Download as pdf or txt
Download as pdf or txt
You are on page 1of 28

Barbarian [Path of Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Mumbo the Beast] (6) /
Loxodon Neutral
CHARACTER NAME
Druid [Circle of
RACE ALIGNMENT EXPERIENCE POINTS
Spores] (7)

INSPIRATION
STRENGTH
20 +2 40/30
+5 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

20 PERSONALITY TRAITS

Hit Point Maximum 168


+10 Strength

168
DEXTERITY
+2 Dexterity

+2 +11 Constitution
+2 Intelligence CURRENT HIT POINTS IDEALS

14 +3 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+6 +2 Acrobatics (Dex) SUCCESSES


22 +3 Animal Handling (Wis)
7x(1d8+6)
FAILURES

+2 Arcana (Int)
6x
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +10 Athletics (Str)
(1d12+6)

+2 +1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Clothes, traveler’s
Javelin +10 1d6+5 piercing Explorer's Pack
14 +3 Insight (Wis)
Hunting trap
+1 Intimidation (Cha) Pouch
WISDOM +2 Investigation (Int) Shield
+3 Medicine (Wis)
+3 +7 Nature (Int) Number of Attacks: 2
+8 Perception (Wis)
16
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
+1 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
13 +8 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

18 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Flute

Weapon Proficiencies: Martial; Simple


EP

Armor Proficiencies: Light; Medium; Shields

Language Proficiencies: Common; Druidic;


GP
10
Giant; Loxodon
PP

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
Mumbo
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.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Poison Spray Animate Dead
Primal Savagery Call Lightning
Thunderclap Conjure Animals

Daylight

Dispel Magic

Erupting Earth

Feign Death

Flame Arrows

Gaseous Form
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Meld into Stone

1 4 Protection from Energy


7
Pulse Wave (Dunamancy)
EPAR
SPELL NAME
ED
PR

Absorb Elements

Animal Friendship
4 1
Beast Bond

Chaos Bolt (Izzet) Blight


SPELLS KNOWN

Charm Person Charm Monster

Create or Destroy Water Confusion

Cure Wounds Conjure Minor Elementals

Detect Magic Conjure Woodland Beings

Detect Poison and Disease Control Water

Earth Tremor Dominate Beast


8
Entangle Elemental Bane

Faerie Fire Freedom of Movement

Giant Insect

Grasping Vine
2 3 Gravity Sinkhole (Dunamancy)

Animal Messenger Guardian of Nature

Barkskin

Beast Sense
5
Blindness/Deafness

Darkvision
9
Dust Devil

Earthbind

Enhance Ability

Find Traps

Flame Blade

Flaming Sphere

Fortune's Favor (Dunamancy)

Gentle Repose

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Sleet Storm

Speak with Plants

Summon Fey

Tidal Wave

Wall of Water

Water Breathing

Water Walk

Wind Wall

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Fog Cloud

Gift of Alacrity (Dunamancy)


4 1
Goodberry

Healing Word Hallucinatory Terrain


SPELLS KNOWN

Ice Knife Ice Storm

Jump Locate Creature

Longstrider Polymorph

Magnify Gravity (Dunamancy) Stone Shape

Purify Food and Drink Stoneskin

Snare Summon Elemental


8
Speak with Animals Wall of Fire

Thunderwave Watery Sphere

2 3
Gust of Wind

Healing Spirit

Heat Metal
5
Hold Person

Immovable Object (Dunamancy)


9
Lesser Restoration

Locate Animals or Plants

Locate Object

Moonbeam

Pass without Trace

Protection from Poison

Skywrite

Spike Growth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4 1
SPELLS KNOWN

2 3
Warding Wind

Wristpocket (Dunamancy)

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

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage (lasts 1 minute, use 4
times/long rest).

---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/2 and no flying speed (lasts 3 hours, use twice/rest).

-----------Other Traits------------
Bestial Soul. The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until
you finish your next short or long rest:

•You gain a swimming speed equal to your walking speed, and you can breathe underwater.
•You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
•When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special
check only once per turn.

Danger Sense. Advantage on DEX saves against effects you can see.

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

Equipment. You possess a staff and a trophy from an animal you killed. Enter these manually as custom items.

Extra Attack. Attack twice when taking Attack action.

Fast Movement. Your speed increases to 40 when not heavily armored.

Form of the Beast. When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It
counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you
damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your
turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you
with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the
attack to miss you.

Fungal Infestation. At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. If a beast or a humanoid that is Small or Medium dies
within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the
Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn is immediately after yours. It obeys mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long
rest.

Halo of Spores. Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash the on a creature nearby. When a
creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature
unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at
14th level.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve
smell.

Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.

Symbiotic Entity. At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken
those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active,
you gain the following benefits:
• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your
Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple
someone; or make an unarmed strike. Your GM might allow other simple tasks to be added to that list of options.
Page 1

Chill Touch Poison Spray Primal Savagery


Druid Cantrip Necromancy DC 16 Spell Mod +8 Druid Cantrip Conjuration DC 16 Spell Mod +8 Druid Cantrip Transmutation DC 16 Spell Mod +8
1 Act. 120 ft V,S 1 Rnd 1 Act. 10 ft V,S Inst 1 Act. Self S Inst

