Professional Documents
Culture Documents
Druid Spells
Druid Spells
Druid Spells
Cantrips
Druidcraft (1 Action, 30ft. Range):
- Being one with nature allows you to cause one of the following effects:
o Create a harmless effect that will predict the weather for the next 24 hours
o Spawn a flower blossom, open a seed pod, or bloom a leaf bud.
o You can summon another harmless effect such as falling leaves, the sound of a small
animal or even the faint odour of Skunk.
This effect must be no bigger than 5ft.
o Instantly snuff or light a candle, torch or small campfire.
- Infuses your club or quarterstaff with magic, granting you the following magical effects:
o Use your WIS instead of your STR for ATK or WPN rolls with infused weapon.
o Weapons damage die increases to a D8, and the attacks become magical.
- You create a long thorny whip from the stalk of a plant, lashing out towards a creature of
your choice.
o Targeted creature takes 1D6 Piercing DMG, and is pulled 10ft. toward yourself.
Creatures must be large or smaller.
Level One Spells
- Sprouts magical weeds and vines in a 20ft. square, making the ground difficult terrain.
o Any hostile creature within the square must make a DC14 STR ST or become
restrained.
Creatures can use their action to roll again, doing so makes the plants wilt
away from the area they were in.
- Send out a wave of thunder from in front of you, forcing every creature to make a CON ST
(DC14).
o On a failed save, target takes 2D8 Thunder DMG and are knocked back 15ft.
Half DMG and no knockback on a success.
- Casting this sends out an audible 300ft. thunderous boom.
- Choose a tiny beast within range, and imbue them with the ability to deliver a message
within a 50 mile range.
o The messenger creature will only speak to their chosen target.
- You touch a creature, giving their skin a bark-like appearance, making your AC being 16 at a
minimum.