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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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. | 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). | :The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | ||
== Level 1 == | |||
{| class="wikitable" | |||
|+ Absorb Elements | |||
|- | |||
| Level: 1 || Casting Time: 1 Reaction || Abjuration | |||
|- | |||
| Range: Self || Duration: 1 Round || Components: S | |||
|} | |||
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture 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.''' 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. | |||
{| class="wikitable" | |||
|+ Animal Friendship | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Enchantement | |||
|- | |||
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) | |||
|} | |||
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Beast Bond | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in 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. | |||
{| class="wikitable" | |||
|+ Charm Person | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 30ft || Duration: 1 Hour || Components: VS | |||
|} | |||
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. | |||
:'''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. The creatures must be within 30 feet of each other when you target them. | |||
{| class="wikitable" | |||
|+ Create or Destroy Water | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) | |||
|} | |||
You either create or destroy water. | |||
:'''Create Water.''' You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. | |||
:'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Cure Wounds | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: Touch || Duration: 1 Instant || Components: VS | |||
|} | |||
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Detect Magic | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS | |||
|} | |||
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. | |||
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | |||
{| class="wikitable" | |||
|+ Detect Poison | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf) | |||
|} | |||
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. | |||
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | |||
{| class="wikitable" | |||
|+ Disguise Self | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion | |||
|- | |||
| Range: Self || Duration: 1 Hour || Components: VS | |||
|} | |||
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. | |||
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. | |||
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | |||
{| class="wikitable" | |||
|+ Earth Tremor (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 10ft || Duration: Instant || Components: VS | |||
|} | |||
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. | |||
{| class="wikitable" | |||
|+ Entangle | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
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. | |||
{| class="wikitable" | |||
|+ Faerie Fire | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Evocation | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. | |||
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. | |||
{| class="wikitable" | |||
|+ Fog Cloud | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Goodberry | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute || Divination | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VSM (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. | |||
{| class="wikitable" | |||
|+ Healing Word | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: V | |||
|} | |||
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. | |||
{| class="wikitable" | |||
|+ Ice Knife | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Hour || Components: SM (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 Level.'''' 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. | |||
{| class="wikitable" | |||
|+ Jump | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg) | |||
|} | |||
You touch a creature. The creature's jump distance is tripled until the spell ends. | |||
{| class="wikitable" | |||
|+ Purify Food and Drink | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation | |||
|- | |||
| Range: 10ft || Duration: Instant || Components: VS | |||
|} | |||
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. | |||
{| class="wikitable" | |||
|+ Snare | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute || Abjuration | |||
|- | |||
| Range: Touch || Duration: 8 Hours|| Components: VSM (25 feet of rope which the spell consumes) | |||
|} | |||
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. | |||
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. | |||
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. | |||
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. | |||
{| class="wikitable" | |||
|+ Speak With Animals | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes || Components: VS | |||
|} | |||
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. | |||
{| class="wikitable" | |||
|+ Thunderwave | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 15ft Cube || Duration: Instant || Components: VS | |||
|} | |||
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. | |||
{| class="wikitable" | |||
|+ Unseen Servant | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) | |||
|} | |||
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. | |||
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. | |||
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. | |||
{| class="wikitable" | |||
|+ Witch Bolt | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) | |||
|} | |||
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. |
Revision as of 16:09, 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).
Level 1
Level: 1 | Casting Time: 1 Reaction | Abjuration |
Range: Self | Duration: 1 Round | Components: S |
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture 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. 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.
Level: 1 | Casting Time: 1 Action | Enchantement |
Range: 30ft | Duration: 24 Hours | Components: VSM (a morsel of food) |
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Divination |
Range: Touch | Duration: 10 Minutes (Concentration) | Components: VSM (a bit of fur wrapped in 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.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 30ft | Duration: 1 Hour | Components: VS |
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
- 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. The creatures must be within 30 feet of each other when you target them.
Level: 1 | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: 1 Instant | Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) |
You either create or destroy water.
- Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Necromancy |
Range: Touch | Duration: 1 Instant | Components: VS |
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VS |
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Level: 1 | Casting Time: 1 Action (Ritual) | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VSM (a yea leaf) |
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Level: 1 | Casting Time: 1 Action (Ritual) | Illusion |
Range: Self | Duration: 1 Hour | Components: VS |
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 10ft | Duration: Instant | Components: VS |
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.
Level: 1 | Casting Time: 1 Action | Conjuration |
Range: 90ft | Duration: 1 Minute (Concentration) | Components: VS |
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.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: V |
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Level: 1 | Casting Time: 1 Action | Conjuration |
Range: 120ft | Duration: 1 Hour (Concentration) | Components: VS |
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Level: 1 | Casting Time: 1 Minute | Divination |
Range: Touch | Duration: Instant | Components: VSM (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.
Level: 1 | Casting Time: 1 Bonus Action | Necromancy |
Range: 60ft | Duration: Instant | Components: V |
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.
Level: 1 | Casting Time: 1 Action | Conjuration |
Range: 60ft | Duration: 1 Hour | Components: SM (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 Level.' 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.
Level: 1 | Casting Time: 1 Action | Transmutation |
Range: Touch | Duration: 1 Minute | Components: VSM (a grasshopper's hind leg) |
You touch a creature. The creature's jump distance is tripled until the spell ends.
Level: 1 | Casting Time: 1 Action (Ritual) | Transmutation |
Range: 10ft | Duration: Instant | Components: VS |
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Level: 1 | Casting Time: 1 Minute | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VSM (25 feet of rope which the spell consumes) |
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Level: 1 | Casting Time: 1 Action (Ritual) | Divination |
Range: Self | Duration: 10 Minutes | Components: VS |
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 15ft Cube | Duration: Instant | Components: VS |
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.
Level: 1 | Casting Time: 1 Action (Ritual) | Conjuration |
Range: 60ft | Duration: 1 Hour | Components: VSM (a bit of string and wood) |
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (a twig from a tree that has been struck by lightning) |
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.