You create a ghostly, skeletal hand in the You extend your hand toward a creature you You channel primal magic to cause your teeth
space of a creature within range. Make a can see within range and project a puff of or fingernails to sharpen, ready to deliver a
ranged spell attack against the creature to noxious gas from your palm. The creature corrosive attack. Make a melee spell attack
assail it with the chill of the grave. On a hit, must succeed on a Constitution saving throw against one creature within 5 feet of you. On a
the target takes 1d8 necrotic damage, and it or take 1d12 poison damage. This spell’s hit, the target takes 1d10 acid damage. After
can't regain hit points until the start of your damage increases by 1d12 when you reach 5th you make the attack, your teeth or fingernails
next turn. Until then, the hand clings to the level (2d12), 11th level (3d12), and 17th level return to normal. The spell's damage increases
target. If you hit an undead target, it also has (4d12). by 1d10 when you reach 5th level (2d10), 11th
disadvantage on attack rolls against you until level (3d10), and 17th level (4d10).
the end of your next turn. This spell's damage
increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Thunderclap Absorb Elements Animal Friendship


Druid Cantrip Evocation DC 16 Spell Mod +8 Druid Level 1 Abjuration DC 16 Spell Mod +8 Druid Level 1 Enchantment DC 16 Spell Mod +8
1 Act. 5 ft S Inst 1 reAct. Self S 1 Rnd 1 Act. 30 ft V,S,M 24 hrs
A morsel of food

You create a burst of thunderous sound that The spell captures some of the incoming This spell lets you convince a beast that you
can be heard up to 100 feet away. Each energy, lessening its effect on you and storing mean it no harm. Choose a beast that you can
creature within range, other than you, must it for your next melee attack. You have see within range. It must see and hear you. If
succeed on a Constitution saving throw or take resistance to the triggering damage type until the beast's Intelligence is 4 or higher, the spell
1d6 thunder damage. The spell’s damage the start of your next turn. Also, the first time fails. Otherwise, the beast must succeed on a
increases by 1d6 when you reach 5th level you hit with a melee attack on your next turn, Wisdom saving throw or be charmed by you
(2d6), 11th level (3d6), and 17th level (4d6). the target takes an extra 1d6 damage of the for the spell's duration. If you or one of your
triggering type, and the spell ends. At Higher companions harms the target, the spell ends.
Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell
slot of 2nd level or higher, the extra damage using a spell slot of 2nd level or higher, you
increases by 1d6 for each slot level above 1st. can affect one additional beast for each slot
level above 1st.

Beast Bond Chaos Bolt (Izzet) Charm Person


Druid Level 1 Divination DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Enchantment DC 16 Spell Mod +8
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 hr
A bit of fur wrapped in a cloth

You establish a telepathic link with one beast You hurl an undulating, warbling mass of You attempt to charm a humanoid you can see
you touch that is friendly to you or charmed chaotic energy at one creature in range . Make within range. It must make a Wisdom saving
by you. The spell fails if the beast's Intelligence a ranged spell attack against the target. On a throw, and does so with advantage if you or
is 4 or higher. Until the spell ends, the link is hit, the target takes 2d8 + 1d6 damage. Choose your companions are fighting it. If it fails the
active while you and the beast are within line one of the d8s. The number rolled on that die saving throw, it is charmed by you until the
of sight of each other. Through the link, the determines the attack's damage type, as spell ends or until you or your companions do
beast can understand your telepathic shown below. l Acid 2 Cold 3 Fire 4 Force 5 anything harmful to it. The charmed creature
messages to it, and it can telepathically Lightning 6 Poison 7 Psychic 8 Thunder If you regards you as a friendly acquaintance. When
communicate simple emotions and concepts roll the same number on both d8s, the chaotic the spell ends, the creature knows it was
back to you. While the link is active, the beast energy leaps from the target to a different charmed by you. At Higher Levels. When you
gains advantage on attack rolls against any creature of your choice within 30 feet of it. cast this spell using a spell slot of 2nd level or
creature within 5 feet of you that you can see. Make a new attack roll against the new target, higher, you can target one additional creature
and make a new damage roll , which could for each slot level above 1st. The creatures
cause the chaotic energy to leap again. A must be within 30 feet of each other when you
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
Page 1 (reverse)

Chaos Bolt (Izzet) (reverse)


above 1st
Page 2

Create or Destroy Water Cure Wounds Detect Magic (ritual)


Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Divination DC 16 Spell Mod +8
1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins
A drop of water if creating water or a few grains of
sand if destroying it

You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you sense the presence of
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic
water within range in an open container. modifier. This spell has no effect on undead or in this way, you can use your action to see a
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast faint aura around any visible creature or
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or object in the area that bears magic, and you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can
You destroy up to 10 gallons of water in an slot level above 1st. penetrate most barriers, but it is blocked by 1
open container within range. Alternatively, foot of stone, 1 inch of common metal, a thin
you destroy fog in a 30-foot cube within range. sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Detect Poison and Disease (ritual) Earth Tremor Entangle


Druid Level 1 Divination DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Conjuration DC 16 Spell Mod +8
1 Act. Self V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 Act. 90 ft V,S Conc, 1 min
A yew leaf

For the duration, you can sense the presence You cause a tremor in the ground within Grasping weeds and vines sprout from the
and location of poisons, poisonous creatures, range. Each creature other than you in that ground in a 20-foot square starting from a
and diseases within 30 feet of you. You also area must make a Dexterity saving throw. On point within range. For the duration, these
identify the kind of poison, poisonous a failed save, a creature takes 1d6 bludgeoning plants turn the ground in the area into
creature, or disease in each case. The spell can damage and is knocked prone. If the ground in difficult terrain. A creature in the area when
penetrate most barriers, but it is blocked by 1 that area is loose earth or stone, it becomes you cast the spell must succeed on a Strength
foot of stone, 1 inch of common metal, a thin difficult terrain until cleared, with each saving throw or be restrained by the
sheet of lead, or 3 feet of wood or dirt. 5-foot-diameter portion requiring at least 1 entangling plants until the spell ends. A
minute to clear by hand. At Higher Levels. creature restrained by the plants can use its
When you cast this spell using a spell slot of action to make a Strength check against your
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.

