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Control Flames Create Bonfire Druidcraft: Transmutation Cantrip Conjuration Cantrip Transmutation Cantrip
Control Flames Create Bonfire Druidcraft: Transmutation Cantrip Conjuration Cantrip Transmutation Cantrip
Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip
Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip
Druid (XGE) Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip
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0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
/
MOLD EARTH POISON SPRAY PRIMAL SAVAGERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous S Instantaneous
(see below)
You extend your hand toward a creature you can You channel primal magic to cause your teeth or
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious ngernails to sharpen, ready to deliver a
within range and that ts within a 5-foot cube. You gas from your palm. The creature must succeed corrosive attack. Make a melee spell attack
manipulate it in one of the following ways: on a Constitution saving throw or take 1d12 against one creature within 5 feet of you. On a
• If you target an area of loose earth, you can
instantaneously excavate it, move it along the ground, poison damage. hit, the target takes 1d10 acid damage. After you
and deposit it up to 5 feet away. This movement This spell's damage increases by 1d12 when you make the attack, your teeth or ngernails return
doesn't involve enough force to cause damage. reach 5th level (2d12), 11th level (3d12), and 17 to normal.
• You cause shapes, colors, or both to appear on the level (4d12). The spell's damage increases by 1d10 when you
dirt or stone, spelling out words, creating images, or reach 5th level (2d10), 11th level (3d10), a nd
shaping patterns. The changes last for 1 hour. 17th level (4d10).
• If the dirt or stone you target is on the ground, you
cause it to become dif cult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already dif cult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.
Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid (XGE) Transmutation cantrip
Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip
Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
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0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
/
ABSORB ELEMENTS ANIMAL FRIENDSHIP BEAST BOND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 action 30 feet 1 action Touch
when you take acid, cold,
re, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage V, S, M 24 hours V, S, M Concentration, up to 10
minutes
COMPONENTS DURATION a morsel of food
S 1 round a bit of fur wrapped in a cloth
This spell lets you convince a beast that you
The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can You establish a telepathic link with one beast you
lessening its effect on you and storing it for your see within range. It must see and hear you. If the touch that is friendly to you or charmed by you.
next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails. The spell fails if the beast's Intelligence is 4 or
triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom higher. Until the spell ends, the link is active
next turn. Also, the rst time you hit with a saving throw or be charmed by you for the spell's while you and the beast are within line of sight of
melee attack on your next turn, the target takes duration. If you or one of your companions each other. Through the link, the beast can
an extra 1d6 damage of the triggering type, and harms the target, the spell ends. understand your telepathic messages to it, and it
the spell ends. At Higher Levels: When you cast this spell can telepathically communicate simple emotions
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can and concepts back to you. While the link is
using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level active, the beast gains advantage on attack rolls
damage increases by 1d6 for each slot level above 1st. against any creature within 5 feet of you that
above 1st. you can see.
Druid (XGE) 1st level Abjuration Druid 1st level Enchantment Druid (XGE) 1st level Divination
Druid 1st level Enchantment Druid 1st level Transmutation Druid 1st level Evocation
Druid 1st level Divination Druid 1st level Divination Druid (XGE) 1st level Evocation
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1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
/
ENTANGLE FAERIE FIRE FOG CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your centered on a point within range. The sphere
within range. For the duration, these plants turn choice). Any creature in the area when the spell spreads around corners, and its area is heavily
the ground in the area into dif cult terrain. is cast is also outlined in light if it fails a Dexterity obscured. It lasts for the duration or until a wind
A creature in the area when you cast the spell saving throw. For the duration, objects and of moderate or greater speed (at least 10 miles
must succeed on a Strength saving throw or be affected creatures shed dim light in a 10-foot per hour) disperses it.
restrained by the entangling plants until the spell radius. At Higher Levels: When you cast this spell
ends. A creature restrained by the plants can use Any attack roll against an affected creature or using a spell slot of 2nd level or higher, the radius
its action to make a Strength check against your object has advantage if the attacker can see it, of the fog increases by 20 feet for each slot level
spell save DC. On a success, it frees itself. and the affected creature or object can't bene t above 1st.
When the spell ends, the conjured plants wilt from being invisible.
away.
Druid 1st level Conjuration Druid 1st level Evocation Druid 1st level Conjuration
Druid 1st level Transmutation Druid 1st level Evocation Druid (XGE) 1st level Conjuration
Druid 1st level Transmutation Druid 1st level Transmutation Druid 1st level Transmutation
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1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
/
SNARE [1/2] SNARE [2/2] SPEAK WITH ANIMALS (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 8 hours S, M 8 hours V, S 10 minutes
25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
As you cast this spell, you use the rope to create a creature is restrained by it. knowledge and awareness of many beasts is
circle with a 5-foot radius on the ground or the oor. limited by their intelligence, but at minimum,
When you nish casting, the rope disappears and the
circle becomes a magic trap. beasts can give you information about nearby
This trap is nearly invisible, requiring a successful locations and monsters, including whatever they
Intelligence (Investigation) check against your spell can perceive or have perceived within the past
save DC to be discerned. day. You might be able to persuade a beast to
The trap triggers when a Small, Medium, or Large perform a small favor for you, at the DM's
creature moves onto the ground or the oor in the discretion.
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the oor. The creature is restrained
there until the spell ends.
