Prudencia

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Druid [Circulo de las Estrellas] (4)

Faction Agent
CLASS & LEVEL BACKGROUND PLAYER NAME
Prudencia Eladrin/ Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

11 PERSONALITY TRAITS

Hit Point Maximum 38


0 Strength
DEXTERITY
+3 Dexterity

+3 ●
+3 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+6 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +3 Acrobatics (Dex) SUCCESSES

17 ●
+6 Animal Handling (Wis)
4x(1d8+3) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

+1 +2 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+6 Insight (Wis)
Shortbow +3 1d6+3 piercing
Backpack
WISDOM
+2 Intimidation (Cha)
+1 Investigation (Int)
Sickle +2 1d4+0 slashing
Bedroll
+6 Medicine (Wis) Clothes, common
+4

+1 Nature (Int)
+4 Perception (Wis) Number of Explorer's Pack
18
+2 Performance (Cha)
Attacks: 1 Leather
CHARISMA
+2 Persuasion (Cha)
+1 Religion (Int)
Mess kit
+2 +3 Sleight of Hand (Dex) Pouch
14
+3 Stealth (Dex) Rations (1 day)
+4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


x10
Rope, hempen
14 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
SP
Torch x10
Tool Proficiencies: Herbalism Kit
Totem
Weapon Proficiencies: Club;
Dagger; Dart; Javelin; Mace;
EP
Waterskin
Quarterstaff; Scimitar; Sickle; Sling;
Spear GP
15
Armor Proficiencies: Light; Medium; PP
Shields

Language Proficiencies: Common;


Druidic; Elvish; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Prudencia
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric, Druid Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Druidcraft
Frostbite
Gust
Spare the Dying
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Animal Friendship
4
Beast Bond

Chaos Bolt (Izzet)


SPELLS KNOWN

Charm Person

Create or Destroy Water


Cure Wounds

Detect Magic
Detect Poison and Disease
Earth Tremor
8
Entangle
Faerie Fire

2 3
Animal Messenger

Barkskin
Beast Sense
5
Darkvision

Dust Devil
9
Earthbind
Enhance Ability

Find Traps
Flame Blade

Flaming Sphere

Fortune's Favor (Dunamancy)


Gust of Wind
Healing Spirit

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric, Druid Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Fog Cloud

Gift of Alacrity (Dunamancy)


4
Goodberry

Healing Word
SPELLS KNOWN

Ice Knife

Inflict Wounds
Jump

Longstrider
Magnify Gravity (Dunamancy)
Purify Food and Drink
8
Snare
Speak with Animals

2 3
Heat Metal

Hold Person
Immovable Object (Dunamancy)
5
Lesser Restoration

Locate Animals or Plants


9
Locate Object
Moonbeam

Pass without Trace


Protection from Poison

Skywrite

Spike Growth
Warding Wind
Wristpocket (Dunamancy)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric, Druid Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Thunderwave

4
SPELLS KNOWN

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/2 and no flying speed (lasts 2 hours, use twice/rest).

-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.

Equipment. You possess a badge or emblem of your faction, and a copy of a seminal faction text (or code-book for a covert faction). Enter
these manually as a custom item.

Safe Haven. As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your
adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a
hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their
true identities.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation
is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of
practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Keen Senses. You have proficiency in the Perception skill.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't
do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if
the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

The effects are as follows:


Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a
Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a
Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you,
appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal
to your Charisma modifier (minimum of 1 damage).
Star Map

At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid
spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

You know the Guidance cantrip.

You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have
prepared.

You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or
long rest, and it destroys the previous map.