Faerie Fire Fog Cloud Gift of Alacrity (Dunamancy)


Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Conjuration DC 16 Spell Mod +8 Druid Level 1 Divination DC 16 Spell Mod +8
1 Act. 60 ft V Conc, 1 min 1 Act. 120 ft V,S Conc, 1 hr 1 min Touch V,S 8 hrs

Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog You touch a willing creature. For the duration,
outlined in blue, green, or violet light (your centered on a point within range. The sphere the target can add 1d8 to its initiative rolls.
choice). Any creature in the area when the spreads around corners, and its area is heavily
spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a
Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10
objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels.
in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of
affected creature or object has advantage if the 2nd level or higher, the radius of the fog
attacker can see it, and the affected creature or increases by 20 feet for each slot level above
object can't benefit from being invisible. 1st.
Page 2 (reverse)
Page 3

Goodberry Healing Word Ice Knife


Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Conjuration DC 16 Spell Mod +8
1 Act. Touch V,S,M Inst 1 B.A. 60 ft V Inst 1 Act. 60 ft S,M Inst
A sprig of mistletoe A drop of water or piece of ice

Up to ten berries appear in your hand and are A creature of your choice that you can see You create a shard of ice and fling it at one
infused with magic for the duration. A within range regains hit points equal to 1d4 + creature within range. Make a ranged spell
creature can use its action to eat one berry. your spellcasting ability modifier. This spell attack against the target. On a hit, the target
Eating a berry restores 1 hit point, and the has no effect on undead or constructs. At takes 1d10 piercing damage. Hit or miss, the
berry provides enough nourishment to sustain Higher Levels. When you cast this spell using a shard then explodes. The target and each
a creature for one day. The berries lose their spell slot of 2nd level or higher, the healing creature within 5 feet of it must succeed on a
potency if they have not been consumed increases by 1d4 for each slot level above 1st. Dexterity saving throw or take 2d6 cold
within 24 hours of the casting of this spell. 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.

Jump Longstrider Magnify Gravity (Dunamancy)


Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S,M 1 min 1 Act. Touch V,S,M 1 hr 1 Act. 60 ft V,S 1 Rnd
A grasshopper's hind leg A pinch of dirt

You touch a creature. The creature's jump You touch a creature. The target's speed The gravity in a 10-foot-radius sphere
distance is tripled until the spell ends. increases by 10 feet until the spell ends. At centered on a point you can see within range
Higher Levels. When you cast this spell using a increases for a moment. Each creature in the
spell slot of 2nd level or higher, you can target sphere on the turn when you cast the spell
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.

Purify Food and Drink (ritual) Snare Speak with Animals (ritual)
Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Abjuration DC 16 Spell Mod +8 Druid Level 1 Divination DC 16 Spell Mod +8
1 Act. 10 ft V,S Inst 1 min Touch S,M 8 hrs 1 Act. Self V,S 10 mins
25 feet of rope, which the spell consumes

All nonmagical food and drink within a As you cast this spell, you use the rope to You gain the ability to comprehend and
5-foot-radius sphere centered on a point of create a circle with a 5-foot radius on the verbally communicate with beasts for the
your choice within range is purified and ground or the floor. When you finish casting, duration. The knowledge and awareness of
rendered free of poison and disease. the rope disappears and the circle becomes a many beasts is limited by their intelligence,
magic trap. This trap is nearly invisible, but at minimum, beasts can give you
requiring a successful Intelligence information about nearby locations and
(Investigation) check against your spell save monsters, including whatever they can
DC to be discerned. The trap triggers when a perceive or have perceived within the past
Small, Medium, or Large creature moves onto day. You might be able to persuade a beast to
the ground or the floor in the spell's radius. perform a small favor for you, at the GM's
That creature must succeed on a Dexterity discretion.
saving throw or be magically hoisted into the
air, leaving it hanging upside down 3 feet
above the ground or the floor. 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
Page 3 (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.
Page 4

Thunderwave Animal Messenger (ritual) Barkskin


Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 2 Enchantment DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. Self V,S Inst 1 Act. 30 ft V,S,M 24 hrs 1 Act. Touch V,S,M Conc, 1 hr
A morsel of food A handful of oak bark

A wave of thunderous force sweeps out from By means of this spell, you use an animal to You touch a willing creature. Until the spell
you. Each creature in a 15-foot cube deliver a message. Choose a Tiny beast you can ends, the target's skin has a rough, bark-like
originating from you must make a see within range, such as a squirrel, a blue jay, appearance, and the target's AC can't be less
Constitution saving throw. On a failed save, a or a bat. You specify a location, which you than 16, regardless of what kind of armor it is
creature takes 2d8 thunder damage and is must have visited, and a recipient who wearing.
pushed 10 feet away from you. On a successful matches a general description, such as “a man
save, the creature takes half as much damage or woman dressed in the uniform of the town
and isn't pushed. In addition, unsecured guard” or “a red-haired dwarf wearing a
objects that are completely within the area of pointed hat.” You also speak a message of up
effect are automatically pushed 10 feet away to twenty-five words. The target beast travels
from you by the spell's effect, and the spell for the duration of the spell toward the
emits a thunderous boom audible out to 300 specified location, covering about 50 miles per
feet. At Higher Levels. When you cast this 24 hours for a flying messenger, or 25 miles
spell using a spell slot of 2nd level or higher, for other animals. When the messenger
the damage increases by 1d8 for each slot level arrives, it delivers your message to the
above 1st. 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

Beast Sense Blindness/Deafness Darkvision


Druid Level 2 Divination DC 16 Spell Mod +8 Druid Level 2 Necromancy DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. Touch S Conc, 1 hr 1 Act. 30 ft V 1 min 1 Act. Touch V,S,M 8 hrs
Either a pinch of dried carrot or an agate

