Druid Spells: Difference between revisions

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== Level 3 ==
== Level 3 ==
{| class="wikitable"
|+ Acid Cloud
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You conjure a cloud of acidic vapor over the head of one creature you can see within range. The cloud follows the target as it moves and sprays acid upon it periodically. At the start of each of the target's turns while the cloud remains, the target and each other creature in the target's space must succeed on a Dexterity Saving Throw or take 5d4 Acid damage.<br>
The cloud lasts for the duration or until a wind of moderate or greater speed (at least 25 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d4 for each slot level above 3rd
{| class="wikitable"
|+ Ashen Path
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (A sample of contaminant or spores)
|}
Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.
{| class="wikitable"
|+ Barrow Haze
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You create a 20ft radius sphere of black, necromantic 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 fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
{| class="wikitable"
|+ Bite the Hand
|-
| Level: 3 || Casting Time: 1 Bonus Action || Enchantment
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.
{| class="wikitable"
|+ Call Lightning
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).<br>
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.<br>
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
{| class="wikitable"
|+ Cold Snap
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Round or 10 Minutes || Components: S
|}
With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.<br>
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn't suffer any other effects.<br>
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.<br>
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd
{| class="wikitable"
|+ Daylight
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Hour || Components: VS
|}
A 60ft radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.<br>
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br>
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
{| class="wikitable"
|+ Erupting Earth
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a piece of obsidian)
|}
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
{| class="wikitable"
|+ Feign Death
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt)
|}
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br>
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
{| class="wikitable"
|+ Flame Arrows
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
{| class="wikitable"
|+ Glassee
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of clear crystal)
|}
You render a a piece of metal, stone, or wood, as transparent as glass for the duration of the spell. The square affect is can be no longer than 5 feet in any dimension. The affected area can be up to four inches thick if metal, six if stone, and twenty if wood. You choose whether each side can see through to the other, either making a one-way view, or a full window. You can change which sides can see through to the other as a Bonus Action on subsequent turns.
{| class="wikitable"
|+ Gluey Globule
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM ()
|}
You form a sphere of sticky, magical glue, hovering above your hand. You can either shoot the glue at a creature or use it to glue two objects together.<br>
The glue has an AC of 16, has 40 HP, and is Immune to all damage apart from Acid Damage, which it is Vulnerable to. Additionally, a creature Restrained by, or within 5ft of the glue can break it by making a successful Strength (Athletics) check against your Spell Save DC as an Action. When the glue is broken in this any creature or object that isn't being worn or carried that was previously attached to the glue takes 2d6 Slashing damage from the shards of hardened glue.<br>
If you shoot the glue at a creature, make a Ranged Spell Attack against a creature within range. On a hit, the target is Restrained. This form of the glue dissolves after 1 minute<br>
If you use the glue to glue two objects together, then choose two objects that are pressed against each other or one object pressed against a solid within range. The glue takes 1 minute to set, and dissolves after an hour in this form.
{| class="wikitable"
|+ Healing Wave
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
{| class="wikitable"
|+ Meld Into Stone
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br>
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.<br>
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
{| class="wikitable"
|+ Petrify
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)
|}
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 5d10 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. This spell also has an additional effect based on which limb you chose as follows:<br>
'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br>
'''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br>
'''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br>
'''Tail.''' The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis.<br>
'''Fin.''' The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis.
For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind.<br>
If you maintain your concentration on this spell for the full duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br>
Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1dl0 for each slot level above 3rd.
{| class="wikitable"
|+ Plant Growth
|-
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.<br>
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.<br>
You can exclude one or more areas of any size within the spell's area from being affected.<br>
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
{| class="wikitable"
|+ Protection From Energy
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
{| class="wikitable"
|+ Quakewalk
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone.<br>
Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw, falling prone on a failed save.<br>
This spell can't affect creatures that aren't on the ground, and only functions while you are on the ground or in the ground and you aren't incapacitated.
{| class="wikitable"
|+ Roaming Pit
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
{| class="wikitable"
|+ Sand Cloak
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS
|}
You create a swirling cloak of sand and dust extending 15 feet out from you that lasts for the duration. The area is lightly obscured and is difficult terrain for other creatures. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 15 feet.<br>
When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.
{| class="wikitable"
|+ Sleet Storm
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust and a few drops of water)
|}
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.<br>
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.<br>
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
{| class="wikitable"
|+ Speak With Plants
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft Still Emanation || Duration: 10 Minutes || Components: VS
|}
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.<br>
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.<br>
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.<br>
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.<br>
This spell can cause the plants created by the entangle spell to release a restrained creature.
{| class="wikitable"
|+ Tidal Wave
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: Instant || Components: VSM (a drop of water)
|}
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
{| class="wikitable"
|+ Vile Swarm
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin)
|}
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.
{| class="wikitable"
|+ Wall of Water
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water)
|}
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.<br>
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
{| class="wikitable"
|+ Water Breathing
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a drop of water)
|}
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
{| class="wikitable"
|+ Water Walk
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork)
|}
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br>
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
{| class="wikitable"
|+ Wind Wall
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny fan and a feather of exotic origin)
|}
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.<br>
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.