each light sheds dim light in a 10-foot radius.;Druid
11th level (3d6)
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid
but is blocked by 1 foot of stone
poisonous creature
whenever you move toward the hand
or someone uses an action to shake or slap the sleeper awake. Subtract each creature?s hit points from the total before moving on to the creature with the next lowest hit points. A creature?s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren?t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
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
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
which you must have visited
regardless of what kind of armor it is wearing.;Druid
dust
such as those of lanterns
you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Druid
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
you choose one of the summoning options above
the disease and poison have no effect until the spell ends. ;Druid
or thunder.;Druid
for example. Plants might be able to perform other tasks on your behalf
or half as much damage on a successful one. The strong wind keeps fog