A restrained creature can make a Dexterity saving
throw 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 Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no
Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration Druid 1st level Divination
Druid 1st level Evocation Druid 2nd level Enchantment Druid 2nd level Enchantment
Druid (*)(Forest) 2nd level Transmutation Druid 2nd level Divination Druid (Desert) 2nd level Illusion
/
1 1 1
1 1 1
2 2 1
2 2 1
2 2 2
2 2 2
/
DARKNESS DARKVISION DUST DEVIL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 10 V, S, M 8 hours V, S, M Concentration, up to 1
minutes minute
either a pinch of dried carrot or an agate
bat fur and a drop of pitch or piece of coal a pinch of dust
You touch a willing creature to grant it the ability
Magical darkness spreads from a point you to see in the dark. For the duration, that creature Choose an unoccupied 5-foot cube of air that you can
choose within range to ll a 15-foot radius has darkvision out to a range of 60 feet. see within range. An elemental force that resembles a
sphere for the duration. The darkness spreads dust devil appears in the cube and lasts for the spell's
around corners. A creature with darkvision can't duration.
Any creature that ends its turn within 5 feet of the
see through this darkness, and nonmagical light dust devil must make a Strength saving throw. On a
can't illuminate it. failed save, the creature takes 1d8 bludgeoning
If the point you choose is on an object you are damage and is pushed 10 feet away from the dust
holding or one that isn't being worn or carried, devil. On a successful save, the creature takes half as
the darkness emanates from the object and much damage and isn't pushed.
moves with it. Completely covering the source of As a bonus action, you can move the dust devil up to
the darkness with an opaque object, such as a 30 feet in any direction. If the dust devil moves over
bowl or a helm, blocks the darkness. sand, dust, loose dirt, or light gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris
If any of this spell's area overlaps with an area of around itself that lasts until the start of your next turn.
light created by a spell of or lower, the spell that The cloud heavily obscures its area.
created the light is dispelled. 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 (Swamp) 2nd level Evocation Druid 2nd level Transmutation Druid (XGE) 2nd level Conjuration
Druid (XGE) 2nd level Transmutation Druid 2nd level Transmutation Druid 2nd level Divination
Druid 2nd level Evocation Druid 2nd level Conjuration Druid 2nd level Evocation
/
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
/
HEALING SPIRIT HEAT METAL HOLD PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
You call forth a nature spirit to soothe the a piece of iron and a ame a small, straight piece of iron
wounded. The intangible spirit appears in a
space that is a 5-foot cube you can see within Choose a manufactured metal object, such as a Choose a humanoid that you can see within
range. The spirit looks like a transparent beast or metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom
fey (your choice). metal armor, that you can see within range. You saving throw or be paralyzed for the duration. At
Until the spell ends, whenever you or a creature cause the object to glow red-hot. Any creature in the end of each of its turns, the target can make
you can see moves into the spirit's space for the physical contact with the object takes 2d8 re another Wisdom saving throw. On a success, the
rst time on a turn or starts its turn there, you damage when you cast the spell. Until the spell spell ends on the target.
can cause the spirit to restore 1d6 hit points to ends, you can use a bonus action on each of your At Higher Levels: When you cast this spell
that creature (no action required). The spirit subsequent turns to cause this damage again. using a spell slot of 3rd level or higher, you can
can't heal constructs or undead. If a creature is holding or wearing the object and target on additional humanoid for each slot level
As a bonus action on your turn, you can move the takes the damage from it, the creature must above 2nd. The humanoids must be within 30
spirit up to 30 feet to a space you can see. succeed on a Constitution saving throw or drop feet of each other when you target them.
At Higher Levels. When you cast this spell the object if it can. If it doesn't drop the object, it
using a spell slot of 3rd level or higher, the has disadvantage on attack rolls and ability
healing increases by 1d6 for each slot level checks until the start of your next turn.
above 2nd. 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 (XGE) 2nd level Conjuration Druid 2nd level Transmutation Druid (*)(Arctic) 2nd level Enchantment
Druid (Grassland) 2nd level Illusion Druid 2nd level Abjuration Druid 2nd level Divination
Druid 2nd level Divination Druid (Swamp) 2nd level Evocation Druid (Coast) 2nd level Illusion
/
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
/
MISTY STEP MOONBEAM PASS WITHOUT TRACE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour
Brie y surrounded by silvery mist, you teleport
up to 30 feet to an unoccupied space that you several seeds of any moonseed plant and a piece of ashes from a burned leaf of mistletoe and a sprig of
can see. opalescent feldspar spruce
A silvery beam of pale light shines down in a 5-foot A veil of shadows and silence radiates from you,
radius, 40-foot-high cylinder centered on a point masking you and your companions from
within range. Until the spell ends, dim light lls the detection. For the duration, each creature you
cylinder. choose within 30 feet of you (including you) has a
When a creature enters the spell's area for the rst
time on a turn or starts its turn there, it is engulfed in +10 bonus to Dexterity (Stealth) checks and
ghostly ames that cause searing pain, and it must can't be tracked except by magical means. A
make a Constitution saving throw. It takes 2d10 creature that receives this bonus leaves behind
radiant damage on a failed save, or half as much no tracks or other traces of its passage.
damage on a successful one.
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 in any
direction.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.
Druid (Coast) 2nd level Conjuration Druid 2nd level Evocation Druid (*)(Grassland) 2nd level Abjuration
Druid 2nd level Abjuration Druid (Desert) 2nd level Illusion Druid (XGE) 2nd level Transmutation
/
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
/
WEB CALL LIGHTNING CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 10 V, S Concentration, up to 1
hour minutes hour
a bit of spider web A storm cloud appears in the shape of a cylinder that is You summon fey spirits that take the form of beasts
10 feet tall with a 60-foot radius, centered on a point and appear in unoccupied spaces that you can see
You conjure a mass of thick, sticky webbing at a point you can see 100 feet directly above you. The spell fails within range. Choose one of the following options for
of your choice within range. The webs ll a 20-foot if you can't see a point in the air where the storm cloud what appears.
