feet of you:

Druid 3rd-level conjuration

Flame Arrows

  • casting time 1 action
  • range touch

  • components V, S
  • duration 1 hour (C)

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.









At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Druid 3rd-level transmutation

Erupting Filth

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a piece of rotting flesh

Choose a point you can see on the ground within range. This spell's transformative energies cause a fountain of rotting flesh and vegetable matter to erupt in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw.
A creature takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. Additionaly, a creature that fails the saving throw automatically contracts sewer plague.








At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Druid 3rd-level transmutation

Erupting Earth

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.








At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Druid 3rd-level transmutation

3 3
3 3
3 3
3 3
0 0
3 3
3 3
3 3
3 3

Crushing Tide

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.












At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 per spell slot level above 3rd.

Druid 3rd-level evocation

Clearstone

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration 1 min.

You cause a rock or section of stone to become transparent.
This spell affects naturally occurring stone, ore, gemstones in the rough, and even worked stone such as a statue or tunnel wall, but not worked metals, cut gems, or fabricated stone materials such as brick or concrete.
Visibility through the affected stone is perfectly clear and limited only by the available light or by objects and creatures embedded in the stone (such as a creature using meld into stone).
Clearstone grants line of sight, but not line of effect, through the affected stone.
This spell does not change a stone's hardness or other qualities in any way.
Clearstone can be made permanent using permanency (minimum caster level 11th, 1,500 XP).
Arcane Material Component: A small, flat piece of glass.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.

Druid 3rd-level transmutation

Clearstone

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration 1 min.

You cause a rock or section of stone to become transparent.
This spell affects naturally occurring stone, ore, gemstones in the rough, and even worked stone such as a statue or tunnel wall, but not worked metals, cut gems, or fabricated stone materials such as brick or concrete.
Visibility through the affected stone is perfectly clear and limited only by the available light or by objects and creatures embedded in the stone (such as a creature using meld into stone).
Clearstone grants line of sight, but not line of effect, through the affected stone.
This spell does not change a stone's hardness or other qualities in any way.
Clearstone can be made permanent using permanency (minimum caster level 11th, 1,500 XP).
Arcane Material Component: A small, flat piece of glass.

At Higher Levels:

Druid 3rd-level transmutation

Circle of Smothering [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 1 hour (C)

a small piece of a woolen blanket

You significantly reduce the oxygen content of the air in a 30-foot radius area centered on a point you can see within range. Due to the lack of oxygen, any fires within the area near in-stantly go out, and creatures within the area have resistance to fire damage. The area is also dangerous for breathing creatures. When a creature ends its turn in the area without holding its breath or if it stops holding its breath in the area for the first time in a round, roll 6d6. For each round that the creature has consecutively remained in the area without holding its breath, add a +10 bonus to this roll. If the creature’s current hit points are lower than the total, the creature falls unconscious until it damaged or shaken awake. Creatures that don't need to breathe are unaffected by this part of the spell. When the spell is cast, a creature within the area can use its reaction to begin holding its breath before the air becomes too dangerous to breathe. A creature can also hold its breath before entering the area, as normal, but it is

Druid 3rd-level transmutation

Circle of Smothering [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 1 hour (C)

a small piece of a woolen blanket

impossible for a creature to start holding its breath inside the area, and it is especially difficult for a creature to hold its breath in the area for long periods. A creature that holds its breath while in the area must maintain its concentration on doing so, as if it were concentrating on a spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the roll increases by 1d6 and the radius of the area increases by 10 feet for each slot level above 3rd.

Druid 3rd-level transmutation

Boil

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration up to 1 min. (C)

You cause the area of a 30-foot cube within range to instantly increase in temperature. This temperature increase lasts for the duration. When the area appears, each creature in it must make a Constitution saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. This spell has additional effects when overlapping with areas of water. Being underwater does not confer resistance against the fire damage dealt by this spell. Also, any underwater areas within the spell’s area start bubbling furiously, turning those areas into difficult terrain and causing them to be heavily obscured. Above water, however, this spell can be difficult to see. A creature that starts its turn within 60 feet of the area and can see the area must make a Wisdom (Perception) check to notice the heat haze caused by this spell, and therefore notice the spell’s effect. The DC for this check equals your spell saveDC.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Druid 3rd-level transmutation

Blackened Heart

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.