You touch a willing beast. For the duration of You can blind or deafen a foe. Choose one You touch a willing creature to grant it the
the spell, you can use your action to see creature that you can see within range to make ability to see in the dark. For the duration, that
through the beast's eyes and hear what it a Constitution saving throw. If it fails, the creature has darkvision out to a range of 60
hears, and continue to do so until you use your target is either blinded or deafened (your feet.
action to return to your normal senses. While choice) for the duration. At the end of each of
perceiving through the beast's senses, you its turns, the target can make a Constitution
gain the benefits of any special senses saving throw. On a success, the spell ends. At
possessed by that creature, though you are Higher Levels. When you cast this spell using a
blinded and deafened to your own spell slot of 3rd level or higher, you can target
surroundings. one additional creature for each slot level
above 2nd.

Dust Devil Earthbind Enhance Ability


Druid Level 2 Conjuration DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 300 ft V Conc, 1 min 1 Act. Touch V,S,M Conc, 1 hr.
A pinch of dust Fur or a feather from a beast

Choose an unoccupied 5-foot cube of air that Choose one creature you can see within range. You touch a creature and bestow upon it a
you can see within range. An elemental force Yellow strips of magical energy loop around magical enhancement. Choose one of the
that resembles a dust devil appears in the cube the creature. The target must succeed on a following effects; the target gains that effect
and lasts for the spell’s duration. Any creature Strength saving throw, or its flying speed (if until the spell ends. Bear's Endurance. The
that ends its turn within 5 feet of the dust devil any) is reduced to 0 feet for the spell’s target has advantage on Constitution checks.
must make a Strength saving throw. On a duration. An airborne creature affected by this It also gains 2d6 temporary hit points, which
failed save, the creature takes 1d8 bludgeoning spell safely descends at 60 feet per round until are lost when the spell ends. Bull's Strength.
damage and is pushed 10 feet away. On a it reaches the ground or the spell ends. The target has advantage on Strength checks,
successful save, the creature takes half as and his or her carrying capacity doubles. Cat's
much damage and isn’t pushed. As a bonus Grace. The target has advantage on Dexterity
action, you can move the dust devil up to 30 checks. It also doesn't take damage from
feet in any direction. If the dust devil moves falling 20 feet or less if it isn't incapacitated.
over sand, dust, loose dirt, or small gravel, it Eagle's Splendor. The target has advantage on
sucks up the material and forms a Charisma checks. Fox's Cunning. The target
10-foot-radius cloud of debris around itself has advantage on Intelligence checks. Owl's
that lasts until the start of your next turn. The Wisdom. The target has advantage on Wisdom
cloud heavily obscures its area. At Higher checks. At Higher Levels. When you cast this
Levels: When you cast this spell using a spell spell using a spell slot of 3rd level or higher,
slot of 3rd level or higher, the damage you can target one additional creature for each
Page 4 (reverse)

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.

Enhance Ability (reverse) Dust Devil (reverse)


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

Find Traps Flame Blade Flaming Sphere


Druid Level 2 Divination DC 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8 Druid Level 2 Conjuration DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 B.A. Self V,S,M Conc, 10 mins 1 Act. 60 ft V,S,M Conc, 1 min
Leaf of sumac A bit of tallow, a pinch of brimstone, and a dusting of
powdered iron

You sense the presence of any trap within You evoke a fiery blade in your free hand. The A 5-foot-diameter sphere of fire appears in an
range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar, unoccupied space of your choice within range
the purpose of this spell, includes anything and it lasts for the duration. If you let go of the and lasts for the duration. Any creature that
that would inflict a sudden or unexpected blade, it disappears, but you can evoke the ends its turn within 5 feet of the sphere must
effect you consider harmful or undesirable, blade again as a bonus action. You can use make a Dexterity saving throw. The creature
which was specifically intended as such by its your action to make a melee spell attack with takes 2d6 fire damage on a failed save, or half
creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6 as much damage on a successful one. As a
affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright bonus action, you can move the sphere up to
warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an 30 feet. If you ram the sphere into a creature,
not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you that creature must make the saving throw
unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or against the sphere's damage, and the sphere
spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every stops moving this turn. When you move the
don't learn the location of each trap, but you two slot levels above 2nd. sphere, you can direct it over barriers up to 5
do learn the general nature of the danger feet tall and jump it across pits up to 10 feet
posed by a trap you sense. wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright
light in a 20-foot radius and dim light for an
additional 20 feet. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or

Fortune's Favor (Dunamancy) Gentle Repose (ritual) Gust of Wind


Druid Level 2 Divination DC 16 Spell Mod +8 Druid Level 2 Necromancy DC 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8
1 min 60 ft V,S,M 1 hr 1 Act. Touch V,S,M 10 days 1 Act. Self V,S,M Conc, 1 min
A white pearl worth at least 100 gp, which the spell A pinch of salt and one copper piece placed on each of A legume seed
consumes the corpse's eyes, which must remain there for the
duration

You impart latent luck to yourself or one You touch a corpse or other remains. For the A line of strong wind 60 feet long and 10 feet
willing creature you can see within range. duration, the target is protected from decay wide blasts from you in a direction you choose
When the chosen creature makes an attack and can't become undead. The spell also for the spell's duration. Each creature that
roll, an ability check, or a saving throw before effectively extends the time limit on raising starts its turn in the line must succeed on a
the spell ends, it can dismiss this spell on itself the target from the dead, since days spent Strength saving throw or be pushed 15 feet
to roll an additional d20 and choose which of under the influence of this spell don't count away from you in a direction following the
the d20s to use. Alternatively, when an attack against the time limit of spells such as raise line. Any creature in the line must spend 2 feet
roll is made against the chosen creature, it can dead. of movement for every 1 foot it moves when
dismiss this spell on itself to roll a d20 and moving closer to you. The gust disperses gas or
choose which of the d20s to use, the one it vapor, and it extinguishes candles, torches,
rolled or the one the attacker rolled. If the and similar unprotected flames in the area. It
original d20 roll has advantage or causes protected flames, such as those of
disadvantage, the creature rolls the additional lanterns, to dance wildly and has a 50 percent
d20 after advantage or disadvantage has been chance to extinguish them. As a bonus action
applied to the original roll. At Higher Levels. on each of your turns before the spell ends,
When you cast this spell using a spell slot of you can change the direction in which the line
3rd level or higher, you can target one blasts from you.
additional creature for each slot level above
2nd.