cube from that point for the duration. The webs are could appear (for example, if you are in a room that • One beast of challenge rating 2 or lower
dif cult terrain and lightly obscure their area. can't accommodate the cloud). • Two beasts of challenge rating 1 or lower
If the webs aren't anchored between two solid masses When you cast the spell, choose a point you can see • Four beasts of challenge rating 1/2 or lower
(such as walls or trees) or layered across a oor, wall, within range. A bolt of lightning ashes down from the • Eight beasts of challenge rating 1/4 or lower
or ceiling, the conjured web collapses on itself, and the cloud to that point. Each creature within 5 feet of that Each beast is also considered fey, and it disappears
spell ends at the start of your next turn. Webs layered point must make a Dexterity saving throw. A creature when it drops to 0 hit points or when the spell ends.
over a at surface have a depth of 5 feet. takes 3d10 lightning damage on a failed save, or half The summoned creatures are friendly to you and your
Each creature that starts its turn in the webs or that as much damage on a successful one. On each of your companions. Roll initiative for the summoned
enters them during its turn must make a Dexterity turns until the spell ends, you can use your action to creatures as a group, which has its own turns. They
saving throw. On a failed save, the creature is call down lightning in this way again, targeting the obey any verbal commands that you issue to them (no
restrained as long as it remains in the webs or until it same point or a different one. action required by you). If you don't issue any
breaks free. If you are outdoors in stormy conditions when you commands to them, they defend themselves from
A creature restrained by the webs can use its actions cast this spell, the spell gives you control over the hostile creatures, but otherwise take no actions. The
to make a Strength check against your spell save DC. If existing storm instead of creating a new one. Under DM has the creatures' statistics.
it succeeds, it is no longer restrained. such conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using
The webs are ammable. Any 5-foot cube of webs At Higher Levels: When you cast this spell using a certain higher-level spell slots, you choose one of the
exposed to re burns away in 1 round, dealing 2d4 re spell slot of 4th level or higher level, the damage summoning options above, and more creatures appear
damage to any creature that starts its turn in the re. increases by 1d10 for each slot level above 3rd. - twice as many with a 5th-level slot, three times as
many with a 7th-level slot, and four times as many
with a 9th-level slot.
Druid (Underdark) 2nd level Conjuration Druid (*)(Forest) 3rd level Conjuration Druid 3rd level Conjuration
Druid (Desert) 3rd level Conjuration Druid (*)(Grassland) 3rd level Evocation Druid 3rd level Abjuration
Druid (XGE) 3rd level Transmutation Druid 3rd level Necromancy Druid (XGE) 3rd level Transmutation
/
3 3 2
3 3 2
3 3 3
3 3 3
3 3 3
3 3 3
/
GASEOUS FORM HASTE LIGHTNING BOLT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action Self (100-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
hour minute
a bit of fur and a rod of amber, crystal, or glass
a bit of gauze and a wisp of smoke a shaving of licorice root
A stroke of lightning forming a line of 100 feet
You transform a willing creature you touch, along with Choose a willing creature that you can see within long and 5 feet wide blasts out from you in a
everything it's wearing and carrying, into a misty cloud range. Until the spell ends, the target's speed is direction you choose. Each creature in the line
for the duration. The spell ends if the creature drops doubled, it gains a +2 bonus to AC, it has must make a Dexterity saving throw. A creature
to 0 hit points. An incorporeal creature isn't affected. advantage on Dexterity saving throws, and it
While in this form, the target's only method of takes 8d6 lightning damage on a failed save, or
movement is a ying speed of 10 feet. The target can gains an additional action on each of its turns. half as much damage on a successful one.
enter and occupy the space of another creature. The That action can be used only to take the Attack The lightning ignites ammable objects in the
target has resistance to nonmagical damage, and it has (one weapon attack only), Dash, Disengage, area that aren't being worn or carried.
advantage on Strength, Dexterity, and Constitution Hide, or Use an Object action. At Higher Levels: When you cast this spell
saving throws. The target can pass through small When the spell ends, the target can't move or using a spell slot of 4th level or higher, the
holes, narrow openings, and even mere cracks, though take actions until after its next turn, as a wave of damage increases by 1d6 for each slot above
it treats liquids as though they were solid surfaces. lethargy sweeps over it. 3rd.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.
Druid (Underdark) 3rd level Transmutation Druid (Grassland) 3rd level Transmutation Druid (Mountain) 3rd level Evocation
Druid (*)(Mountain) 3rd level Transmutation Druid (*)(Forest) 3rd level Transmutation Druid (*)(Desert) 3rd level Abjuration
Druid (*)(Arctic) 3rd level Conjuration Druid (Arctic) 3rd level Transmutation Druid 3rd level Transmutation
/
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
/
STINKING CLOUD TIDAL WAVE WALL OF WATER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 10
minute minutes
a drop of water
a rotten egg or several skunk cabbage leaves a drop of water
You conjure up a wave of water that crashes
You create a 20-foot-radius sphere of yellow, down on an area within range. The area can be You create a wall of water on the ground at a
nauseating gas centered on a point within range. up to 30 feet long, up to 10 feet wide, and up to point you can see within range. You can make the
The cloud spreads around corners, and its area is 10 feet tall. Each creature in that area must wall up to 30 feet long, 10 feet high, and 1 foot
heavily obscured. The cloud lingers in the air for make a Dexterity saving throw. On a failed save, thick, or you can make a ringed wall up to 20 feet
the duration. a creature takes 4d8 bludgeoning damage and is in diameter, 20 feet high, and 1 foot thick. The
Each creature that is completely within the cloud knocked prone. On a successful save, a creature wall vanishes when the spell ends. The wall's
at the start of its turn must make a Constitution takes half as much damage and isn't knocked space is dif cult terrain.
saving throw against poison. On a failed save, the prone. The water then spreads out across the Any ranged weapon attack that enters the wall's
creature spends its action that turn retching and ground in all directions, extinguishing space has disadvantage on the attack roll, and
reeling. Creatures that don't need to breathe or unprotected ames in its area and within 30 feet re damage is halved if the re effect passes
are immune to poison automatically succeed on of it, and then it vanishes. through the wall to reach its target. Spells that
this saving throw. deal cold damage that pass through the wall
A moderate wind (at least 10 miles per hour) cause the area of the wall they pass through to
disperses the cloud after 4 rounds. A strong wind freeze solid (at least a 5-foot-square section is
(at least 20 miles per hour) disperses it after 1 frozen). Each 5-foot-square frozen section has
round. 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 ll it.
