Whispering to the spirits of nature,you create one of the following effects within range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. You create a Tiny,harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies,a cloud for rain,falling snowflakes for snow,and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom,a seed pod open,or a leaf bud bloom.
Fire Play. You light or snuff out a candle,a torch,or a campfire.
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 aren’t 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 smoke’s scent lingers for 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) 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.
This spell repairs a single break or tear in an object you touch,such as a broken chain link,two halves of a broken key,a torn cloak,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item,but it can’t restore magic to such an object.
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
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12),11 (3d12),and 17 (4d12).
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 nature’s 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 weapon’s damage die becomes a d8. If the attack deals damage,it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10),11 (d12),and 17 (2d6).
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 can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8),11 (3d8),and 17 (4d8).
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit,the target takes 1d6 Piercing damage,and if it is Large or smaller,you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6),11 (3d6),and 17 (4d6).
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6),11 (3d6),and 17 (4d6).
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.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save,the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends,the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively,the water falls as rain in a 30-foot Cube within range,extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively,you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water,or the size of the Cube increases by 5 feet,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 spell’s school of magic.
The spell is blocked by 1 foot of stone,dirt,or wood or 1 inch of metal
For the duration,you sense the location of poisons,poisonous or venomous creatures,and magical contagions within 30 feet of yourself. You sense the kind of poison,creature,or contagion in each case.
The spell is blocked by 1 foot of stone,dirt,or wood or 1 inch of metal
Grasping plants sprout from the ground in a 20-foot square within range. For the duration,these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
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.
Objects in a 20-foot Cube within range are outlined in blue,green,or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration,objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
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 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.
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.
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Until the spell ends,one willing creature you touch is protected against creatures that are Aberrations,Celestials,Elementals,Fey,Fiends,or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed,Charmed,or Frightened by such a creature,the target has Advantage on any new saving throw against the relevant effect.
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
For the duration,you can comprehend and verbally communicate with Beasts,and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t 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.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save,a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save,a creature takes half as much damage only.
In addition,unsecured objects that are entirely within the Cube are pushed 10 feet away from you,and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s 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 target’s Challenge Rating isn’t 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 doesn’t 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 spell’s duration increases by 48 hours for each spell slot level above 2.
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
Omen 
You touch a willing creature. Until the spell ends,the target’s 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,you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses,you benefit from any special senses it has.
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame,but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
For the duration,a willing creature you touch has Darkvision with a range of 150 feet.
You touch a creature and choose Strength,Dexterity,Intelligence,Wisdom,or Charisma. For the duration,the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
For the duration,the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature,it can make a Constitution saving throw. On a successful save,the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large,for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small,for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or
Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
You sense any trap within range that is within line of sight. A trap,for the purpose of this spell,includes any object or mechanism that was created to cause damage or other danger. Thus,the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap,but it wouldn’t reveal a natural weakness in the floor,an unstable ceiling,or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar,and it lasts for the duration. If you let go of the blade,it disappears,but you can evoke it again as a Bonus Action.
As a Magic action,you can make a melee spell attack with the fiery blade. On a hit,the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw,taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action,you can move the sphere up to 30 feet,rolling it along the ground. If you move the sphere into a creature’s space,that creature makes the save against the sphere,and the sphere stops moving for the turn.
When you move the sphere,you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere,and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor,and it extinguishes candles and similar unprotected flames in the area. It causes protected flames,such as those of lanterns,to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns,you can change the direction in which the Line blasts from you.
Choose a manufactured metal object,such as a metal weapon or a suit of Heavy or Medium metal armor,that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends,you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it,the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns,the target repeats the save,ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
You touch a creature and end one condition on it: Blinded,Deafened,Paralyzed,or Poisoned.
MARTIN MOTTET
A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
Describe or name a specific kind of Beast,Plant creature,or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles,if any are present.
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1
A silvery beam of pale light shines down in a 5-foot-radius,40-foot-high Cylinder centered on a point within range. Until the spell ends,Dim Light fills the Cylinder,and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears,each creature in it makes a Constitution saving throw. On a failed save,a creature takes 2d10 Radiant damage,and if the creature is shape-shifted (as a result of the Polymorph spell,for example),it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save,a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura,you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
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.
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area,it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Bestial Spirit
Small Beast,Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Speed 30 ft.Climb 30 ft. (Land only)