Healing Spirit Heat Metal Hold Person


Druid Level 2 Conjuration DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Enchantment DC 16 Spell Mod +8
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)

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 16 Spell Mod +8 Druid Level 2 Abjuration DC 16 Spell Mod +8 Druid Level 2 Divination DC 16 Spell Mod +8
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 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8 Druid Level 2 Abjuration DC 16 Spell Mod +8
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 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
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) Animate Dead


Druid Level 2 Evocation DC 16 Spell Mod +8 Druid Level 2 Conjuration DC 16 Spell Mod +8 Druid Level 3 Necromancy DC 16 Spell Mod +8
1 Act. Self V Conc, 10 mins 1 Act. Self S Conc, 1 hr 1 min 10 ft V,S,M Inst
A drop of blood, a piece of flesh, and a pinch of bone
dust

A strong wind (20 miles per hour) blows You flick your wrist, causing one object in This spell creates an undead servant. Choose a
around you in a 10-foot radius and moves with your hand to vanish. The object, which only pile of bones or a corpse of a Medium or Small
you, remaining centered on you. The wind you can be holding and can weigh no more humanoid within range. Your spell imbues the
lasts for the spell’s duration. The wind has the than 5 pounds, is transported to an target with a foul mimicry of life, raising it as
following effects: • It deafens you and other extradimensional space, where it remains for an undead creature. The target becomes a
creatures in its area. • It extinguishes the duration. Until the spell ends, you can use skeleton if you chose bones or a zombie if you
unprotected flames in its area that are your action to summon the object to your free chose a corpse (the GM has the creature's
torch-sized or smaller. • It hedges out vapor, hand, and you can use your action to return game statistics). On each of your turns, you
gas, and fog that can be dispersed by strong the object to the extradimensional space. An can use a bonus action to mentally command
wind. • The area is difficult terrain for object still in the pocket plane when the spell any creature you made with this spell if the
creatures other than you. • The attack rolls of ends appears in your space, at your feet. creature is within 60 feet of you (if you control
ranged weapon attacks have disadvantage if multiple creatures, you can command any or
the attacks pass in or out of the wind. all of them at the same time, issuing the same
command to each one). You decide what action
the creature will take and where it will move
during its next turn, or you can issue a general
command, such as to guard a particular
chamber or corridor. If you issue no
commands, the creature only defends itself

Call Lightning Conjure Animals Daylight


Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8
1 Act. 120 ft V,S Conc, 10 mins 1 Act. 60 ft V,S Conc, 1 hr 1 Act. 60 ft V,S 1 hr

A storm cloud appears in the shape of a You summon fey spirits that take the form of A 60-foot-radius sphere of light spreads out
cylinder that is 10 feet tall with a 60-foot beasts and appear in unoccupied spaces that from a point you choose within range. The
radius, centered on a point you can see 100 you can see within range. Choose one of the sphere is bright light and sheds dim light for
feet directly above you. The spell fails if you following options for what appears: • One an additional 60 feet. If you chose a point on
can't see a point in the air where the storm beast of challenge rating 2 or lower • Two an object you are holding or one that isn't
cloud could appear (for example, if you are in a beasts of challenge rating 1 or lower • Four being worn or carried, the light shines from
room that can't accommodate the cloud). beasts of challenge rating 1/2 or lower • Eight the object and moves with it. Completely
When you cast the spell, choose a point you beasts of challenge rating 1/4 or lower Each covering the affected object with an opaque
can see within range. A bolt of lightning beast is also considered fey, and it disappears object, such as a bowl or a helm, blocks the
flashes down from the cloud to that point. when it drops to 0 hit points or when the spell light. If any of this spell's area overlaps with
Each creature within 5 feet of that point must ends. The summoned creatures are friendly to an area of darkness created by a spell of 3rd
make a Dexterity saving throw. A creature you and your companions. Roll initiative for level or lower, the spell that created the
takes 3d10 lightning damage on a failed save, the summoned creatures as a group, which darkness is dispelled.
or half as much damage on a successful one. has its own turns. They obey any verbal
On each of your turns until the spell ends, you commands that you issue to them (no action
can use your action to call down lightning in required by you). If you don't issue any
this way again, targeting the same point or a commands to them, they defend themselves
different one. If you are outdoors in stormy from hostile creatures, but otherwise take no
conditions when you cast this spell, the spell actions. The GM has the creatures' statistics.