Druid (Underdark)(Swamp) 3rd level Conjuration Druid (XGE) 3rd level Conjuration Druid (XGE) 3rd level Evocation
Druid (*)(Coast) 3rd level Transmutation Druid (*)(Swamp)(Coast) 3rd level Transmutation Druid 3rd level Evocation
Druid (*)(Desert) 4th level Necromancy Druid (XGE) 4th level Enchantment Druid 4th level Enchantment
/
3 3 3
3 3 3
3 3 3
3 3 3
4 4 4
4 4 4
/
CONFUSION [2/2] CONJURE MINOR ELEMENTALS CONJURE WOODLAND BEINGS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
three nut shells You summon elementals that appear in unoccupied one holly berry per creature summoned
spaces that you can see within range. You choose one
target. the following options for what appears. You summon fey creatures that appear in unoccupied
At Higher Levels: When you cast this spell • One elemental of challenge rating 2 or lower spaces that you can see within range. Choose one of
using a spell slot of 5th level or higher, the radius • Two elementals of challenge rating 1 or lower the following options for what appears.
of the sphere increases by 5 feet for each slot • Four elementals of challenge rating 1/2 or lower • One fey creature of challenge rating 2 or lower
• Eight elementals of challenge rating 1/4 or lower. • Two fey creatures of challenge rating 1 or lower
above 4th. An elemental summoned by this spell disappears • Four fey creatures of challenge rating 1/2 or lower
when it drops to 0 hit points or when the spell ends. • Eight fey creatures of challenge rating 1/4 or lower
The summoned creatures are friendly to you and your A summoned creature disappears when it drops to 0
companions. Roll initiative for the summoned hit points or when the spell ends.
creatures as a group, which has its own turns. They The summoned creatures are friendly to you and your
obey any verbal commands that you issue to them (no companions. Roll initiative for the summoned
action required by you). If you don't issue any creatures as a group, which have their own turns. They
commands to them, they defend themselves from obey any verbal commands that you issue to them (no
hostile creatures, but otherwise take no actions. action required by you). If you don't issue any
The DM has the creatures' statistics. commands to them, they defend themselves from
At Higher Levels: When you cast this spell using hostile creatures, but otherwise take no actions.
certain higher-level spell slots, you choose one of the The DM has the creatures' statistics.
summoning options above, and more creatures appear At Higher Levels: When you cast this spell using
- twice as many with a 6th-level slot and three times as certain higher-level spell slots, you choose one of the
many with an 8th-level slot . summoning options above, and more creatures appear
- twice as many with
Druid 4th level Enchantment Druid 4th level Conjuration Druid 4th level Conjuration
CONJURE WOODLAND BEINGS [2/2] CONTROL WATER [1/3] CONTROL WATER [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
hour minutes minutes
one holly berry per creature summoned a drop of water and a pinch of dust a drop of water and a pinch of dust
a 6th-level slot and three times as many with an Until the spell ends, you control any freestanding water in the area to move apart and create a trench.
8th-level slot. water inside an area you choose that is a cube up to The trench extends across the spell's area, and the
100 feet on a side. You can choose from any of the separated water forms a wall to either side. The
following effects when you cast this spell. As an action trench remains until the spell ends or you choose a
on your turn, you can repeat the same effect or choose different effect. The water then slowly lls in the
a different one. trench over the course of the next round until the
Flood: You cause the water level of all standing water normal water level is restored.
in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause owing water in the area
includes a shore, the ooding water spills over onto to move in a direction you choose, even if the water
dry land. has to ow over obstacles, up walls, or in other
If you choose an area in a large body of water, you unlikely directions. The water in the area moves as
instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area,
one side of the area to the other and then crashes it resumes its ow based on the terrain conditions.
down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different
smaller vehicles struck by the wave have a 25 percent effect.
chance of capsizing. Whirlpool: This effect requires a body of water at
The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a
or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The
a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the
while the ood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall.
Part Water: You cause
Druid 4th level Conjuration Druid (*)(Coast) 4th level Transmutation Druid (*)(Coast) 4th level Transmutation
Druid (*)(Coast) 4th level Transmutation Druid (Grassland)(Forest) 4th level Divination Druid 4th level Enchantment
/
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
/
DOMINATE BEAST [2/2] ELEMENTAL BANE FREEDOM OF MOVEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M 1 hour
minute minute
a leather strap, bound around the arm or a similar
succeeds, the spell ends. Choose one creature you can see within range, appendage
At Higher Levels: When you cast this spell and choose one of the following damage types -
with a 5th-level spell slot, the duration is acid, cold, re, lightning, or thunder. The target You touch a willing creature. For the duration,
concentration, up to 10 minutes. When you use a must succeed on a Constitution saving throw or the target's movement is unaffected by dif cult
6th-level spell slot, the duration is concentration, be affected by the spell for its duration. The rst terrain, and spells and other magical effects can
up to 1 hour. When you use a spell slot of 7th time each turn the affected target takes damage neither reduce the target's speed nor cause the
level or higher, the duration is concentration, up of the chosen type, the target takes an extra 2d6 target to be paralyzed or restrained.
to 8 hours. damage of that type. Moreover, the target loses The target can also spend 5 feet of movement to
any resistance to that damage type until the spell automatically escape from nonmagical
ends. restraints, such as manacles or a creature that
At Higher Levels: When you cast this spell has it grappled. Finally, being underwater
using a spell slot of 5th level or higher, you can imposes no penalties on the target's movement
target one additional creature for each slot level or attacks.
above 4th. The creatures must be within 30 feet
of each other when you target them.