At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 1d6 per spell slot level above 3rd.

Druid 3rd-level necromancy

Ancestral Guidance

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration 1 hour

alexandrite dust worth at least 50 gp, which the spell consumes

You touch a willing creature and call upon the spirits of their ancestors to appear and offer guidance. The target may pick one language to become proficient in for the duration.

Additionally, the target gains double its proficiency bonus for ability checks it makes that use Intelligence and Wisdom until the spell ends.

Druid 3rd-level divination (ritual)

Ameliorate

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration up to 1 min. (C)

A creature you can see within range gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration as long as the target is within range, otherwise the spell ends.












At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points given increase by 1d6 for each slot level above 3rd.

Druid 3rd-level evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Accelerate

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 1 min. (C)

a toy top

Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target’s movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.










At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.

Druid 3rd-level transmutation (temporal)

Wresting Wind

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

a handful of paper confetti

( By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.

Druid 2nd-level evocation

Warding Wind

  • casting time 1 action
  • range self

  • components V
  • duration 10 min. (C)

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid 2nd-level evocation

Vine Trestle

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a 1-inch piece of green vine that is consumed in the casting

You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (the ground, a wall), but it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates into nothing.The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, (5 x your spellcasting level) hit points, and a damage threshold of 5.





At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds and its damage threshold increases by 1 for each slot level above 2nd.Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.

Druid 2nd-level conjuration (ritual)

Starlight Shroud

  • casting time 1 action
  • range self

  • components V, S
  • duration 10 min.

Ghostly starlight surrounds your body, casting bright light in a 10 foot radius and dim light for an additional 10 feet. The first time you take damage casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.










At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Druid 1st-level abjuration

Ultraviolet Pulse

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

You hurl a ball of glowing violet energy towards one creature within range, which bursts into a pulse of invisible radiation on impact. Make a ranged spell attack against the target. On a hit, it takes 5d6 radiant damage and must make a Constitution save or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.












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 evocation

Trench

  • casting time 1 min.
  • range 60 feet

  • components V, S
  • duration permanent

By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.

The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.







At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.

Druid 2nd-level transmutation

Summon Beast

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration up to 1 hour (C)

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.



At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Druid 2nd-level conjuration

Soothsayer’s Shield

  • casting time 1 reaction*
  • range self

  • components V, S
  • duration Instantaneous

This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.
















*when you are hit by an attack

Druid 2nd-level divination

3 3
2 2
2 2
2 2
1 1
2 2
2 2
2 2
2 2

Snowblind Stare

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 2 rounds (C)

Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness, or the second stage of snow blindness if it already has the first stage.

Snow Blindness - First Stage. The creature has disadvantage on Wisdom (Perception) checks that rely on sight, weapon and spell ranges (for visually targeted spells) are halved, and all attack rolls are made with a –2 penalty.

Snow Blindness - Second Stage. Severe pain in the eyes, sight range is limited to 15 feet, and disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Spending two days in a dimly-lit environment reduces snow blindness by one stage. Sight is restored completely by lesser restoration or comparable magic.

Druid 2nd-level necromancy

Skywrite

  • casting time 1 action
  • range sight

  • components V, S
  • duration 1 hour (C)

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Druid 2nd-level transmutation

Silvanus’ Blessing

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Instantaneous

a small diamond worth at least 50 gp, which the spell consumes

You return a dead beast you touch to life, provided that it has been dead no longer than 8 hours. If the beast's soul is both willing and at liberty to rejoin the body, the beast returns to life with half of its total hit points, rejuvenated by the blessing of Silvanus.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the beast at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the beast returns to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.

Druid 2nd-level necromancy

Sculpt Snow

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures, the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.
Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage, an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.

