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S

  • casting time the target takes 1d6 Piercing damage
  • range and if it is Large or smaller

  • components you can pull it up to 10 feet closer to you. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6)
  • duration 11th level (3d6)

and 17th level (4d6).

Druid M (stem of a thorny plant),Instantaneous,You create a vine-like whip covered in thorns. Make a melee spell attack against a creature in range. On a hit

S,10 minutes,A flickering flame appears in your hand for the duration

  • casting time you can take a Magic action to hurl fire at a creature or object within 60 feet. Make a ranged spell attack. On a hit the target takes 1d8 Fire damage. Cantrip Upgrade: Damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).
  • duration

Druid shedding Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It emits no heat and ignites nothing. Until the spell ends

S,Instantaneous,Whispering to the spirits of nature

  • casting time a seed pod open
  • range or a leaf bud bloom. Sensory Effect: Create a harmless sensory effect fitting in a 5-foot Cube such as falling leaves

  • components dancing fairies
  • duration a gentle breeze

the sound of an animal

Druid you create one of the following effects within range. Weather Sensor: A tiny harmless sensory effect predicts weather for the next 24 hours - lasts 1 round. Bloom: Instantly make a flower blossom

11th level (3d6)

Druid and 17th level (4d6).

S,Instantaneous,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 2d8 for each spell slot level above 1st.

Druid

S,10 minutes,For the duration

  • casting time and you can use any of the Influence action skill options with them. Most Beasts have little to say about topics not pertaining to survival or companionship
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration including whatever it has perceived within the past day.

Druid you can comprehend and verbally communicate with Beasts

S

Druid M (a sprig of mistletoe),24 hours,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 provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.

S,Concentration (1 minute),Grasping plants sprout in a 20-foot square within range

Druid turning the ground into Difficult Terrain for the duration. Each creature other than you in the area must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can use an action to make a Strength (Athletics) check against your spell save DC to free itself.

S,Instantaneous,You sense any trap within range that is within line of sight. A trap includes any object or mechanism created to cause damage or other danger such as an Alarm or Glyph of Warding spell or a mechanical pit trap

Druid but not natural weaknesses or unstable terrain. 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.

Cantrip,Thorn Whip,Transmutation,1 action,30 feet,V Cantrip,Thorn Whip,Transmutation,1 action,30 feet,V
Cantrip,Produce Flame,Conjuration,Bonus action,Self,V Cantrip,Produce Flame,Conjuration,Bonus action,Self,V
Cantrip,Druidcraft,Transmutation,1 action,30 feet,V Cantrip,Druidcraft,Transmutation,1 action,30 feet,V
Cantrip,Thunderclap,Evocation,1 action,Self,S,Instantaneous,Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The thunderous sound can be heard up to 100 feet away. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6) Cantrip,Thunderclap,Evocation,1 action,Self,S,Instantaneous,Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The thunderous sound can be heard up to 100 feet away. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6)
1st,Cure Wounds,Abjuration,1 action,Touch,V 1st,Cure Wounds,Abjuration,1 action,Touch,V
1st,Speak with Animals,Divination,1 action or Ritual,Self,V 1st,Speak with Animals,Divination,1 action or Ritual,Self,V
1st,Goodberry,Conjuration,1 action,Self,V 1st,Goodberry,Conjuration,1 action,Self,V
1st,Entangle,Conjuration,1 action,90 feet,V 1st,Entangle,Conjuration,1 action,90 feet,V
2nd,Find Traps,Divination,1 action,120 feet,V 2nd,Find Traps,Divination,1 action,120 feet,V

S

Druid M (a short reed),24 hours,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.

S

  • casting time nor does it restore any missing body parts.
  • range

Druid M (a diamond worth 300+ GP which the spell consumes),Instantaneous,You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell cannot revive a creature that has died of old age

S,1 hour,One creature 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

  • casting time the target knows it was Charmed by you. Cast at Higher Levels: You can target one additional creature for each spell slot level above 4th.
  • range

Druid 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

S

  • casting time shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Choose a warm shield (Resistance to Cold damage) or a chill shield (Resistance to Fire damage). Whenever a creature within 5 feet of you hits you with a melee attack roll
  • range the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.

Druid M (a bit of phosphorus or a firefly),10 minutes,Wispy flames wreathe your body for the duration

S,Instantaneous,A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 1d8 for each spell slot level above 5th.

Druid

S

  • casting time 2-Dragonborn
  • range 3-Dwarf

  • components 4-Elf
  • duration 5-Gnome

6-Goliath

7-Halfling M (rare oils worth 1000+ GP which the spell consumes),Instantaneous,You touch a dead Humanoid that has been dead no longer than 10 days. The spell forms a new body for it and calls the soul to enter that body. Roll 1d10 for the species: 1-Aasimar

S

  • casting time sand
  • range or clay in any manner you choose. You can raise or lower elevation

  • components create or fill trenches
  • duration erect or flatten walls

or form pillars. Changes cannot exceed half the areas largest dimension. It takes 10 minutes for these changes to complete. At the end of every 10 minutes of concentration

7-Halfling M (a miniature shovel),Concentration (2 hours),Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt

S

  • casting time and it ends early if you go indoors. You can change precipitation
  • range temperature

  • components and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Precipitation stages: 1-Clear
  • duration 2-Light clouds

3-Overcast or ground fog

4-Rain/hail/snow M (burning incense),Concentration (8 hours),You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell

S

  • casting time neutralizes any poison
  • range cures all magical contagions

  • components and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was Undead
  • duration it is restored to its non-Undead form. If the original body no longer exists

speak the creatures name and it appears in an unoccupied space within 10 feet of you.

4-Rain/hail/snow M (diamonds worth 25000+ GP which the spell consumes),Instantaneous,You touch a creature dead no longer than 200 years that did not die of old age. The creature is revived with all its Hit Points. This spell closes all wounds

3rd,Water Breathing,Transmutation,1 action or Ritual,30 feet,V 3rd,Water Breathing,Transmutation,1 action or Ritual,30 feet,V
3rd,Revivify,Necromancy,1 action,Touch,V 3rd,Revivify,Necromancy,1 action,Touch,V
4th,Charm Monster,Enchantment,1 action,30 feet,V 4th,Charm Monster,Enchantment,1 action,30 feet,V
4th,Fire Shield,Evocation,1 action,Self,V 4th,Fire Shield,Evocation,1 action,Self,V
5th,Mass Cure Wounds,Abjuration,1 action,60 feet,V 5th,Mass Cure Wounds,Abjuration,1 action,60 feet,V
5th,Reincarnate,Necromancy,1 hour,Touch,V 5th,Reincarnate,Necromancy,1 hour,Touch,V
6th,Move Earth,Transmutation,1 action,120 feet,V 6th,Move Earth,Transmutation,1 action,120 feet,V
8th,Control Weather,Transmutation,10 minutes,Self,V 8th,Control Weather,Transmutation,10 minutes,Self,V
9th,True Resurrection,Necromancy,1 hour,Touch,V 9th,True Resurrection,Necromancy,1 hour,Touch,V