Druid 4th level Enchantment Druid (XGE) 4th level Transmutation Druid (XGE) 4th level Abjuration
Druid 4th level Transmutation Druid 4th level Conjuration Druid (Underdark) 4th level Illusion
Druid (XGE) 4th level Transmutation Druid (*)(Desert) 4th level Illusion Druid (*)(Arctic) 4th level Evocation
/
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
/
LOCATE CREATURE POLYMORPH [1/2] POLYMORPH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour hour
a bit of fur from a bloodhound a caterpillar cocoon a caterpillar cocoon
Describe or name a creature that is familiar to This spell transforms a creature with at least 1 hit The creature is limited in the actions it can
you. You sense the direction to the creature's point that you can see within range into a new form. perform by the nature of its new form, and it
location, as long as that creature is within 1,000 An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
feet of you. If the creature is moving, you know throw to avoid the effect. A shapechanger that requires hands or speech.
automatically succeeds on this saving throw.
the direction of its movement. The transformation lasts for the duration, or until the The target's gear melds into the new form. The
The spell can locate a speci c creature known to target drops to 0 hit points or dies. The new form can creature can't activate, use, wield, or otherwise
you, or the nearest creature of a speci c kind be any beast whose challenge rating is equal to or less bene t from any of its equipment.
(such as a human or a unicorn), so long as you than the target's (or the target's level, if it doesn't have
have seen such a creature up close - within 30 a challenge rating). The target's game statistics,
feet - at least once. If the creature you described including mental ability scores, are replaced by the
or named is in a different form, such as being statistics of the chosen beast. It retains its alignment
under the effects of a polymorph spell, this spell and personality.
The target assumes the hit points of its new form.
doesn't locate the creature. When it reverts to its normal form, the creature
This spell can't locate a creature if running water returns to the number of hit points it had before it
at least 10 feet wide blocks a direct path transformed. If it reverts as a result of dropping to 0
between you and the creature. hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.
Druid (*)(Swamp) 4th level Divination Druid 4th level Transmutation Druid 4th level Transmutation
Druid (XGE) 4th level Conjuration Druid (XGE) 4th level Conjuration Druid 5th level Abjuration
/
4 4 4
4 4 4
4 4 4
4 4 4
5 4 4
5 4 4
/
AWAKEN CLOUDKILL COMMUNE WITH NATURE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
8 hours Touch 1 action 120 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 10 V, S Instantaneous
minutes
an agate worth at least 1,000 gp, which the spell You brie y become one with nature and gain
consumes You create a 20-foot-radius sphere of poisonous, knowledge of the surrounding territory. In the
yellow-green fog centered on a point you choose outdoors, the spell gives you knowledge of the
After spending the casting time tracing magical within range. The fog spreads around corners. It lasts land within 3 miles of you. In caves and other
pathways within a precious gemstone, you touch for the duration or until strong wind disperses the fog,
ending the spell. Its area is heavily obscured. natural underground settings, the radius is
a huge or smaller beast or plant. The target must When a creature enters the spell's area for the rst limited to 300 feet. The spell doesn't function
have either no Intelligence score or an time on a turn or starts its turn there, that creature where nature has been replaced by construction,
Intelligence of 3 or less. The target gains an must make a Constitution saving throw. The creature such as in dungeons and towns.
Intelligence of 10. The target also gains the takes 5d8 poison damage on a failed save, or half as You instantly gain knowledge of up to three facts
ability to speak one language you know. If the much damage on a successful one. Creatures are of your choice about any of the following
target is a plant, it gains the ability to move its affected even if they hold their breath or don't need to subjects as they relate to the area:
limbs, roots, vines, creepers, and so forth, and it breathe. • terrain and bodies of water
gains senses similar to a human's. Your DM The fog moves 10 feet away from you at the start of
each of your turns, rolling along the surface of the • prevalent plants, minerals, animals, or peoples
chooses statistics appropriate for the awakened ground. The vapors, being heavier than air, sink to the • powerful celestials, fey, ends, elementals, or
plant, such as the statistics for the awakened lowest level of the land, even pouring down openings. undead
shrub or the awakened tree. At Higher Levels: When you cast this spell using a • in uence from other planes of existence
The awakened beast or plant is charmed by you spell slot of 6th level or higher, the damage increases • buildings.
for 30 days or until you and your companions do by 1d8 for each slot level above 5th. For example, you could determine the location of
anything harmful to it. When the charmed powerful undead in the area, the location of
condition ends, the awakened creature chooses major sources of safe drinking water, and the
whether to remain friendly to you, based on how location of any nearby towns.
you treated it while it was charmed.