Druid 2nd-level transmutation (winter)

Replenish

  • casting time 1 action
  • range self

  • components V, S
  • duration Instantaneous

You can use one use of the Turn/Rebuke Undead ability to restore a number of spell levels equal to ¼ × (your cleric level + 1) (rounded down to a multiple of ½). These must be used immediately on empty spell slots or they are lost. The spells restored are the ones that were originally prepared in the replenished slot (even if the slot was used to spontaneously cast a cure spell), if a spell was never prepared in the slot, it can't be replenished. If you use two uses of Turn/Rebuke Undead then you get twice the amount of restored spell levels, with three uses you get three times the amount of spell levels, ect.

Druid 2nd-level divination

Caustic Blood

  • casting time 1 reaction*
  • range self (30 ft. radius)

  • components V, S
  • duration Instantaneous

Your blood becomes caustic when exposed to the air.

When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.






At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.


*which you take when an enemy’s attack deals piercing or slashing damage to you

Druid 2nd-level transmutation (blood)

Avian Geyser

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration up to 1 min. (C)

a feather

A gust of wind begins to swirl around a place on the ground that you can see within range, culminating in power. After a brief moment, a wind geyser 10 feet diameter and up to 60 feet tall abruptly shoots into the air. Any medium or smaller creature that steps into the geyser or is in its space when the geyser is created must make a Dexterity saving throw or be lifted into the air to the geyser’s peak. Large creatures make their Dexterity save with advantage, and Huge or larger creatures are unaffected.

Druid 2nd-level transmutation

Aura of Shade

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a deep black stone

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Druid 2nd-level illusion

Anticipate Attack

  • casting time 1 Reaction*
  • range self

  • components V, S
  • duration Instantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that’s impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed -you have moved into a position where you have cover, for example - then the attack is made after taking the new situation into account.

*which you take when you are attacked but before the attack roll is made

Druid 2nd-level divination (temporal)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Analyze Blood

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration instantaneous

1 ounce of blood

You are able to learn a number of qualities from one ounce of fresh blood, as long as it is not more than 24 hours old. Roll a d4 and choose a number of qualities to learn from the list below, equal to the die score:

- the creature’s type
- the creature’s age (if applicable)
- the creature’s gender (if applicable)
- if the blood carries any traces of poison or disease
- if the creature is within 20 miles of your location
- if the creature is still on your plane of existence

If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from its perspective.

Druid 2nd-level divination (ritual)

Amorphous Form

  • casting time 1 action
  • range touch

  • components V, S
  • duration up to 10 min. (C)

You touch a creature with at least 1 hit point, transforming it into a gray ooze. An unwilling creature can make a Wisdom saving throw to avoid the effect.

The transformation lasts for the duration, until the target drops to 0 Hit Points, or dies. The target’s game Statistics, including mental Ability Scores, are replaced by the Statistics of a gray ooze. It retains its Alignment and personality.

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 Hit Points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Druid 2nd-level transmutation

Deep Breath

  • casting time 1 action
  • range touch

  • components V, S
  • duration 2 hours

The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.












At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.

Druid 1st-level transmutation

Shrill Whistle

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You place your hand to your lips, blowing through them in a terrible note. All creatures of your choosing within range must make a Constitution saving throw. If they fail, they take 1d8 thunder damage and are deafened until the end of their next turn. This whistle is audible up to 500 feet away, even in adverse conditions.












At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d8 per slot level above 1st.

Druid 1st-level evocation

Skein of Vines

  • casting time 1 Reaction
  • range Self

  • components V
  • duration Instantaneous

When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and prevent you from being moved until the start of your next turn. This spell can only be cast while you are on solid ground.














*which you take when you are unwillingly pushed or pulled in any direction

Druid 1st-level conjuration

Zen Archery

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration up to 10 minutes (C)

You allow insight to guide your ranged weapon attacks. For the duration, when you make an attack with a ranged weapon, you can use your Spellcasting ability modifier instead of Dexterity for all attack and damage rolls.

Druid 1st-level divination

Wolfsong

  • casting time 1 action
  • range self

  • components V, S
  • duration Instantaneous

You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.

If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.



At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.