Starry Form
At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild
Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines
connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10
minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain
benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it
lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals
radiant damage equal to 1d8 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a
creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to
maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Page 1

Spare the Dying Thaumaturgy Druidcraft


Cleric Cantrip Necromancy DC 14 Spell Mod +6 Cleric Cantrip Transmutation DC 14 Spell Mod +6 Druid Cantrip Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. 30 ft V Up to 1 min 1 Act. 30 ft V,S Inst

You touch a living creature that has 0 hit You manifest a minor wonder, a sign of Whispering to the spirits of nature, you create
points. The creature becomes stable. This spell supernatural power, within range. You create one of the following effects within range: • You
has no effect on undead or constructs. one of the following magical effects within create a tiny, harmless sensory effect that
range: • Your voice booms up to three times as predicts what the weather will be at your
loud as normal for 1 minute. • You cause location for the next 24 hours. The effect
flames to flicker, brighten, dim, or change might manifest as a golden orb for clear skies,
color for 1 minute. • You cause harmless a cloud for rain, falling snowflakes for snow,
tremors in the ground for 1 minute. • You and so on. This effect persists for 1 round. •
create an instantaneous sound that originates You instantly make a flower blossom, a seed
from a point of your choice within range, such pod open, or a leaf bud bloom. • You create an
as a rumble of thunder, the cry of a raven, or instantaneous, harmless sensory effect, such
ominous whispers. • You instantaneously as falling leaves, a puff of wind, the sound of a
cause an unlocked door or window to fly open small animal, or the faint odor of skunk. The
or slam shut. • You alter the appearance of effect must fit in a 5-foot cube. • You instantly
your eyes for 1 minute. If you cast this spell light or snuff out a candle, a torch, or a small
multiple times, you can have up to three of its campfire.
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Frostbite Gust Inflict Wounds


Druid Cantrip Evocation DC 14 Spell Mod +6 Druid Cantrip Transmutation DC 14 Spell Mod +6 Cleric Level 1 Necromancy DC 14 Spell Mod +6
1 Act. 60 ft V,S Inst 1 Act. 30 ft V,S Inst 1 Act. Touch V,S Inst

You cause numbing frost to form on one You seize the air and compel it to create one of Make a melee spell attack against a creature
creature that you can see within range. The the following effects at a point you can see you can reach. On a hit, the target takes 3d10
target must make a Constitution saving throw. within range: • One Medium or smaller necrotic damage. At Higher Levels. When you
On a failed save, the target takes 1d6 cold creature that you choose must succeed on a cast this spell using a spell slot of 2nd level or
damage, and it has disadvantage on the next Strength saving throw or be pushed up to 5 higher, the damage increases by 1d10 for each
weapon attack roll it makes before the end of feet away from you. • You create a small blast slot level above 1st.
its next turn. The spell’s damage increases by of air capable of moving one object that is
1d6 when you reach 5th level (2d6), 11th level neither held nor carried and that weighs no
(3d6), and 17th level (4d6). more than 5 pounds. The object is pushed up
to 10 feet away from you. It isn’t pushed with
enough force to cause damage. • You create a
harmless sensory affect using air, such as
causing leaves to rustle, wind to slam shutters
shut, or your clothing to ripple in a breeze.

Absorb Elements Animal Friendship Beast Bond


Druid Level 1 Abjuration DC 14 Spell Mod +6 Druid Level 1 Enchantment DC 14 Spell Mod +6 Druid Level 1 Divination DC 14 Spell Mod +6
1 reAct. Self S 1 Rnd 1 Act. 30 ft V,S,M 24 hrs 1 Act. Touch V,S,M Conc, 10 mins
A morsel of food A bit of fur wrapped in a cloth

The spell captures some of the incoming This spell lets you convince a beast that you You establish a telepathic link with one beast
energy, lessening its effect on you and storing mean it no harm. Choose a beast that you can you touch that is friendly to you or charmed
it for your next melee attack. You have see within range. It must see and hear you. If by you. The spell fails if the beast’s
resistance to the triggering damage type until the beast's Intelligence is 4 or higher, the spell Intelligence is 4 or higher. Until the spell ends,
the start of your next turn. Also, the first time fails. Otherwise, the beast must succeed on a the link is active while you and the beast are
you hit with a melee attack on your next turn, Wisdom saving throw or be charmed by you within line of sight of each other. Through the
the target takes an extra 1d6 damage of the for the spell's duration. If you or one of your link, the beast can understand your telepathic
triggering type, and the spell ends. At Higher companions harms the target, the spell ends. messages to it, and it can telepathically
Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell communicate simple emotions and concepts
slot of 2nd level or higher, the extra damage using a spell slot of 2nd level or higher, you back to you. While the link is active, the beast
increases by 1d6 for each slot level above 1st. can affect one additional beast for each slot gains advantage on attack rolls against any
level above 1st. creature within 5 feet of you that you can see.
Page 1 (reverse)
Page 2

