Effect:
Summon a Large pack of spectral animals in an unoccupied space you can see within range
You can choose the animal form
You gain Advantage on Strength Saving Throws while within 1.5m of the pack
When you move, you can move the pack up to 9m to an unoccupied space you can see
Whenever the pack moves within 3m of a creature or a creature enters/ends its turn within 3m of the packand is in sight of the caster:
Creature makes a Dexterity Saving Throw
-Failed: 3d10 Slashing damage
-Success: Half damage (implied by general rules, but original text specifies only failed)
Save is made only once per turn
Higher-Level Casting:
+1d10 damage per spell slot above 3rd
Effect:
Summon a spectral snake around you
Gain 15 Temporary HP, spell ends if you have 0 Temporary HP
Climbing: Gain Climb Speed = your Speed
Venomous Bite: As a Magic action, make a ranged spell attack against a creature within 15 m
On hit: 1d6 Force damage
Target gains Poisoned condition (disadvantage on attack rolls and Ability Checks) until start of your next turn
While Poisoned, target is Incapacitated (can’t take actions or reactions)
Higher-Level Casting:
+5 Temporary HP per slot above 3rd
+1d6 Venomous Bite damage per slot above 3rd
Touch a creature that died within the last minute:
-Creature revives with 1 HP
-Cannot revive creatures that died of old age
-Does not restore missing body parts
() Effect:
Receive an omen from an otherworldly entity about a course of action you plan to take within 30 minutes
DM chooses omen from:
-Weal: Good outcome
-Woe: Bad outcome
-Weal and Woe: Both good and bad
Indifference: Neither good nor bad
Spell does not account for changing circumstances (like other spells)
Limitations:
Casting more than once before a Long Rest: 25% cumulative chance of receiving no answer per additional casting
Effect:
Creates 10 magical berries in your hand
Bonus Action to eat 1 berry:
Restores 1 HP
Provides 1 day of nourishment
Uneaten berries disappear when the spell ends
Effect:
Passively sense magical effects within 9 m
As a Magic action, see faint aura around visible creatures or objects with magic
If magic was created by a spell, learn the spell’s school
Limitations (Blocked By):
-0.3 m of stone, dirt, or wood
-2.5 cm of metal
-Thin sheet of lead
Effect:
Create a Sphere of fog, radius 6 m, centered on a point within range
Sphere is Heavily Obscured
Lasts until duration ends or a strong wind disperses it
Higher-Level Casting:
Radius increases by 6 m for each spell slot above 1st
Effect:
Cube radius: 4.5 m originating from you
Each creature in the area makes a Constitution Saving Throw
-Failed: 2d8 Thunder damage and pushed 3 m away
-Success: Half damage
Objects: Unsecured objects entirely in the area are pushed 3 m
Sound: Thunderous boom audible within 91 m
Higher-Level Casting:
+1d8 damage for each spell slot above 1st
Effect:
Target creature regains 2d8 + spellcasting ability Mod HP
Higher-Level Casting:
+2d8 healing for each spell slot above 1st
(Material ) Effect:
Create a cylinder of pale light: radius 1.5 m, height 12 m, centered on a point within range
Dim Light fills the cylinder
As a Magic action on later turns, move the cylinder up to 18 m
Saving Throw:
Each creature in the cylinder makes a Constitution Saving Throw:
-Failed: 2d10 Radiant damage, shape-shifted creatures revert to true form and cannot shape-shift until leaving the cylinder
-Success: Half damage
Creatures make the save once per turn when entering or ending turn in the area, or when the cylinder moves into their space
Higher-Level Casting:
+1d10 damage for each spell slot above 2nd
(Freecast: [Wis Mod] per Long Rest) Effect:
Make a ranged spell attack against a creature within range
On a hit:
4d6 Radiant damage
Next attack roll against that target has Advantage until the end of your next turn
Higher-Level Casting:
+1d6 damage for each spell slot above 1st
Effect:
You can understand and verbally communicate with Beasts
You may use Influence-Action Skill-Options on Beasts
Information Gained:
-Beasts can share knowledge about nearby locations and monsters
-Information is limited to what the Beast has perceived within the last day
-Most Beasts focus on survival- or companionship-related topics
Target:
One nonmagical flame you can see
Must fit within a 1.5 m cube
Choose one effect:
-Expand Flame: Instantly spread the flame 1.5 m in one direction (fuel required)
-Extinguish: Instantly put out the flames in the cube
-Alter Light: Double or halve the bright/dim light area, change color, or both (1 hour)
-Flame Shapes: Create and animate simple shapes within the flames (1 hour)
Multiple Castings:
-Up to 3 non-instantaneous effects active at once
-You can dismiss an active effect as an action
Target:
Club or quarterstaff you are holding
Attacks:
Use your spellcasting ability instead of Strength for attack and damage rolls
Damage:
Weapon’s damage die becomes d8
Damage Type:
Bludgeoning (normal) or Force (your choice on each hit)
Ends Early If:
-You cast the spell again
-You let go of the weapon
Cantrip Scaling:
Level 5: d10
Level 11: d12
Level 17: 2d6
Effect:
Touch a willing creature
Choose 1 Skill
Target adds 1d4 to any Ability Check using that Skill while the spell lasts
(2nd Lvl x2 Charges - 6th Lvl x3 Charges - 17th Lvl x4 Charges) Long Rest: Regain all Charges
Known Forms:
Level 2: 4 forms, max CR 1/4, no Fly Speed
Level 4: 6 forms, max CR 1/2, no fly
Level 8: 8 forms, max CR 1, fly allowed
Can replace 1 form per Long Rest
Rules While Wild Shaped:
Game stats: replaced by Beast stat block, gains Temp HP equal to Druid level
No spellcasting, but existing Concentration continues
Personality, memories, speech, Int, Wis, Cha, Creature type, HP & HP dice, Class features, languages, feats Skill & Save proficiencies (use higher of your Mod or Beast’s) retained
Objects & Equipment:
Handling of Items depends on form’s limbs
Equipment can fall, merge, or be worn (DM decides practicality)
Worn equipment functions normally, merged equipment has no effect
Effect:
Summon a familiar Spirit in animal form of any CR 0 Beast with it*s stats but counts as Fey
Acts independently but obeys your commands
Can’t attack, but can take other actions
Telepathy & Senses:
Communicate telepathically within 30 m
As a Bonus Action, see and hear through familiar until start of next turn, gaining its special senses
Spell Delivery:
Familiar can deliver your touch spells
Must be within 30m of you and use it's Reaction
Combat:
Ally to Players but acts completely independent
Disappearance / Dismissal:
Drops to 0 HP → disappears
Can temporarily dismiss to a pocket dimension (Magic action)
Can dismiss permanently
Temporarily dismissed familiar can reappear within 9 m (Magic action)
Leaves behind carried items on disappearance
Choose one effect within range (within 1,5m cube):
- Weather Omen: Create a tiny sensory sign predicting the local weather for the next 24 hours (lasts 1 round)
- Plant Growth: Instantly cause a flower to bloom, seed pod to open, or leaf bud to sprout
- Minor Sensory Effect: Create a harmless effect (e.g. falling leaves, puff of wind, animal sound, faint odor)
-Fire Control: Instantly light or extinguish a candle, torch, or small campfire