Druid 1st-level transmutation

Withered Sight

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration up to 1 minute (C)

a dried lizard’s eye

You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.









At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Druid 1st-level necromancy (temporal)

Wild Cunning

  • casting time 1 acion
  • range 120 feet

  • components V, S
  • duration Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
If there is edible forage within range, you know it and where to find it.
If there is clean drinking water within range, you know it and where to find it.
If there is suitable shelter for you and your companions within range, you know it and where to find it.
Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Druid 1st-level transmutation (ritual)

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Trick Question

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used

Druid 1st-level enchantment

Thin The Ice

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a piece of sunstone

You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately.

The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.

Druid 1st-level transmutation

Stanch

  • casting time 1 action
  • range touch

  • components V, S
  • duration 1 hour

The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.

Druid 1st-level transmutation (blood)

Snowy Coat

  • casting time 1 Action
  • range touch

  • components V, S
  • duration up to 1 hour (C)

This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.









At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Druid 1st-level transmutation (winter)

Snare

  • casting time 1 minute
  • range touch

  • components V, S, M
  • duration Until dispelled or triggered

30 feet of cord or rope, which is consumed by the spell

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Druid 1st-level abjuration

Slippery Fingers

  • casting time
  • range 30 feet

  • components V, S
  • duration Instantaneous

You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.

Druid 1st-level enchantment

slashing step

  • casting time 1 action
  • range self

  • components V, S
  • duration Instantaneous

As part of the action used to cast this spell, you must use the Dash action. When doing so, you enter a semi-incorporeal state and move with increased grace, allowing you to move without provoking an attack of opportunity.

Additionally, you may make a single melee attack against any creature that is within 5 feet of your chosen path, doing your normal attack damage on a hit.








At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Bard, Ranger 1st-level transmutation

ROT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration instantaneous

You extend your hand toward a humanoid creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d12 necrotic damage.












At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Druid 1st-level necromancy

Nightowl

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 24 hours

feather of an owl

You summon the mythical spirit of an owl that appears on your shoulder. The owl cannot attack or carry any objects but understands any simple commands you give it up to a mile away. If not given any commands, the owl will sit perched upon your shoulder.

As a bonus action, you are able to see and hear through the perspective of the spirit owl, but you become blinded and deafened while doing so.

Druid 1st-level conjuration (ritual)

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Mosquito Bane

  • casting time 1 action
  • range 50 feet

  • components V, S
  • duration Instantaneous

This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.











At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.

Druid 1st-level necromancy

Mend Flesh

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Instantaneous

a Needle and Thread

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.




At Higher Levels:
When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.

Druid 1st-level Necromancy

Last Breath

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 10 Minutes (C)

a vial of water

You raise your hands in a grasping gesture around a creature’s neck and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d8 cold damage, and on your turn(s), you can use your action to deal 1d8 cold damage to the target automatically.

While the target is affected by the spell, it is considered to be holding its breath. The target can hold its breath for 1 + its Constitution modifier minutes (minimum of 30 seconds), then begins choking. The spell ends if you use your action to do anything else or the target moves more than 30 feet away from you or dies. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.


This spell has no effect on creatures who don’t need to breathe or can breathe underwater.

Druid 1st-level conjuration

Interpret Bone

  • casting time 1 action
  • range touch

  • components V, S
  • duration instantaneous

You touch a bone from a creature that has been dead for longer than 10 days but less than a year and are able to see a brief vision of how that creature died.

Druid 1st-level divination

Inaudible

  • casting time 1 action
  • range touch

  • components S, M
  • duration up to 10 Minutes (C)

a small wad of cotton

One creature you touch becomes silenced: all sounds made by that creature are completely muted. While this spell is in effect, the creature cannot speak or cast spells with verbal components. Objects that the target is carrying are also silenced, but anything thrown, dropped, or bumped into will still make noise.

Druid 1st-level illusion

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.











At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid 1st-level conjuration

Hunter's Pace

  • casting time 1 bonus action
  • range self

  • components V
  • duration up to 1 hour (C)

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.











At Higher Levels:
When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.