Chaos Bolt (Izzet) Charm Person Create or Destroy Water


Druid Level 1 Evocation DC 14 Spell Mod +6 Druid Level 1 Enchantment DC 14 Spell Mod +6 Druid Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 hr 1 Act. 30 ft V,S,M Inst
A drop of water if creating water or a few grains of
sand if destroying it

You hurl an undulating, warbling mass of You attempt to charm a humanoid you can see You either create or destroy water. Create
chaotic energy at one creature in range . Make within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean
a ranged spell attack against the target. On a throw, and does so with advantage if you or water within range in an open container.
hit, the target takes 2d8 + 1d6 damage. Choose your companions are fighting it. If it fails the Alternatively, the water falls as rain in a
one of the d8s. The number rolled on that die saving throw, it is charmed by you until the 30-foot cube within range, extinguishing
determines the attack's damage type, as spell ends or until you or your companions do exposed flames in the area. Destroy Water.
shown below. l Acid 2 Cold 3 Fire 4 Force 5 anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an
Lightning 6 Poison 7 Psychic 8 Thunder If you regards you as a friendly acquaintance. When open container within range. Alternatively,
roll the same number on both d8s, the chaotic the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
energy leaps from the target to a different charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
creature of your choice within 30 feet of it. cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
Make a new attack roll against the new target, higher, you can target one additional creature create or destroy 10 additional gallons of
and make a new damage roll , which could for each slot level above 1st. The creatures water, or the size of the cube increases by 5
cause the chaotic energy to leap again. A must be within 30 feet of each other when you feet, for each slot level above 1st.
creature can be targeted only once by this target them.
casting of the spell. At Higher Levels. When
you cast this spell using a spell s lot of 2nd
level or higher, each target takes 1d6 extra
damage of the type rolled for each slot level

Cure Wounds Detect Magic (ritual) Detect Poison and Disease (ritual)
Druid Level 1 Evocation DC 14 Spell Mod +6 Druid Level 1 Divination DC 14 Spell Mod +6 Druid Level 1 Divination DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

A creature you touch regains a number of hit For the duration, you sense the presence of For the duration, you can sense the presence
points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
modifier. This spell has no effect on undead or in this way, you can use your action to see a and diseases within 30 feet of you. You also
constructs. At Higher Levels. When you cast faint aura around any visible creature or identify the kind of poison, poisonous
this spell using a spell slot of 2nd level or object in the area that bears magic, and you creature, or disease in each case. The spell can
higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
slot level above 1st. penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.

Earth Tremor Entangle Faerie Fire


Druid Level 1 Evocation DC 14 Spell Mod +6 Druid Level 1 Conjuration DC 14 Spell Mod +6 Druid Level 1 Evocation DC 14 Spell Mod +6
1 Act. 10 ft V,S Inst 1 Act. 90 ft V,S Conc, 1 min 1 Act. 60 ft V Conc, 1 min

You cause a tremor in the ground within Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
range. Each creature other than you in that ground in a 20-foot square starting from a outlined in blue, green, or violet light (your
area must make a Dexterity saving throw. On point within range. For the duration, these choice). Any creature in the area when the
a failed save, a creature takes 1d6 bludgeoning plants turn the ground in the area into spell is cast is also outlined in light if it fails a
damage and is knocked prone. If the ground in difficult terrain. A creature in the area when Dexterity saving throw. For the duration,
that area is loose earth or stone, it becomes you cast the spell must succeed on a Strength objects and affected creatures shed dim light
difficult terrain until cleared, with each saving throw or be restrained by the in a 10-foot radius. Any attack roll against an
5-foot-diameter portion requiring at least 1 entangling plants until the spell ends. A affected creature or object has advantage if the
minute to clear by hand. At Higher Levels. creature restrained by the plants can use its attacker can see it, and the affected creature or
When you cast this spell using a spell slot of action to make a Strength check against your object can't benefit from being invisible.
2nd level or higher, the damage increases by spell save DC. On a success, it frees itself.
1d6 for each slot level above 1st. When the spell ends, the conjured plants wilt
away.
Page 2 (reverse)

