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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

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

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

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)

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)

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

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)

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

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

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)

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

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)

0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1
2 2

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

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

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

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

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)

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

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

2 2
2 2
2 2