Druid 1st-level transmutation

Hobble Mount

  • casting time 1 action
  • range touch

  • components V, S
  • duration up to 1 hour (C)

When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.

Druid 1st-level necromancy

Heavy Blow

  • casting time 1 bonus action
  • range self

  • components
  • duration Instantaneous

So long as you are capable of making a second attack, you may channel all your energy into a single strike made at your highest attack bonus as a full round action. In return for only making a single attack, you may transfer the full attack bonuses for any and all your iterative attacks into damage for that attack.

If a character is fighting with two weapons, they make two attack rolls when making a heavy blow: one for their main hand and one for the off hand. These attacks follow all the same rules for adding damage as a normal heavy blow. A double weapon can be used as either a single weapon or a double weapon when making a heavy blow.

A heavy blow may be made with either a melee or ranged weapon, but requires a full round action regardless of which is used.

Druid 1st-level evocation

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Hearth Charm

  • casting time 1 action
  • range 25 feet

  • components V, S
  • duration 24 hours

This spell makes flammable material burn twice as long as normal.

Druid 1st-level transmutation

Guiding Hand

  • casting time 1 Minute
  • range 5 feet

  • components V, S
  • duration up to 8 hours (C)

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Druid 1st-level divination

Goat's hoof Charm

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 1 Minute

a goat’s hoof

A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.









At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.

Druid 1st-level transmutation

Gliding Step

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 Minutes

Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.










At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.

Druid 1st-level abjuration

Freeze Potion

  • casting time 1 Reaction*
  • range 25 feet

  • components V, S
  • duration Instantaneous

A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.







At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.



*which you take when you see a creature within range about to consume a liquid

Druid 1st-level transmutation

Flurry

  • casting time 1 bonus action
  • range self

  • components V, S, M
  • duration 1 round

a fleck of quartz

A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.

Druid 1st-level transmutation

Fist of Stone

  • casting time 1 action
  • range self

  • components V, S
  • duration 1 round/level

Using this spell, you transform one of your hands (your choice) into stone. Your hand is flexible and can still be used to manipulate objects, carry objects, and even perform the somatic elements of spells. Your Strength score (when using that hand) is 23. You can attack a foe with your fist of stone using your normal attack bonus (gaining a +6 on attack and damage rolls due to your increased Strength with that hand) without drawing an attack of opportunity. If you strike a foe, you deal 1d4+6 points of damage. If you use a weapon, you do not gain the benefits of the increased Strength.

Druid 1st-level transmutation

FIre Under the Tongue

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration 24 hours

You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.

Druid 1st-level transmutation

Extract Foyson

  • casting time 1 Minute (ritual)
  • range 30 feet

  • components V, S, M
  • duration Permanent

a wooden bowl

You extract the goodness in food, pulling all the nutrition out of three days’ worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed.
The original food appears unchanged and though it’s still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, an additional three meals’ worth of food can be extracted for each slot level above 1st.

Ritual Focus:
If you expend your ritual focus, you can choose to have each day’s worth of foyson take the form of a slice of delicious elven bread.

Druid 1st -level transmutation

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Endurance

  • casting time 1 action
  • range touch

  • components V, S
  • duration 1 hour/level (C)

The spell grants the subject an enhancement bonus (1d4+1 points) to Constitution.

Druid 1st-level transmutation

Earthen Pillar

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points.
If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage.
Huge or larger creatures are unaffected as the earthen pillar is unable to be created under the creature’s weight. A Large or smaller creature can choose to fail the save.
If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature’s choice) against the spell’s save DC.
On a success, the creature is no longer restrained and must either move or fall off the pillar.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each slot level above 1st.

Druid 1st-level transmutation

Earthen Grip

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration up to 1 Minute (C)

You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.

The target may use its action to make a Strength saving throw, breaking free from the earth’s grasp on a successful save.

Druid 1st-level transmutation

Earth Tremor

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.










At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid 1st-level evocation

Beguiling Gift

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration 1 round

the object to be offered

You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of.