Chaos Bolt (Izzet) (reverse)


above 1st
Page 3

Fog Cloud Gift of Alacrity (Dunamancy) Goodberry


Druid Level 1 Conjuration DC 14 Spell Mod +6 Druid Level 1 Divination DC 14 Spell Mod +6 Druid Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 120 ft V,S Conc, 1 hr 1 min Touch V,S 8 hrs 1 Act. Touch V,S,M Inst
A sprig of mistletoe

You create a 20-foot-radius sphere of fog You touch a willing creature. For the duration, Up to ten berries appear in your hand and are
centered on a point within range. The sphere the target can add 1d8 to its initiative rolls. infused with magic for the duration. A
spreads around corners, and its area is heavily creature can use its action to eat one berry.
obscured. It lasts for the duration or until a Eating a berry restores 1 hit point, and the
wind of moderate or greater speed (at least 10 berry provides enough nourishment to sustain
miles per hour) disperses it. At Higher Levels. a creature for one day. The berries lose their
When you cast this spell using a spell slot of potency if they have not been consumed
2nd level or higher, the radius of the fog within 24 hours of the casting of this spell.
increases by 20 feet for each slot level above
1st.

Healing Word Ice Knife Jump


Druid Level 1 Evocation DC 14 Spell Mod +6 Druid Level 1 Conjuration DC 14 Spell Mod +6 Druid Level 1 Transmutation DC 14 Spell Mod +6
1 B.A. 60 ft V Inst 1 Act. 60 ft S,M Inst 1 Act. Touch V,S,M 1 min
A drop of water or piece of ice A grasshopper's hind leg

A creature of your choice that you can see You create a shard of ice and fling it at one You touch a creature. The creature's jump
within range regains hit points equal to 1d4 + creature within range. Make a ranged spell distance is tripled until the spell ends.
your spellcasting ability modifier. This spell attack against the target. On a hit, the target
has no effect on undead or constructs. At takes 1d10 piercing damage. Hit or miss, the
Higher Levels. When you cast this spell using a shard then explodes. The target and each
spell slot of 2nd level or higher, the healing creature within 5 feet of it must succeed on a
increases by 1d4 for each slot level above 1st. Dexterity saving throw or take 2d6 cold
damage. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the cold damage increases by 1d6 for each slot
level above 1st.

Longstrider Magnify Gravity (Dunamancy) Purify Food and Drink (ritual)


Druid Level 1 Transmutation DC 14 Spell Mod +6 Druid Level 1 Transmutation DC 14 Spell Mod +6 Druid Level 1 Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S,M 1 hr 1 Act. 60 ft V,S 1 Rnd 1 Act. 10 ft V,S Inst
A pinch of dirt

You touch a creature. The target's speed The gravity in a 10-foot-radius sphere All nonmagical food and drink within a
increases by 10 feet until the spell ends. At centered on a point you can see within range 5-foot-radius sphere centered on a point of
Higher Levels. When you cast this spell using a increases for a moment. Each creature in the your choice within range is purified and
spell slot of 2nd level or higher, you can target sphere on the turn when you cast the spell rendered free of poison and disease.
one additional creature for each slot level must make a Constitution saving throw. On a
above 1st. failed save, a creature takes 2d8 force damage,
and its speed is halved until the end of its next
turn. On a successful save, a creature takes
half as much damage and suffers no reduction
to its speed. Until the start of your next turn,
any object that isn't being worn or carried in
the sphere requires a successful Strength
check against your spell save DC to pick up or
move. 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.
Page 3 (reverse)
Page 4

