Druid Spells: Difference between revisions
(Created page with "= Druid Spells = == Cantrips == {| class="wikitable" |+ Control Flames |- | Level: Cantrip || Casting Time: 1 Action || Transmutation |- | Range: 60ft || Duration: Instant || Components: S |} You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: *You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. *You instantaneou...") |
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Revision as of 15:30, 2 August 2022
Druid Spells
Cantrips
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: Instant | Components: S |
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS |
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save.
A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
- The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
Whispering to the spirits of nature, you create one of the following effects within range:
- 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.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 60ft | Duration: Instant | Components: VS |
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
- The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Level: Cantrip | Casting Time: 1 Action | Divination |
Range: Touch | Duration: 1 Minute (Concentration) | Components: VS |
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
You seize the air and compel it to create one of the following effects at a point you can see within range:
- (One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (a living flea) |
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
- The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation |
Range: Touch | Duration: 1 Minute | Components: VS |
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Level: Cantrip | Casting Time: 1 Minute | Transmutation |
Range: Touch | Duration: Instant | Components: VSM (two lodestones) |
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 or construct, but the spell can't restore magic to such an object.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: S |
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: 10ft | Duration: Instant | Components: VS |
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
- This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 10ft | Duration: 1 Hour | Components: VS |
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: Self | Duration: 1 Hour | Components: S |
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
- The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: Self | Duration: 10 Minutes | Components: VS |
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
- This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level: Cantrip | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 1 Minute (Concentration) | Components: VSM (a miniature cloak) |
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Level: Cantrip | Casting Time: 1 Action | Necromancy |
Range: 30ft | Duration: Instant | Components: VS |
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
- This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation |
Range: Touch | Duration: 1 Minute | Components: VSM (mistletoe, a shamrock leaf, and a club or quarterstaff) |
The wood of 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. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: Touch | Duration: 1 Minute | Components: VS |
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
- The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: 1 Round | Components: VS |
When you cast the spell, choose a point you can see within range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5 feet of that point takes 1d10 Radiant damage.
- The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (the stem of a plant with thorns) |
You create a long, 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. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you may pull the creature up to 10 feet closer to you.
- The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).