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S;10 minutes;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

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

Druid although doing so ends the spell. When you cast this spell

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8 (2d8 at Level 5). The weapon also becomes magical

  • components if it isn't already. The spell ends if you cast it again or if you let go of the weapon.;Druid
  • duration

Druid M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druid

Druid deafened

Druid

0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V