Snare Speak with Animals (ritual) Thunderwave


Druid Level 1 Abjuration DC 14 Spell Mod +6 Druid Level 1 Divination DC 14 Spell Mod +6 Druid Level 1 Evocation DC 14 Spell Mod +6
1 min Touch S,M 8 hrs 1 Act. Self V,S 10 mins 1 Act. Self V,S Inst
25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to You gain the ability to comprehend and A wave of thunderous force sweeps out from
create a circle with a 5-foot radius on the verbally communicate with beasts for the you. Each creature in a 15-foot cube
ground or the floor. When you finish casting, duration. The knowledge and awareness of originating from you must make a
the rope disappears and the circle becomes a many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a
magic trap. This trap is nearly invisible, but at minimum, beasts can give you creature takes 2d8 thunder damage and is
requiring a successful Intelligence information about nearby locations and pushed 10 feet away from you. On a successful
(Investigation) check against your spell save monsters, including whatever they can save, the creature takes half as much damage
DC to be discerned. The trap triggers when a perceive or have perceived within the past and isn't pushed. In addition, unsecured
Small, Medium, or Large creature moves onto day. You might be able to persuade a beast to objects that are completely within the area of
the ground or the floor in the spell’s radius. perform a small favor for you, at the GM's effect are automatically pushed 10 feet away
That creature must succeed on a Dexterity discretion. from you by the spell's effect, and the spell
saving throw or be magically hoisted into the emits a thunderous boom audible out to 300
air, leaving it hanging upside down 3 feet feet. At Higher Levels. When you cast this
above the ground or the floor. The creature is spell using a spell slot of 2nd level or higher,
restrained there until the spell ends. A the damage increases by 1d8 for each slot level
restrained creature can make a Dexterity above 1st.
saving throw at the end of each of its turns,
ending the effect on itself on a success.
Alternatively, the creature or someone else

Animal Messenger (ritual) Barkskin Beast Sense


Druid Level 2 Enchantment DC 14 Spell Mod +6 Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Divination DC 14 Spell Mod +6
1 Act. 30 ft V,S,M 24 hrs 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch S Conc, 1 hr
A morsel of food A handful of oak bark

By means of this spell, you use an animal to You touch a willing creature. Until the spell You touch a willing beast. For the duration of
deliver a message. Choose a Tiny beast you can ends, the target's skin has a rough, bark-like the spell, you can use your action to see
see within range, such as a squirrel, a blue jay, appearance, and the target's AC can't be less through the beast’s eyes and hear what it
or a bat. You specify a location, which you than 16, regardless of what kind of armor it is hears, and continue to do so until you use your
must have visited, and a recipient who wearing. action to return to your normal senses. While
matches a general description, such as “a man perceiving through the beast’s senses, you
or woman dressed in the uniform of the town gain the benefits of any special senses
guard” or “a red-haired dwarf wearing a possessed by that creature, though you are
pointed hat.” You also speak a message of up blinded and deafened to your own
to twenty-five words. The target beast travels surroundings.
for the duration of the spell toward the
specified location, covering about 50 miles per
24 hours for a flying messenger, or 25 miles
for other animals. When the messenger
arrives, it delivers your message to the
creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its

Darkvision Dust Devil Earthbind


Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Conjuration DC 14 Spell Mod +6 Druid Level 2 Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S,M 8 hrs 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 300 ft V Conc, 1 min
Either a pinch of dried carrot or an agate A pinch of dust