Dispel Magic Erupting Earth Feign Death


Druid Level 3 Abjuration DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Necromancy DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. touch V,S,M 1 hr
A piece of obsidian A pinch of graveyard dirt

Choose one creature, object, or magical effect Choose a point you can see on the ground You touch a willing creature and put it into a
within range. Any spell of 3rd level or lower within range. A fountain of churned earth and cataleptic state that is indistinguishable from
on the target ends. For each spell of 4th level stone erupts in a 20-foot cube centered on that death. For the spell's duration, or until you use
or higher on the target, make an ability check point. Each creature in that area must make a an action to touch the target and dismiss the
using your spellcasting ability. The DC equals Dexterity saving throw. A creature takes 3d12 spell, the target appears dead to all outward
10 + the spell's level. On a successful check, the bludgeoning damage on a failed save, or half inspection and to spells used to determine the
spell ends. At Higher Levels. When you cast as much damage on a successful one. target's status. The target is blinded and
this spell using a spell slot of 4th level or Additionally, the ground in that area becomes incapacitated, and its speed drops to 0. The
higher, you automatically end the effects of a difficult terrain until cleared. Each target has resistance to all damage except
spell on the target if the spell's level is equal to 5-foot-square portion of the area requires at psychic damage. If the target is diseased or
or less than the level of the spell slot you used. least 1 minute to clear by hand. At Higher poisoned when you cast the spell, or becomes
Levels. When you cast this spell using a spell diseased or poisoned while under the spell's
slot of 4th level or higher, the damage effect, the disease and poison have no effect
increases by 1d12 for each slot level above 3rd. until the spell ends.
Page 7 (reverse)

Animate Dead (reverse)


against hostile creatures. Once given an order,
the creature continues to follow it until its task
is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.

Conjure Animals (reverse) Call Lightning (reverse)


At Higher Levels. When you cast this spell gives you control over the existing storm
using certain higher-level spell slots, you instead of creating a new one. Under such
choose one of the summoning options above, conditions, the spell's damage increases by
and more creatures appear: twice as many 1d10. At Higher Levels. When you cast this
with a 5th-level slot, three times as many with spell using a spell slot of 4th or higher level,
a 7th-level slot, and four times as many with a the damage increases by 1d10 for each slot
9th-level slot. level above 3rd.
Page 8

Flame Arrows Gaseous Form Meld into Stone (ritual)


Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S Conc, 1 hr 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S 8 hrs
A bit of gauze and a wisp of smoke

You touch a quiver containing arrows or bolts. You transform a willing creature you touch, You step into a stone object or surface large
When a target is hit by a ranged weapon attack along with everything it's wearing and enough to fully contain your body, melding
using a piece of ammunition drawn from the carrying, into a misty cloud for the duration. yourself and all the equipment you carry with
quiver, the target takes an extra 1d6 fire The spell ends if the creature drops to 0 hit the stone for the duration. Using your
damage. The spell’s magic ends on the piece of points. An incorporeal creature isn't affected. movement, you step into the stone at a point
ammunition when it hits or misses, and the While in this form, the target's only method of you can touch. Nothing of your presence
spell ends when twelve pieces of ammunition movement is a flying speed of 10 feet. The remains visible or otherwise detectable by
have been drawn from the quiver. At Higher target can enter and occupy the space of nonmagical senses. While merged with the
Levels: When you cast this spell using a spell another creature. The target has resistance to stone, you can't see what occurs outside it, and
slot of 4th level or higher, the number of nonmagical damage, and it has advantage on any Wisdom (Perception) checks you make to
pieces of ammunition you can affect with this Strength, Dexterity, and Constitution saving hear sounds outside it are made with
spell increases by two for each slot level above throws. The target can pass through small disadvantage. You remain aware of the
3rd. holes, narrow openings, and even mere cracks, passage of time and can cast spells on yourself
though it treats liquids as though they were while merged in the stone. You can use your
solid surfaces. The target can't fall and movement to leave the stone where you
remains hovering in the air even when entered it, which ends the spell. You otherwise
stunned or otherwise incapacitated. While in can't move. Minor physical damage to the
the form of a misty cloud, the target can't talk stone doesn't harm you, but its partial
or manipulate objects, and any objects it was destruction or a change in its shape (to the

Plant Growth Protection from Energy Pulse Wave (Dunamancy)


Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Abjuration DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8
1 Act. or 8150
hrsft V,S Inst 1 Act. Touch V,S Conc, 1 hr 1 Act. Self V,S Inst

This spell channels vitality into plants within For the duration, the willing creature you You create intense pressure, unleash it in a
a specific area. There are two possible uses for touch has resistance to one damage type of 30-foot cone, and decide whether the pressure
the spell, granting either immediate or your choice: acid, cold, fire, lightning, or pulls or pushes creatures and objects. Each
long-term benefits. If you cast this spell using thunder. creature in that cone must make a
1 action, choose a point within range. All Constitution saving throw. A creature takes
normal plants in a 100-foot radius centered on 6d6 force damage on a failed save, or half as
that point become thick and overgrown. A much damage on a successful one. And every
creature moving through the area must spend creature that fails the save is either pulled 15
4 feet of movement for every 1 foot it moves. feet toward you or pushed 15 feet away from
You can exclude one or more areas of any size you, depending on the choice you made for the
within the spell's area from being affected. If spell. In addition, unsecured objects that are
you cast this spell over 8 hours, you enrich the completely within the cone are likewise pulled
land. All plants in a half-mile radius centered or pushed 15 feet. At Higher Levels. When you
on a point within range become enriched for 1 cast this spell using a spell slot of 4th level or
year. The plants yield twice the normal higher, the damage increases by 1d6 and the
amount of food when harvested. distance pulled or pushed increases by 5 feet
for each slot level above 3rd.

