While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting,the cord or rope disappears to become a magical trap.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively,another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success,the restrained effect also ends.
Each sleeping creature you choose within range awakens,and then each prone creature within range can stand up without expending any movement.
You call out to the spirits of nature to aid you. When you cast this spell,choose one of the following effects:
If there are any tracks on the ground within range, you know where they are,and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
If there is edible forage within range, you know it and where to find it.
If there is clean drinking water within range, you know it and where to find it.
If there is suitable shelter for you and your companions within range,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,put up tents, unroll bedrolls, and put out any rations and water for consumption.
Have the spirits instantly break down a campsite,which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head,the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can create two additional globes of fresh air for each slot level above 2nd.
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 cannot 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. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times,the spirit disappears.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the healing increases 1d6 for each slot level above 2nd.
The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving does not provoke opportunity attacks. When you move within 5 feet of a creature or object that is not being worn or carried,it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,increase your speed by 5 feet for each spell slot level above 3rd. Additionally,the spell deals an additional 1d6 fire damage for each slot level above 3rd.
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave,a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spells area,as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spells area.
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body,your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Great Tree:Your skin appears barky,leaves sprout from your hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity and Wisdom-based attack rolls with advantage.
While you are on the ground,the ground within 15 feet of you is difficult terrain for your enemies.
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally,you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
When you are targeted by a spell or attack while this spell is in effect,you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack,you are unaffected by it. This spell then ends when you reappear.
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit,a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees,rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees: At the start of each of your turns,each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines: At the end of each of your turns,one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC,ending the effect on itself on a success.
Rocks: As a bonus action on your turn,you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit,the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.