Druid 1st-level enchantment

Beast Bond

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 10 Minutes (C)

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Druid 1st-level divination

Avoid Grievous Injury

  • casting time 1 Reaction*
  • range Self

  • components V, S
  • duration Instantaneous

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
















*which you take when you are struck by a critical hit

Druid 1st-level divination

Alter Arrow's Fortune

  • casting time 1 Reaction*
  • range 100 feet

  • components S
  • duration Instantaneous

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).










*which you take when an enemy makes a ranged attack that hits

Druid 1st-level divination

Anticipate Weekness

  • casting time 1 bonus action
  • range self

  • components V, S
  • duration Instantaneous

With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

Druid 1st-level divination

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Acrid Delight

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 1 hour

a piece of food

You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature must make a Constitution saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature takes half the damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.


At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 1st.

Druid 1st-level transmutation

Vicious Mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Druid Enchantment Cantrip

Jolt

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

A fraction of the storm’s power can give life, or take it.
Sparks fly from your fingertips, shocking a creature
within range. If the target is unconscious and reduced
to 0 hit points, they gain advantage on their next
death saving throw, and any ability check made to aid
them also gains advantage. If you target a hostile
creature, they must make a Constitution saving throw.
If they fail, they take 1d8 lightning damage.




This cantrip's damage die increases at levels 5, 11, and
17.

Druid Transmutation Cantrip

Absorb Elements

  • casting time 1 Reaction*
  • range self

  • components V
  • duration 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.


At higher levels:
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.


* - which you take when you take acid, cold, fire, lightning, or thunder damage

Druid 1st-level abjuration

Breathtaking Wind

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration up to 1 Minute (C)

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

Druid 1st-level evocation

Duskwalk

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Choose a location within range that is within 5 feet of a creature or in dim light or darkness. You teleport to this location. As a bonus action before or after teleporting, you can make a single melee spell attack against a target within your reach. If you hit, the target takes 1d6 psychic damage.


At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet and the psychic damage increases by 1d6 per spell slot level above 1st.

Druid 1st-level divination

Sandblast

  • casting time 1 action
  • range Self (5 foot cone)

  • components V, S
  • duration Insantaneous

As you hold your hands out with your palms facing your targeted direction, a strong blast of sand shoots out from the center of your palms. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.












At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid 1st-level evocation

Seer’s Reaction

  • casting time 1 Reaction*
  • range self

  • components V, S
  • duration instantaneous

Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.










*which you take at the start of another creature’s turn

Druid 1st-level divination (temporal)

Shed Skin

  • casting time 1 Action
  • range Self

  • components V
  • duration Instantaneous

You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.

Druid 1st-level transmutation

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Clearing the Field

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration 1 hour

With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement.

The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.

Druid 2nd-level transmutation (ritual only)

Conjure Scarab Swarm

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 10 min. (C)

a beetle carapace

You summon swarms of scarab beetles to attack your foes.

Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.

Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

Druid 2nd-level conjuration

Creeping Ice

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration up to 1 min. (C)

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.
A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.

At Higher Levels. When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.

Druid 2nd-level conjuration (winter)

Decelerate

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a toy top

You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

Druid 2nd-level transmutation (temporal)

Detect Dragons

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 10 min (C)

You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check, if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.

Druid 2nd-level divination (dragon)

Detect Familiar

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 10 min.

For the duration, you sense the presence of any creature that is currently serving as a familiar within 30 feet of you. If you sense a familiar in this way, you can use your action to see a faint aura around the creature. In addition, you are able to sense if its master is within 1 mile of your location and know their general direction.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Druid 2nd-level divination

Distraction Cascade

  • casting time 1 reaction*
  • range 30 feet

  • components V, S
  • duration Instantaneous

With a flash of foresight, you throw a foe off balance.

Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.












*which you take when an ally declares an attack against an enemy you can see

Druid 2nd-level divination

Dome of Night

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 min. (C)

owl feathers

You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Druid 2nd-level transmutation

Dust Devil

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 min. (C)

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid 2nd-level conjuration

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Earth Ripple

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):
- It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
- It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
- It is impaled by a spike of earth, taking 4d8 piercing damage.