Sleet Storm Speak with Plants Summon Fey


Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Conjuration DC 16 Spell Mod +8
1 Act. 150 ft V,S,M Conc, 1 min 1 Act. Self V,S 10 mins 1 Action 90 ft V,S,M 1 Hour (Concentr
A pinch of dust and a few drops of water A gilded flower worth at least 300 gp

Until the spell ends, freezing rain and sleet fall You imbue plants within 30 feet of you with You call forth a fey spirit. It manifests in an
in a 20-foot-tall cylinder with a 40-foot radius limited sentience and animation, giving them unoccupied space that you can see within
centered on a point you choose within range. the ability to communicate with you and range. This corporeal form uses the Fey Spirit
The area is heavily obscured, and exposed follow your simple commands. You can stat block. When you cast the spell, choose a
flames in the area are doused. The ground in question plants about events in the spell's area mood: Fuming, Mirthful, or Tricksy. The
the area is covered with slick ice, making it within the past day, gaining information creature resembles a fey creature of your
difficult terrain. When a creature enters the about creatures that have passed, weather, choice marked by the chosen mood, which
spell's area for the first time on a turn or starts and other circumstances. You can also turn determines one of the traits in its stat block.
its turn there, it must make a Dexterity saving difficult terrain caused by plant growth (such The creature disappears when it drops to 0 hit
throw. On a failed save, it falls prone. If a as thickets and undergrowth) into ordinary points or when the spell ends. The creature is
creature is concentrating in the spell's area, terrain that lasts for the duration. Or you can an ally to you and your companions. In
the creature must make a successful turn ordinary terrain where plants are present combat, the creature shares your initiative
Constitution saving throw against your spell into difficult terrain that lasts for the count, but it takes its turn immediately after
save DC or lose concentration. duration, causing vines and branches to yours. It obeys your verbal commands (no
hinder pursuers, for example. Plants might be action required by you). If you don’t issue any,
able to perform other tasks on your behalf, at it takes the Dodge action and uses its move to
the GM's discretion. The spell doesn't enable avoid danger. At Higher Levels. When you
plants to uproot themselves and move about, cast this spell using a spell slot of 4th level or
but they can freely move branches, tendrils, higher, use the higher level wherever the
Page 8 (reverse)

Meld into Stone (reverse) Gaseous Form (reverse)


extent that you no longer fit within it) expels carrying or holding can't be dropped, used, or
you and deals 6d6 bludgeoning damage to you. otherwise interacted with. The target can't
The stone's complete destruction (or attack or cast spells.
transmutation into a different substance)
expels you and deals 50 bludgeoning damage
to you. If expelled, you fall prone in an
unoccupied space closest to where you first
entered.

Summon Fey (reverse) Speak with Plants (reverse)


spell’s level appears in the stat block. and stalks. If a plant creature is in the area,
you can communicate with it as if you shared a
common language, but you gain no magical
ability to influence it. This spell can cause the
plants created by the entangle spell to release
a restrained creature.
Page 9

Tidal Wave Wall of Water Water Breathing (ritual)


Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8
1 Act. 120 ft V,S,M Inst 1 Act. 60 ft V,S,M Conc, 10 mins 1 Act. 30 ft V,S,M 24 hrs
A drop of water A drop of water A short reed or piece of straw

You conjure up a wave of water that crashes You conjure up a wall of water on the ground This spell grants up to ten willing creatures
down on an area within range. The area can be at a point you can see within range. You can you can see within range the ability to breathe
up to 30 feet long, up to 10 feet wide, and up to make the wall up to 30 feet long, 10 feet high, underwater until the spell ends. Affected
10 feet tall. Each creature in that area must and 1 foot thick, or you can make a ringed wall creatures also retain their normal mode of
make a Dexterity saving throw. On a failed up to 20 feet in diameter, 20 feet high, and 1 respiration.
save, a creature takes 4d8 bludgeoning foot thick. The wall vanishes when the spell
damage and is knocked prone. On a successful ends. The wall’s space is difficult terrain. Any
save, a creature takes half as much damage ranged weapon attack that enters the wall’s
and isn’t knocked prone. The water then space has disadvantage on the attack roll, and
spreads out across the ground in all directions, fire damage is halved if the fire effect passes
extinguishing unprotected flames in its area through the wall to reach its target. Spells that
and within 30 feet of it, and then it vanishes. deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot square section is
frozen). Each 5-foot-square frozen section has
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
fill it.

Water Walk (ritual) Wind Wall Blight


Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8 Druid Level 4 Necromancy DC 16 Spell Mod +8
1 Act. 30 ft V,S,M 1 hr 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S Inst
A piece of cork A tiny fan and a feather of exotic origin

This spell grants the ability to move across any A wall of strong wind rises from the ground at Necromantic energy washes over a creature of
liquid surface—such as water, acid, mud, a point you choose within range. You can your choice that you can see within range,
snow, quicksand, or lava—as if it were make the wall up to 50 feet long, 15 feet high, draining moisture and vitality from it. The
harmless solid ground (creatures crossing and 1 foot thick. You can shape the wall in any target must make a Constitution saving throw.
molten lava can still take damage from the way you choose so long as it makes one The target takes 8d8 necrotic damage on a
heat). Up to ten willing creatures you can see continuous path along the ground. The wall failed save, or half as much damage on a
within range gain this ability for the duration. lasts for the duration. When the wall appears, successful one. This spell has no effect on
If you target a creature submerged in a liquid, each creature within its area must make a undead or constructs. If you target a plant
the spell carries the target to the surface of the Strength saving throw. A creature takes 3d8 creature or a magical plant, it makes the
liquid at a rate of 60 feet per round. bludgeoning damage on a failed save, or half saving throw with disadvantage, and the spell
as much damage on a successful one. The deals maximum damage to it. If you target a
strong wind keeps fog, smoke, and other gases nonmagical plant that isn't a creature, such as
at bay. Small or smaller flying creatures or a tree or shrub, it doesn't make a saving throw;
objects can't pass through the wall. Loose, it simply withers and dies. At Higher Levels.
lightweight materials brought into the wall fly When you cast this spell using a spell slot of
upward. Arrows, bolts, and other ordinary 5th level or higher, the damage increases by
projectiles launched at targets behind the wall 1d8 for each slot level above 4th.
are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines,