You touch a willing creature to grant it the Choose an unoccupied 5-foot cube of air that Choose one creature you can see within range.
ability to see in the dark. For the duration, that you can see within range. An elemental force Yellow strips of magical energy loop around
creature has darkvision out to a range of 60 that resembles a dust devil appears in the cube the creature. The target must succeed on a
feet. and lasts for the spell’s duration. Any creature Strength saving throw, or its flying speed (if
that ends its turn within 5 feet of the dust devil any) is reduced to 0 feet for the spell’s
must make a Strength saving throw. On a duration. An airborne creature affected by this
failed save, the creature takes 1d8 bludgeoning spell safely descends at 60 feet per round until
damage and is pushed 10 feet away. On a it reaches the ground or the spell ends.
successful save, the creature takes half as
much damage and isn’t pushed. As a bonus
action, you can move the dust devil up to 30
feet in any direction. If the dust devil moves
over sand, dust, loose dirt, or small gravel, it
sucks up the material and forms a
10-foot-radius cloud of debris around itself
that lasts until the start of your next turn. The
cloud heavily obscures its area. At Higher
Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage
Page 4 (reverse)

Snare (reverse)
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 creature is restrained by it.

Animal Messenger (reverse)


destination before the spell ends, the message
is lost, and the beast makes its way back to
where you cast this spell. At Higher Levels. If
you cast this spell using a spell slot of 3nd level
or higher, the duration of the spell increases
by 48 hours for each slot level above 2nd.

Dust Devil (reverse)


increases by 1d8 for each slot level above 2nd.
Page 5

Enhance Ability Find Traps Flame Blade


Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Divination DC 14 Spell Mod +6 Druid Level 2 Evocation DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 1 hr. 1 Act. 120 ft V,S Inst 1 B.A. Self V,S,M Conc, 10 mins
Fur or a feather from a beast Leaf of sumac

You touch a creature and bestow upon it a You sense the presence of any trap within You evoke a fiery blade in your free hand. The
magical enhancement. Choose one of the range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar,
following effects; the target gains that effect the purpose of this spell, includes anything and it lasts for the duration. If you let go of the
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected blade, it disappears, but you can evoke the
target has advantage on Constitution checks. effect you consider harmful or undesirable, blade again as a bonus action. You can use
It also gains 2d6 temporary hit points, which which was specifically intended as such by its your action to make a melee spell attack with
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6
The target has advantage on Strength checks, affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you two slot levels above 2nd.
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. 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

Flaming Sphere Fortune's Favor (Dunamancy) Gust of Wind


Druid Level 2 Conjuration DC 14 Spell Mod +6 Druid Level 2 Divination DC 14 Spell Mod +6 Druid Level 2 Evocation DC 14 Spell Mod +6
1 Act. 60 ft V,S,M Conc, 1 min 1 min 60 ft V,S,M 1 hr 1 Act. Self V,S,M Conc, 1 min
A bit of tallow, a pinch of brimstone, and a dusting of A white pearl worth at least 100 gp, which the spell A legume seed
powdered iron consumes

A 5-foot-diameter sphere of fire appears in an You impart latent luck to yourself or one A line of strong wind 60 feet long and 10 feet
unoccupied space of your choice within range willing creature you can see within range. wide blasts from you in a direction you choose
and lasts for the duration. Any creature that When the chosen creature makes an attack for the spell's duration. Each creature that
ends its turn within 5 feet of the sphere must roll, an ability check, or a saving throw before starts its turn in the line must succeed on a
make a Dexterity saving throw. The creature the spell ends, it can dismiss this spell on itself Strength saving throw or be pushed 15 feet
takes 2d6 fire damage on a failed save, or half to roll an additional d20 and choose which of away from you in a direction following the
as much damage on a successful one. As a the d20s to use. Alternatively, when an attack line. Any creature in the line must spend 2 feet
bonus action, you can move the sphere up to roll is made against the chosen creature, it can of movement for every 1 foot it moves when
30 feet. If you ram the sphere into a creature, dismiss this spell on itself to roll a d20 and moving closer to you. The gust disperses gas or
that creature must make the saving throw choose which of the d20s to use, the one it vapor, and it extinguishes candles, torches,
against the sphere's damage, and the sphere rolled or the one the attacker rolled. If the and similar unprotected flames in the area. It
stops moving this turn. When you move the original d20 roll has advantage or causes protected flames, such as those of
sphere, you can direct it over barriers up to 5 disadvantage, the creature rolls the additional lanterns, to dance wildly and has a 50 percent
feet tall and jump it across pits up to 10 feet d20 after advantage or disadvantage has been chance to extinguish them. As a bonus action
wide. The sphere ignites flammable objects applied to the original roll. At Higher Levels. on each of your turns before the spell ends,
not being worn or carried, and it sheds bright When you cast this spell using a spell slot of you can change the direction in which the line
light in a 20-foot radius and dim light for an 3rd level or higher, you can target one blasts from you.
additional 20 feet. At Higher Levels. When you additional creature for each slot level above
cast this spell using a spell slot of 3rd level or 2nd.

