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Gust

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

1) One Medium or smaller creature that you choose must succeed on a STR save or be pushed up to 5 feet away from you.

2) 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.

3) You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Druid (XGE) Transmutation cantrip

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

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 CON save or take 1d12 poison damage.

At Higher Levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Druid Conjuration cantrip

Primal Savagery

  • casting time 1 action
  • range Self

  • components S
  • duration Instantaneous

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.


At Higher Levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).

Druid (XGE) Transmutation cantrip

Thunderclap

  • casting time 1 action
  • range 5 feet

  • components S
  • duration Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away.

Each creature within range, other than you, must make a CON save or take 1d6 thunder damage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Evocation cantrip

Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • 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: 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.

Druid (XGE) 1st level Abjuration

Animal Friendship

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

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 WIS save 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 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Druid 1st level Enchantment

Beast Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

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 (XGE) 1st level Divination

Charm Person

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

You attempt to charm a humanoid you can see within range.

It must make a WIS save, 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.

Druid 1st level Enchantment

Create or Destroy Water

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

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.

Druid 1st level Transmutation

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Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + WIS.

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.

Druid 1st level Evocation

Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

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 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 1st level Divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a yew 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 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 1st level Divination

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 DEX save. 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 (XGE) 1st level Evocation

Entangle

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 minute

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 STR save or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a STR check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Druid 1st level Conjuration

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

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 DEX save.

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.

Druid 1st level Evocation

Fog Cloud

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

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.

Druid 1st level Conjuration

Goodberry

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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.

Druid 1st level Transmutation

Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + WIS.

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.

Druid 1st level Evocation

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Ice Knife

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration Instantaneous

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 DEX save or take 2d6 cold damage.

At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Conjuration

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a creature.

The creature's jump distance is tripled until the spell ends.

Druid 1st level Transmutation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of dirt

You touch a creature.

The target's speed increases by 10 feet until the spell ends.

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

Purify Food and Drink (ritual)

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

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.

Druid 1st level Transmutation

Snare

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

25 feet of rope, which the spell consumes

You use the rope to create a circle with a 5-foot radius on the ground. When you finish casting, the rope disappears and becomes a magic trap.

This trap is nearly invisible, requiring a INT (Investigate) check against save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground in the spell's radius. That creature must succeed on a DEX save 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 DEX save 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 INT(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.

Druid (XGE) 1st level Abjuration

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

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 DM's discretion.

Druid 1st level Divination

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you.

Each creature in a 15-foot cube originating from you must make a CON save. 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.

Druid 1st level Evocation

Animal Messenger (ritual) [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

You use an animal to deliver a message.

Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels:The duration of the spell increases by 48 hours for each slot

Druid 2nd level Enchantment

Animal Messenger (ritual) [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

level above 2nd.

Druid 2nd level Enchantment

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Barkskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

a handful of oak bark

You touch a willing creature.

Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Druid (Forest) 2nd level Transmutation

Beast Sense (ritual)

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 1 hour

You touch a willing beast.

For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Druid 2nd level Divination

Darkvision

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark.

For the duration, that creature has darkvision out to a range of 60 feet.

Druid 2nd level Transmutation

Dust Devil

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

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 STR save. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. 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 light 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 (XGE) 2nd level Conjuration

Earthbind

  • casting time 1 action
  • range 300 feet

  • components V
  • duration Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature.

The target must succeed on a STR save, 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 (XGE) 2nd level Transmutation

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement.

Choose one of the following effects - the target gains the effect until the spell ends:
Bear's Endurance: The target has advantage on CON checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on STR checks, and doubles carrying capacity.
Cat's Grace: The target has advantage on DEX checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: Advantage on CHA checks.
Fox's Cunning: Advantage on INT checks.
Owl's Wisdom: Advantage on WIS checks.

At Higher Levels: You can target one additional creature for each slot level above 2nd.

Druid 2nd level Transmutation

Find Traps

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You sense the presence of any trap within range that is within line of sight.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Druid 2nd level Divination

Flame Blade

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration.

If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Druid 2nd level Evocation

Flaming Sphere

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.

Any creature that ends its turn within 5 feet of the sphere must make a DEX save, taking 2d6 fire damage on a failed save, or half on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the save against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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 Conjuration

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Gust of Wind

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Concentration, up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.