Druid 5th level Transmutation Druid (Underdark) 5th level Conjuration Druid (*)(Forest)(Arctic) 5th level Divination
Druid (Arctic) 5th level Evocation Druid (*)(Coast) 5th level Conjuration Druid (*)(Coast) 5th level Conjuration
Druid 5th level Necromancy Druid 5th level Necromancy Druid (XGE) 5th level Transmutation
/
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
/
CONTROL WINDS [2/2] DREAM [1/2] DREAM [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 minute Special 1 minute Special
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 8 hours V, S, M 8 hours
hour
a handful of sand, a dab of ink, and a writing quill a handful of sand, a dab of ink, and a writing quill
Updraft: You cause a sustained updraft within plucked from a sleeping bird plucked from a sleeping bird
the cube, rising upward from the cube's bottom
side. Creatures that end a fall within the cube This spell shapes a creature's dreams. Choose a target's dreams.
take only half damage from the fall. When a creature known to you as the target of this spell. The You can make the messenger appear monstrous
creature in the cube makes a vertical jump, the target must be on the same plane of existence as you. and terrifying to the target. If you do, the
creature can jump up to 10 feet higher than Creatures that don't sleep, such as elves, can't be messenger can deliver a message of no more
contacted by this spell. You, or a willing creature you
normal. touch, enters a trance state, acting as a messenger. than ten words and then the target must make a
While in the trance, the messenger is aware of his or Wisdom saving throw. On a failed save, echoes of
her surroundings, but can't take actions or move. the phantasmal monstrosity spawn a nightmare
If the target is asleep, the messenger appears in the that lasts the duration of the target's sleep and
target's dreams and can converse with the target as prevents the target from gaining any bene t
long as it remains asleep, through the duration of the from that rest. In addition, when the target
spell. The messenger can also shape the environment wakes up, it takes 3d6 psychic damage.
of the dream, creating landscapes, objects, and other If you have a body part, lock of hair, clipping from
images. The messenger can emerge from the trance at
any time, ending the effect of the spell early. The a nail, or similar portion of the target's body, the
target recalls the dream perfectly upon waking. If the target makes its saving throw with disadvantage.
target is awake when you cast the spell, the
messenger knows it, and can either end the trance
(and the spell) or wait for the target to fall asleep, at
which point the messenger appears in the
Druid (XGE) 5th level Transmutation Druid (Grassland) 5th level Illusion Druid (Grassland) 5th level Illusion
Druid 5th level Enchantment Druid 5th level Abjuration Druid 5th level Conjuration
Druid (XGE) 5th level Evocation Druid 5th level Evocation Druid (Mountain) 5th level Transmutation
/
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
/
PLANAR BINDING [1/2] PLANAR BINDING [2/2] REINCARNATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Instantaneous
a jewel worth at least 1,000 gp, which the spell a jewel worth at least 1,000 gp, which the spell rare oils and unguents worth at least 1,000 gp,
consumes consumes which the spell consumes
With this spell, you attempt to bind a celestial, an fact if you are on the same plane of existence. If You touch a dead humanoid or a piece of a dead
elemental, a fey, or a end to your service. The you are on a different plane of existence, it humanoid. Provided that the creature has been dead
creature must be within range for the entire casting of returns to the place where you bound it and no longer than 10 days, the spell forms a new adult
the spell. (Typically, the creature is rst summoned remains there until the spell ends. body for it and then calls the soul to enter that body. If
into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell the target's soul isn't free or willing to do so, the spell
keep it trapped while this spell is cast.) At the fails.
completion of the casting, the target must make a using a spell slot of a higher level, the duration The magic fashions a new body for the creature to
Charisma saving throw. On a failed save, it is bound to increases to 10 days with a 6th-level slot, to 30 inhabit, which likely causes the creature's race to
serve you for the duration. If the creature was days with a 7th-level slot, to 180 days with an change. The DM rolls a d100 and consults the
summoned or created by another spell, that spell's 8th-level slot, and to a year and a day with a 9th- following table to determine what form the creature
duration is extended to match the duration of this level spell slot. takes when restored to life, or the DM chooses a form.
spell. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf,
A bound creature must follow your instructions to the mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf,
best of its ability. You might command the creature to wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-
accompany you on an adventure, to guard a location, 56 Half-elf. 57-60 Half-orc. 61-68 Hal ing, lightfoot.
or to deliver a message. The creature obeys the letter 69-76 Hal ing, stout. 77-96 Human. 97-00 Tie ing.
of your instructions, but if the creature is hostile to The reincarnated creature recalls its former life and
you, it strives to twist your words to achieve its own experiences. It retains the capabilities it had in its
objectives. If the creature carries out your original form, except it exchanges its original race for
instructions completely before the spell ends, it the new one and changes its racial traits accordingly.
travels to you to report this
Druid 5th level Abjuration Druid 5th level Abjuration Druid 5th level Transmutation
Druid (*)(Swamp)(Coast) 5th level Divination Druid (*)(Swamp)(Coast) 5th level Divination Druid (XGE) 5th level Transmutation
Druid (XGE) 5th level Transmutation Druid (*)(Forest) 5th level Conjuration Druid (*)(Mountain)(Desert) 5th level Evocation
/
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
/
WALL OF STONE [2/2] WRATH OF NATURE [1/2] WRATH OF NATURE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Concentration, up to 1 V, S Concentration, up to 1
minutes minute minute
a small block of granite You call out to the spirits of nature to rouse them saving throw or fall prone.
against your enemies. Choose a point you can see
than 20 feet in length, you must halve the size of within range. The spirits cause trees, rocks, and
each panel to create supports. You can crudely grasses in a 60-foot cube centered on that point to
shape the wall to create crenellations, become animated until the spell ends.
battlements, and so on. Grasses and Undergrowth: Any area of ground in
the cube that is covered by grass or undergrowth is
The wall is an object made of stone that can be dif cult terrain for your enemies.
damaged and thus breached. Each panel has AC Trees: At the start of each of your turns, each of your
15 and 30 hit points per inch of thickness. enemies within 10 feet of any tree in the cube must
Reducing a panel to 0 hit points destroys it and succeed on a Dexterity saving throw or take 4d6
might cause connected panels to collapse at the slashing damage from whipping branches.