Healing Spirit Heat Metal Hold Person


Druid Level 2 Conjuration DC 14 Spell Mod +6 Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Enchantment DC 14 Spell Mod +6
1 B.A. 60 ft V,S Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min
A piece of iron and a flame A small, straight piece of iron

You call forth a nature spirit to soothe the Choose a manufactured metal object, such as a Choose a humanoid that you can see within
wounded. The intangible spirit appears in a metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom
space that is a 5-foot cube you can see within metal armor, that you can see within range. saving throw or be paralyzed for the duration.
range. The spirit looks like a transparent beast You cause the object to glow red-hot. Any At the end of each of its turns, the target can
or fey (your choice). Until the spell ends, creature in physical contact with the object make another Wisdom saving throw. On a
whenever you or a creature you can see moves takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher
into the spirit’s space for the first time on a Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell
turn or starts its turn there, you can cause the action on each of your subsequent turns to slot of 3rd level or higher, you can target one
spirit to restore 1d6 hit points to that creature cause this damage again. If a creature is additional humanoid for each slot level above
(no action required). The spirit can’t heal holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of
constructs or undead. As a bonus action on damage from it, the creature must succeed on each other when you target them.
your turn, you can move the spirit up to 30 a Constitution saving throw or drop the object
feet to a space you can see. At Higher Levels. if it can. If it doesn't drop the object, it has
When you cast this spell using a spell slot of disadvantage on attack rolls and ability checks
3rd level or higher, the healing increases by until the start of your next turn. At Higher
1d6 for each slot level above 2nd. 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.
Page 5 (reverse)

Enhance Ability (reverse)


slot level above 2nd.

Flaming Sphere (reverse)


higher, the damage increases by 1d6 for each
slot level above 2nd.
Page 6

Immovable Object (Dunamancy) Lesser Restoration Locate Animals or Plants (ritual)


Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Abjuration DC 14 Spell Mod +6 Druid Level 2 Divination DC 14 Spell Mod +6
1 Act. Touch V,S,M 1 hr 1 Act. Touch V,S Inst 1 Act. Self V,S,M Inst
Gold dust worth at least 25 gp, which the spell A bit of fur from a bloodhound
consumes

You touch an object that weighs no more than You touch a creature and can end either one Describe or name a specific kind of beast or
10 pounds and cause it to become magically disease or one condition afflicting it. The plant. Concentrating on the voice of nature in
fixed in place. You and the creatures you condition can be blinded, deafened, paralyzed, your surroundings, you learn the direction
designate when you cast this spell can move or poisoned. and distance to the closest creature or plant of
the object normally. You can also set a that kind within 5 miles, if any are present.
password that, when spoken within 5 feet of
the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to
4,000 pounds of weight. More weight causes
the object to fall. Otherwise, a creature can use
an action to make a Strength check against
your spell save DC. On a success, the creature
can move the object up to 10 feet. At Higher
Levels. If you cast this spell using a spell slot of
4th or 5th level, the DC to move the object
increases by 5, it can carry up to 8,000 pounds
of weight, and the duration increases to 24
hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object

Locate Object Moonbeam Pass without Trace


Druid Level 2 Divination DC 14 Spell Mod +6 Druid Level 2 Evocation DC 14 Spell Mod +6 Druid Level 2 Abjuration DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Conc, 1 hr
A forked twig Several seeds of any moonseed plant and a piece of Ashes from a burned leaf of mistletoe and a sprig of
opalescent feldspar spruce