Each creature that starts its turn in the line must succeed on a STR save or be pushed 15 feet away from you in a direction following the line. and any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Druid 2nd level Evocation

Healing Spirit

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

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 spirit's 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Druid (XGE) 2nd level Conjuration

Heat Metal

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.

Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. You can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a CON save or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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 above 2nd.

Druid 2nd level Transmutation

Hold Person

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range.

The target must succeed on a WIS save or be paralyzed for the duration.

At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, 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 2nd level Enchantment

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and can end either one disease or one condition afflicting it.

The condition can be:

1) Blinded

2) Deafened

3) Paralyzed

4) Poisoned

Druid 2nd level Abjuration

Locate Animals or Plants (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant.

Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Druid 2nd level Divination

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Druid 2nd level Divination

Moonbeam

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain and must make a CON save, taking 2d10 radiant damage on a fail or half if successful.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet.

At Higher Levels: Damage increases by 1d10 for each slot level above 2nd.

Druid 2nd level Evocation

Pass Without Trace

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection.

For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to DEX(Stealth) checks and can't be tracked except by magical means.

A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druid 2nd level Abjuration

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Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature. If it is poisoned, you neutralize the poison.

If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Druid 2nd level Abjuration

Skywrite (ritual)

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Concentration, up to 1 hour

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 (XGE) 2nd level Transmutation

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

The target also gains a climbing speed equal to its walking speed.

Druid (Forest) 2nd level Transmutation

Spike Growth

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.

The area becomes difficult terrain for the duration.

When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a WIS (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid 2nd level Transmutation

Warding Wind

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 10 minutes

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:

1) It deafens you and other creatures in its area.

2) It extinguishes unprotected flames in its area that are torch-sized or smaller.

3) It hedges out vapor, gas, and fog that can be dispersed by strong wind.

4) The area is difficult terrain for creatures other than you.

5) The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid (XGE) 2nd level Evocation

Call Lightning

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 10 minutes

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 100 feet 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).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DEX save. A creature takes 3d10 lightning damage on a failed save, or half if successful. 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.

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.

At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.

Druid (Forest) 3rd level Conjuration

Conjure Animals

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

Fey spirits that take the form of beasts appear in unoccupied spaces that you can see within range.

Choose one of the following options for what appears:
1) One beast of challenge rating 2 or lower
2) Two beasts of challenge rating 1 or lower
3) Four beasts of challenge rating 1/2 or lower
4) Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any 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.

At Higher Levels: When you cast this spell with a 5th-level slot, twice as many creatures appear, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Druid 3rd level Conjuration

Daylight

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour

A 60-foot-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.

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 with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Druid 3rd level Evocation

Dispel Magic

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose any 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 a WIS ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends.

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.

Druid 3rd level Abjuration

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Erupting Earth

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

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 DEX save. 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.

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.

Druid (XGE) 3rd level Transmutation

Feign Death (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

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.

Druid 3rd level Necromancy

Flame Arrows

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

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.

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.

Druid (XGE) 3rd level Transmutation

Meld into Stone (ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

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.

You step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any WIS (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. The only movement you can make is to leave the stone, which ends the spell.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (where you would no longer fit) 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.

Druid 3rd level Transmutation

Plant Growth

  • casting time 1 action or 8 hours
  • range 150 feet

  • components V, S
  • duration Instantaneous

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.

1) 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. You can exclude one or more areas of any size within the spell's area from being affected.

2) 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.

Druid (Forest) 3rd level Transmutation

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice:

1) Acid
2) Cold
3) Fire
4) Lightning
5) Thunder

Druid 3rd level Abjuration

Sleet Storm

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a pinch of dust and a few drops of water

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.

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 DEX save. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful CON save against your spell save DC or lose concentration.

Druid 3rd level Conjuration

Speak with Plants

  • casting time 1 action
  • range Self (30-foot radius)

  • components V, S
  • duration 10 minutes

Imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate and follow your simple commands.

You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, etc.

You can turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain 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.

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, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Druid 3rd level Transmutation

Tidal Wave

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

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 DEX save. 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.

Druid (XGE) 3rd level Conjuration

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Wall of Water

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

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.

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.

Druid (XGE) 3rd level Evocation

Water Breathing (ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a short reed or piece of straw

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.

Druid 3rd level Transmutation

Water Walk (ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

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.

If your 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.

Druid 3rd level Transmutation

Wind Wall

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

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.

When the wall appears, each creature within its area must make a STR save. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

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.

Druid 3rd level Evocation

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