DM's discretion. Roots and Vines: At the end of each of your turns,
If you maintain your concentration on this spell one creature of your choice that is on the ground in
for its whole duration, the wall becomes the cube must succeed on a Strength saving throw or
become restrained until the spell ends. A restrained
permanent and can't be dispelled. Otherwise, creature can use an action to make a Strength
the wall disappears when the spell ends. (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
Druid (*)(Mountain)(Desert) 5th level Evocation Druid (XGE) 5th level Evocation Druid (XGE) 5th level Evocation
BONES OF THE EARTH [1/2] BONES OF THE EARTH [2/2] CONJURE FEY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S Concentration, up to 1
hour
You cause up to six pillars of stone to burst from the pillar or fall off it.
places on the ground that you can see within range. At Higher Levels: When you cast this spell You summon a fey creature of challenge rating 6 or
Each pillar is a cylinder that has a diameter of 5 feet using a spell slot of 7th level or higher, you can lower, or a fey spirit that takes the form of a beast of
and a height of up to 30 feet. The ground where a create two additional pillars for each slot level challenge rating 6 or lower. It appears in an
pillar appears must be wide enough for its diameter, unoccupied space that you can see within range. The
and you can target ground under a creature if that above 6th. fey creature disappears when it drops to 0 hit points
creature is Medium or smaller. Each pillar has AC 5 or when the spell ends.
and 30 hit points. When reduced to 0 hit points, a The fey creature is friendly to you and your
pillar crumbles into rubble, which creates an area of companions for the duration. Roll initiative for the
dif cult terrain with a 10-foot radius that lasts until creature, which has its own turns. It obeys any verbal
the rubble is cleared. Each 5-foot-diameter portion of commands that you issue to it (no action required by
the area requires at least 1 minute to clear by hand. you), as long as they don't violate its alignment. If you
If a pillar is created under a creature, that creature don't issue any commands to the fey creature, it
must succeed on a Dexterity saving throw or be lifted defends itself from hostile creatures but otherwise
by the pillar. A creature can choose to fail the save. takes no actions.
If a pillar is prevented from reaching its full height If your concentration is broken, the fey creature
because of a ceiling or other obstacle, a creature on doesn't disappear. Instead, you lose control of the fey
the pillar takes 6d6 bludgeoning damage and is creature, it becomes hostile toward you and your
restrained, pinched between the pillar and the companions, and it might attack. An uncontrolled fey
obstacle. The restrained creature can use an action to creature can't be dismissed by you, and it disappears 1
make a Strength or Dexterity check (the creature's hour after you summoned it.
choice) against the spell's save DC. On a success, the The DM has the fey creature's statistics.
creature is no longer restrained and must either move At Higher Levels: When you cast this spell using a spell
off slot of 7th level or higher, the challenge rating
increases by 1 for each slot level above 6th.
Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation Druid 6th level Conjuration
Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration Druid (XGE) 6th level Abjuration
/
5 5 5
5 5 5
6 6 6
6 6 6
6 6 6
6 6 6
/
FIND THE PATH HEAL HEROES' FEAST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action 60 feet 10 minutes 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
day
Choose a creature that you can see within range. a gem-encrusted bowl worth at least 1,000 gp,
a set of divinatory tools - such as bones, ivory sticks, A surge of positive energy washes through the which the spell consumes
cards, teeth, or carved runes - worth 100 gp and an creature, causing it to regain 70 hit points. The
object from the location you wish to nd spell also ends blindness, deafness, and any You bring forth a great feast, including
diseases affecting the target. This spell has no magni cent food and drink. The feast takes 1
This spell allows you to nd the shortest, most effect on constructs or undead. hour to consume and disappears at the end of
direct physical route to a speci c xed location At Higher Levels: When you cast this spell that time, and the bene cial effects don't set in
that you are familiar with on the same plane of using a spell slot of 7th level or higher, the until this hour is over. Up to twelve other
existence. If you name a destination on another amount of healing increases by 10 for each slot creatures can partake of the feast.
plan of existence, a destination that moves (such level above 6th. A creature that partakes of the feast gains
as a mobile fortress), or a destination that isn't several bene ts. The creature is cured of all
speci c (such as a green dragon's lair), the spell diseases and poison, becomes immune to poison
fails. and being frightened, and makes all Wisdom
For the duration, as long as you are on the same saving throws with advantage. Its hit point
plane of existence as the destination, you know maximum also increases by 2d10, and it gains
how far it is and in what direction it lies. While the same number of hit points. These bene ts
you are traveling there, whenever you are last for 24 hours.
presented with a choice of paths along the way,
you automatically determine which path is the
shortest and most direct route (but not
necessarily the safest route) to the destination.
Druid 6th level Divination Druid 6th level Evocation Druid 6th level Conjuration
Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation Druid (XGE) 6th level Transmutation
Druid (XGE) 6th level Transmutation Druid 6th level Transmutation Druid 6th level Transmutation
/
6 6 6
6 6 6
6 6 6
6 6 6
6 6 6
6 6 6
/
PRIMORDIAL WARD SUNBEAM TRANSPORT VIA PLANTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self (60-foot line) 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S 1 round
minute minute
This spell creates a magical link between a Large
You have resistance to acid, cold, re, lightning, a magnifying glass or larger inanimate plant within range and
and thunder damage for the spell's duration. another plant, at any distance, on the same plane
When you take damage of one of those types, A beam of brilliant light ashes out from your of existence. You must have seen or touched the
you can use your reaction to gain immunity to hand in a 5-foot-wide, 60-foot-line. Each destination plant at least once before. For the
that type of damage, including against the creature in the line must make a Constitution duration, any creature can step into the target
triggering damage. If you do so, the resistances saving throw. On a failed save, a creature takes plant and exit from the destination plant by using
end, and you have the immunity until the end of 6d8 radiant damage and is blinded until your 5 feet of movement.
your next turn, at which time the spell ends. next turn. On a successful save, it takes half as
much damage and isn't blinded by this spell.