Druid 2nd-level transmutation

Earthbind

  • casting time 1 action
  • range 300 feet

  • components V
  • duration 1 min. (C)

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Druid 2nd-level transmutation

Gale of Obscurity

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 1 min. (C)

You summon a blizzard that obscures you from other creatures. For the duration, the gale provides you half cover, resistance to fire damage, and any creature that starts its turn or moves within 5 feet of you for the first time takes 1d6 cold damage.

While the gale is active, you suffer disadvantage on all ranged weapon and spell attacks.

Druid 2nd-level evocation

Glacious

  • casting time 1 action
  • range self

  • components V, S
  • duration up to 1 min.

The ground freezes in a 10-foot-radius circle centered on a point you choose within range. A creature that starts its turn or moves into the area for the first time must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and its movement speed is reduced by half for that turn. On a successful save, a creature only takes half as much damage and its movement speed is unaffected.

Creatures immune to cold damage automatically succeed on the saving throw.

Druid 1st-level evocation

Healing Spirit

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration up to 1 min. (C)

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.




At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Druid 2nd-level conjuration

Heartripper

  • casting time 1 action
  • range touch

  • components S
  • duration Instantaneous

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.








At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd.

Druid 2nd-level necromancy

Heartstrike

  • casting time 1 bonus action
  • range self

  • components V, S, M
  • duration Instantaneous

an arrow, bolt, or other missile

The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.

Druid 2nd-level divination

Howling Downpour

  • casting time 1 bonus action
  • range 90 feet

  • components V, S
  • duration up to 1 hour (C)

You summon a storm cloud up to 60 feet above the ground at a point you can see in range. After 1d4 rounds, the clouds produce rain at an alarming rate, dousing everything in a 10- foot radius cylinder below the cloud. The rain extinguishes all non-magical fire within the area immediately.

As a bonus action on your turn, you can move the cloud up to 30 feet in any direction that does not exceed the spell’s range and to a maximum height of 60 feet.

Druid 2nd-level conjuration (ritual)

Mend Wounds

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration up to 1 min. (C)

a piece of cloth and a drop of holy water

You imbue a creature that you can see within range with positive energy. That creature regains hitpoints equal to 1d4 + your spellcasting modifier, and the number of hit points it has after this healing becomes this spell's healing threshold.
At the start of each of the creature's turns it regains 1d4 hit points. This healing cannot bring the creature above this spell's healing threshold, meaning this healing is only effective against damage dealt after the spell was cast.
If the creature is reduced to 0 hit points during the duration, you must roll a d20. On a roll of 10 or lower, the spell ends.
This spell has no effect on undead or constructs.



At Higher Levels: When you cast this spell using a spellslot of 3rd level or higher, the initial healing increases by 2d4 for each slot level above 2nd.

Druid 2nd-level evocation

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Mountains of Molehills

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 10 min.

a spider’s leg

You touch a smooth surface that is difficult or unable to be climbed and transform the landscape to create tiny foot and hand holds in any direction 10 feet wide and up to 60 feet in length. Anyone who attempts to climb the transformed surface makes all Strength (Athletics) checks with a +2 bonus and rolls with advantage.

Druid 2nd-level transmutation (ritual)

Poisoned Volley

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned.

A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.









At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid 2nd-level conjuration

Pullulate

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Instantaneous

plant seed

You plant a seed from a type of plant that used to grow in your current location. Upon touching the ground above the buried seed and speaking a small blessing, the species of the plant begins to regrow, taking 1d4 hours to reach maturity.

Druid 2nd-level transmutation (ritual)

Rapid Burrowing

  • casting time 1 action
  • range touch

  • components V, S
  • duration 1 min.

This spell increases the touched creature's burrow speed by 20 feet.
It has no effect on other modes of movement, nor does it allow the subject to burrow if it cannot already do so or the ability to burrow through stone if it cannot already do so.













At Higher Levels: When you cast this spell using a spellslot of 3rd level or higher, the initial duration increases by 1 minute for each slot level above 2nd.

Druid 2nd-level transmutation

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