You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.
When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC.
At Higher Levels: The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
As an action, you can expend a use of your Wild Shape feature to awaken the magic within your spores, rather than transforming into a beast form.
When activated, you gain 4 Temporary Hit Points per druid level you have.
While this feature is active, you gain the following benefits:
•When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
•Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
As an action, you take the form of a beast you've seen.
You can use this feature twice, regaining uses on a short or long rest. Your druid level determines the beasts you can transform into.
•2nd Level: Max CR = 1/4, no flying/swimming.
•4th Level: Max CR = 1/2, no flying.
•8th: Max CR = 1.
You revert after (half druid level) hours or earlier by using a bonus action/falling unconscious.
While transformed the following rules apply:
•Your stats are replaced by the beast's, but you retain your personality, proficiencies, and your INT, WIS, and CHA scores.
•You assume the beast's hit points. When you revert to normal, you return to the hit points you had. If you take more damage in beast form than you have hit points , that excess damage impacts your normal form.
•You can't cast spells, and speaking/interacting is limited. Wildshape doesn't break concentration.
•You retain any benefits of your normal form that the beast could use.
As an action, you can summon a spirit that assumes an animal form. By expending a use of your Wild Shape you can cast the Find Familiar spell without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
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).
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 pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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 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.
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.
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.
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.
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.
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.
Without expending a spell slot, you release a small batch of myconid spores towards a creature in range that can cause them to trip out.
The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Once you cast this spell using this feature, you cannot cast it again until you complete a long rest.
You can also cast this spell using a spell slot.
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
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 above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration.
At the end of each of its turns, the target can make a Constitution saving throw. On a success the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.