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Curar Heridas

  • casting time1 action
  • rangeToque

  • componentsV, S
  • duration Instantneo

Una criatura a la que toques recupera tantos puntos de golpe como ld8 + tu modificador por aptitud mgica. Este conjuro no afecta a muertos vivientes o autmatas.
A niveles superiores: Cuando lanzas este conjuro utilizando un espacio de conjuro de nivel 2 o ms, la curacin aumenta en ld8 por cada nivel por encima de 1 que tenga el espacio que hayas empleado. by 1d8 for each slot level above 1st.

Druida 1st level Evocation

EnmaraÑar

  • casting time1 action
  • range90 pies

  • componentsV, S
  • durationConcentracin, hasta 1 minuto

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.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Druida 1st level Conjuration

Buenas Bayas

  • casting time1 action
  • rangeToque

  • componentsV, S, M
  • duration Instantneo

a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its 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.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Druida 1st level Transmutation

Palabra Curativa

  • casting time1 bonus action
  • range60 pies

  • componentsV
  • duration Instantneo

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Druida 1st level Evocation

Cuchilla de hielo

  • casting time1 action
  • range60 pies

  • componentsS, M
  • duration Instantneo

a drop of water or 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 aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druida (XGE) 1st level Conjuration

Ola Atronadora

  • casting time1 action
  • rangePersonal (cubo de 15 pies)

  • componentsV, S
  • duration Instantneo

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make 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, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Druida 1st level Evocation

Gust of Wind

  • casting time1 action
  • rangePersonal (lnea de 60 pies)

  • componentsV, S, M
  • durationConcentracin, hasta 1 minuto

una semilla de una legumbre

Una corriente de viento que forma una línea recta de 60 pies de largo y 10 pies de ancho surge de ti en una dirección de tu elección y permanece hasta el final de la duración del conjuro. Cada criatura que comience su turno en la corriente debe tener éxito en una tirada de salvación de Fuerza o será empujada 15 pies alejándose de ti en la dirección de la corriente.
Cualquier criatura en la línea de viento que quiera acercarse a ti debe emplear 2 pies de movimiento por cada pie que quiera mover.
La ráfaga dispersa gases o vapores y apaga velas, antorchas y otras llamas des protegidas en la zona. Hace que las que estén protegidas, como la de una lámpara, se agiten violentamente, y tiene un 50 % de posibilidades de apagarlas también.
Hasta el final del conjuro. puedes usar una acción adicional en cada uno de tus turnos para cambiar la dirección en la que la corriente surge de ti.

Druida 2nd level Evocation

Moonbeam

  • casting time1 action
  • range120 pies

  • componentsV, S, M
  • durationConcentracin, hasta 1 minuto

several seeds of any moonseed plant and a piece of opalescent feldspar

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.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Druida 2nd level Evocation

Pass Without Trace

  • casting time1 action
  • rangePersonal

  • componentsV, S, M
  • durationConcentracin, hasta 1 hora

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druida (*)(Grassland) 2nd level Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

Protection from Poison

  • casting time1 action
  • rangeToque

  • componentsV, S
  • duration1 hora

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Druida 2nd level Abjuration

Spike Growth

  • casting time1 action
  • range150 pies

  • componentsV, S, M
  • durationConcentracin, hasta 10 minutos

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and 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 at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druida (*)(Mountain)(Arctic) 2nd level Transmutation

2 2
2 2