Undead and oozes have disadvantage on this
saving throw.
You can create a new line of radiance as your
action on any turn until the spell ends.
For the duration, a mote of brilliant radiance
shines in your hand. It sheds bright light in a 30-
foot radius and dim light for an additional 30
feet. The light is sunlight.
Druid (XGE) 6th level Abjuration Druid 6th level Evocation Druid 6th level Conjuration
Druid 6th level Conjuration Druid 6th level Conjuration Druid 6th level Transmutation
Druid 7th level Evocation Druid 7th level Illusion Druid 7th level Conjuration
/
6 6 6
6 6 6
6 6 6
6 6 6
7 7 7
7 7 7
/
PLANE SHIFT [2/2] REGENERATE REVERSE GRAVITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute Touch 1 action 100 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour V, S, M Concentration, up to 1
minute
a forked, metal rod worth at least 250 gp, attuned to a prayer wheel and holy water
a particular plane of existence a lodestone and iron lings
You touch a creature and stimulate its natural
If the creature fails the save, it is transported to a healing ability. The target regains 4d8 + 15 hit This spell reverses gravity in a 50-foot-radius,
random location on the plane of existence you points. For the duration of the spell, the target 100-foot high cylinder centered on a point
specify. A creature so transported must nd its regains 1 hit point at the start of each of its turns within range. All creatures and objects that
own way back to your current plane of existence. (10 hit points each minute). aren't somehow anchored to the ground in the
The target's severed body members ( ngers, area fall upward and reach the top of the area
legs, tails, and so on), if any, are restored after 2 when you cast this spell. A creature can make a
minutes. If you have the severed part and hold it Dexterity saving throw to grab onto a xed
to the stump, the spell instantaneously causes object it can reach, thus avoiding the fall.
the limb to knit to the stump. If some solid object (such as a ceiling) is
encountered in this fall, falling objects and
creatures strike it just as they would during a
normal downward fall. If an object or creature
reaches the top of the area without striking
anything, it remains there, oscillating slightly, for
the duration.
At the end of the duration, affected objects and
creatures fall back down.
Druid 7th level Conjuration Druid 7th level Transmutation Druid 7th level Transmutation
Druid (XGE) 7th level Evocation Druid (XGE) 7th level Evocation Druid 8th level Transmutation
Druid 8th level Transmutation Druid 8th level Enchantment Druid 8th level Enchantment
/
7 7 7
7 7 7
8 7 7
8 7 7
8 8 8
8 8 8
/
ANTIPATHY/SYMPATHY [3/3] CONTROL WEATHER [1/2] CONTROL WEATHER [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M Concentration, up to 8 V, S, M Concentration, up to 8
hours hours
either a lump of alum soaked in vinegar for the
antipathy effect or a drop of honey for the sympathy burning incense and bits of earth and wood mixed in burning incense and bits of earth and wood mixed in
effect water water
a creature affected by the spells is allowed You take control of the weather within 5 miles of you Stage 6 - Arctic cold
another Wisdom saving throw every 24 hours for the duration. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind
spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
while the spell persists. A creature that path to the sky ends the spell early.
successfully saves against this effect is immune When you cast the spell, you change the current Storm
to it for 1 minute, after which time it can be weather conditions, which are determined by the DM
affected again. based on the climate and season.
You can change precipitation, temperature, and wind.
It takes 1d4 x 10 minutes for the new conditions to
take effect. Once they do so, you can change the
conditions again. When the spell ends, the weather
gradually returns to normal. When you change the
weather conditions, nd a current condition on the
following tables and change its stage by one, up or
down. When changing the wind, you can change its
direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds
Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 -
Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold
Druid 8th level Enchantment Druid 8th level Transmutation Druid 8th level Transmutation
Druid 8th level Evocation Druid 8th level Evocation Druid 8th level Evocation
Druid 8th level Enchantment Druid 8th level Evocation Druid 8th level Conjuration
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TSUNAMI [2/2] FORESIGHT SHAPECHANGE [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Sight 1 minute Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 6 V, S, M 8 hours V, S, M Concentration, up to 1
rounds hour
a hummingbird feather
to the ground. a jade circlet worth at least 1,500 gp, which you
You touch a willing creature and bestow a must place on your head before you cast the spell
limited ability to see into the immediate future.
For the duration, the target can't be surprised You assume the form of a different creature for the
and has advantage on attack rolls, ability checks, duration. The new form can be any creature with a
and saving throws. Additionally, other creatures challenge rating equal to your level or lower. The
have disadvantage on attack rolls against the creature can't be a construct or an undead, and you
must have seen the sort of creature at least once. You
target for the duration. transform into an average example of that creature,
This spell immediately ends if you cast it again one without any class levels or the Spellcasting trait.
before its duration ends. Your game statistics are replaced by the statistics of
the chosen creature, though you retain your
alignment and Intelligence, Wisdom, and Charisma
scores You also retain all of your skill and saving throw
pro ciencies, in addition to gaining those of the
creature, If the creature has the same pro ciency as
you, and the bonus listed in its statistics is higher than
yours, use the creature's bonus in place of yours. You
can't use any legendary actions or lair actions of the
new form.
You assume the hit points and Hit Dice of the new
form. When you revert to your normal, you return to
the number of hit points you had before you
transformed. If you revert as a
Druid 8th level Conjuration Druid 9th level Divination Druid 9th level Transmutation
Druid 9th level Transmutation Druid 9th level Transmutation Druid 9th level Conjuration
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