Describe or name an object that is familiar to A silvery beam of pale light shines down in a A veil of shadows and silence radiates from
you. You sense the direction to the object's 5-foot radius, 40-foot-high cylinder centered you, masking you and your companions from
location, as long as that object is within 1,000 on a point within range. Until the spell ends, detection. For the duration, each creature you
feet of you. If the object is in motion, you know dim light fills the cylinder. When a creature choose within 30 feet of you (including you)
the direction of its movement. The spell can enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks
locate a specific object known to you, as long turn or starts its turn there, it is engulfed in and can't be tracked except by magical means.
as you have seen it up close—within 30 ghostly flames that cause searing pain, and it A creature that receives this bonus leaves
feet—at least once. Alternatively, the spell can must make a Constitution saving throw. It behind no tracks or other traces of its passage.
locate the nearest object of a particular kind, takes 2d10 radiant damage on a failed save, or
such as a certain kind of apparel, jewelry, half as much damage on a successful one. A
furniture, tool, or weapon. This spell can't shapechanger makes its saving throw with
locate an object if any thickness of lead, even a disadvantage. If it fails, it also instantly
thin sheet, blocks a direct path between you reverts to its original form and can't assume a
and the object. 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

Protection from Poison Skywrite Spike Growth


Druid Level 2 Abjuration DC 14 Spell Mod +6 Druid Level 2 Transmutation DC 14 Spell Mod +6 Druid Level 2 Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S 1 hr 1 Act. (ritual)
Sight V,S Conc, 1 hr 1 Act. 150 ft V,S,M Conc, 10 mins
Seven sharp thorns or seven small twigs, each
sharpened to a point

You touch a creature. If it is poisoned, you You cause up to ten words to form in a part of The ground in a 20-foot radius centered on a
neutralize the poison. If more than one poison the sky you can see. The words appear to be point within range twists and sprouts hard
afflicts the target, you neutralize one poison made of cloud and remain in place for the spikes and thorns. The area becomes difficult
that you know is present, or you neutralize spell’s duration. The words dissipate when the terrain for the duration. When a creature
one at random. For the duration, the target spell ends. A strong wind can disperse the moves into or within the area, it takes 2d4
has advantage on saving throws against being clouds and end the spell early. piercing damage for every 5 feet it travels. The
poisoned, and it has resistance to poison transformation of the ground is camouflaged
damage. to look natural. Any creature that can't see the
area at the time the spell is cast must make a
Wisdom (Perception) check against your spell
save DC to recognize the terrain as hazardous
before entering it.
Page 6 (reverse)

Immovable Object (Dunamancy) (reverse)


increases by 10, it can carry up to 20,000
pounds of weight, and the effect is permanent
until dispelled.

Moonbeam (reverse)
each slot level above 2nd.
Page 7

Warding Wind Wristpocket (Dunamancy)


Druid Level 2 Evocation DC 14 Spell Mod +6 Druid Level 2 Conjuration DC 14 Spell Mod +6
1 Act. Self V Conc, 10 mins 1 Act. Self S Conc, 1 hr

A strong wind (20 miles per hour) blows You flick your wrist, causing one object in
around you in a 10-foot radius and moves with your hand to vanish. The object, which only
you, remaining centered on you. The wind you can be holding and can weigh no more
lasts for the spell’s duration. The wind has the than 5 pounds, is transported to an
following effects: • It deafens you and other extradimensional space, where it remains for
creatures in its area. • It extinguishes the duration. Until the spell ends, you can use
unprotected flames in its area that are your action to summon the object to your free
torch-sized or smaller. • It hedges out vapor, hand, and you can use your action to return
gas, and fog that can be dispersed by strong the object to the extradimensional space. An
wind. • The area is difficult terrain for object still in the pocket plane when the spell
creatures other than you. • The attack rolls of ends appears in your space, at your feet.
ranged weapon attacks have disadvantage if
the attacks pass in or out of the wind.
Page 7 (reverse)

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