You exert control over the elements, creating one of the following effects within range:
• Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something arent affected.
• Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
• Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smokes scent lingers for 1 minute.
• Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
• Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
A Club or Quarterstaff you are holding is imbued with natures power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapons damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapons normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Choose a creature within range that has 0 Hit Points and isnt dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and cant benefit from the Invisible condition. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spells school of magic. The spell is blocked by 1 foot of stone, dirt, or wood
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence actions skill options with them. Most Beasts have little to say about topics that dont pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Choose up to three creatures within range. Each targets Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each targets Hit Points increase by 5 for each spell slot level above 2.
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the targets Challenge Rating isnt 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as a person dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesnt reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spells duration increases by 48 hours for each spell slot level above 2.
You touch a willing creature. Until the spell ends, the targets skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
You touch a willing beast. For the duration of the spell, you can percieve through the Beasts senses as well as your own. When percieving through the Beasts senses, you benefit from any special senses it has.
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and cant shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spells area moves into its space and when it enters the spells area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
This spell grants the ability to move across any liquid surfacesuch as water, acid, mud, snow, quicksand, or lavaas if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquids surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects cant pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form cant pass through it.
Tiny Beast.
AC 10 HP 1
Speed. 40 ft. Climb 90 ft
STR -4
DEX +2
CON +0
INT -4
WIS+1
CHA -2
Skills. Perception +3, Stealth +4
Senses. Darkvision 30 ft. passive Perception 13
Keen smell: Has advantage on wisdom (perception) checks that rely on smell
Languages.-
Actions
Bite. +0, 5 ft. 1 slashing damage.
Tiny Beast.
AC 12 HP 1
Speed. 20 ft. Climb 20 ft
STR -4
DEX +2
CON -1
INT -5
WIS+0
CHA -4
Skills. Stealth +4
Senses. Darkvision 30 ft. passive Perception 10
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.
Languages.-
Actions
Bite. +4, 5 ft. 1 piercing damage, and DC 9 Con saving throw or 1d4 poison damage.
Small Beast.
AC 12 HP3 (1d6)
Speed. 5 ft. Swim 30 ft
STR -3
DEX +2
CON +0
INT -4
WIS+0
CHA -3
Skills. Perception +2, Stealth +4
Senses. Darkvision 30 ft. passive Perception 12
Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only underwater.
Languages.-
Actions
Tentacles: Melee Attack: +4, reach 5 ft. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after rest). A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Large Beast.
AC 12 HP19 (3d10+3)
Speed. 20 ft. Swim 30 ft
STR +2
DEX +0
CON +1
INT -4
WIS+0
CHA -3
Skills. Stealth +2
Senses. Passive Perception 10
Hold Breath: The crocodile can hold its breath for 15 minutes.
Languages.-
Actions
Bite: Melee Weapon Attack: +4, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile cant bite another target.