Charm Monster Confusion Conjure Minor Elementals


Druid Level 4 Enchantment DC 16 Spell Mod +8 Druid Level 4 Enchantment DC 16 Spell Mod +8 Druid Level 4 Conjuration DC 16 Spell Mod +8
1 Act. 30 ft V,S 1 hr 1 Act. 90 ft V,S,M Conc, 1 min 1 min 90 ft V,S Conc, 1 hr
Three nut shells

You attempt to charm a creature you can see This spell assaults and twists creatures' minds, You summon elementals that appear in
within range. It must make a Wisdom saving spawning delusions and provoking unoccupied spaces that you can see within
throw, and it does so with advantage if you or uncontrolled action. Each creature in a range. You choose one the following options
your companions are fighting it. If it fails the 10-foot-radius sphere centered on a point you for what appears: • One elemental of challenge
saving throw, it is charmed by you until the choose within range must succeed on a rating 2 or lower • Two elementals of challenge
spell ends or until you or your companions do Wisdom saving throw when you cast this spell rating 1 or lower • Four elementals of
anything harmful to it. The charmed creature or be affected by it. An affected target can't challenge rating 1/2 or lower • Eight
is friendly to you. When the spell ends, the take reactions and must roll a d10 at the start elementals of challenge rating 1/4 or lower. An
creature knows it was charmed by you. At of each of its turns to determine its behavior elemental summoned by this spell disappears
Higher Levels. When you cast this spell using a for that turn. d10 Behavior 1 The creature uses when it drops to 0 hit points or when the spell
spell slot of 5th level or higher, you can target all its movement to move in a random ends. The summoned creatures are friendly to
one additional creature for each slot level direction. To determine the direction, roll a d8 you and your companions. Roll initiative for
above 4th. The creatures must be within 30 and assign a direction to each die face. The the summoned creatures as a group, which
feet of each other when you target them. creature doesn't take an action this turn. 2–6 has its own turns. They obey any verbal
The creature doesn't move or take actions this commands that you issue to them (no action
turn. 7–8 The creature uses its action to make a required by you). If you don't issue any
melee attack against a randomly determined commands to them, they defend themselves
creature within its reach. If there is no from hostile creatures, but otherwise take no
creature within its reach, the creature does actions. The GM has the creatures' statistics.
Page 9 (reverse)

Wind Wall (reverse)


and similar projectiles, are unaffected.)
Creatures in gaseous form can't pass through
it.

Conjure Minor Elementals (reverse) Confusion (reverse)


At Higher Levels. When you cast this spell nothing this turn. 9–10 The creature can act
using certain higher-level spell slots, you and move normally. At the end of each of its
choose one of the summoning options above, turns, an affected target can make a Wisdom
and more creatures appear: twice as many saving throw. If it succeeds, this effect ends for
with a 6th-level slot and three times as many that target. At Higher Levels. When you cast
with an 8th-level slot. this spell using a spell slot of 5th level or
higher, the radius of the sphere increases by 5
feet for each slot level above 4th.
Page 10

Conjure Woodland Beings Control Water Dominate Beast


Druid Level 4 Conjuration DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Enchantment DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 hr 1 Act. 300 ft V,S,M Conc, 10 mins 1 Act. 60 ft V,S Conc, 1 min
One holly berry per creature summoned A drop of water and a pinch of dust

You summon fey creatures that appear in Until the spell ends, you control any You attempt to beguile a beast that you can see
unoccupied spaces that you can see within freestanding water inside an area you choose within range. It must succeed on a Wisdom
range. Choose one of the following options for that is a cube up to 100 feet on a side. You can saving throw or be charmed by you for the
what appears: • One fey creature of challenge choose from any of the following effects when duration. If you or creatures that are friendly
rating 2 or lower • Two fey creatures of you cast this spell. As an action on your turn, to you are fighting it, it has advantage on the
challenge rating 1 or lower • Four fey creatures you can repeat the same effect or choose a saving throw. While the beast is charmed, you
of challenge rating 1/2 or lower • Eight fey different one. Flood. You cause the water level have a telepathic link with it as long as the two
creatures of challenge rating 1/4 or lower A of all standing water in the area to rise by as of you are on the same plane of existence. You
summoned creature disappears when it drops much as 20 feet. If the area includes a shore, can use this telepathic link to issue commands
to 0 hit points or when the spell ends. The the flooding water spills over onto dry land. If to the creature while you are conscious (no
summoned creatures are friendly to you and you choose an area in a large body of water, action required), which it does its best to obey.
your companions. Roll initiative for the you instead create a 20-foot tall wave that You can specify a simple and general course of
summoned creatures as a group, which have travels from one side of the area to the other action, such as “Attack that creature,” “Run
their own turns. They obey any verbal and then crashes down. Any Huge or smaller over there,” or “Fetch that object.” If the
commands that you issue to them (no action vehicles in the wave's path are carried with it creature completes the order and doesn't
required by you). If you don't issue any to the other side. Any Huge or smaller vehicles receive further direction from you, it defends
commands to them, they defend themselves struck by the wave have a 25 percent chance of and preserves itself to the best of its ability.
from hostile creatures, but otherwise take no capsizing. The water level remains elevated You can use your action to take total and
actions. The GM has the creatures' statistics. until the spell ends or you choose a different precise control of the target. Until the end of

Elemental Bane Freedom of Movement Giant Insect


Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Abjuration DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8
1 Act. 90 ft V,S Conc, 1 min 1 Act. Touch V,S,M 1 hr 1 Act. 30 ft V,S Conc, 10 mins
A leather strap, bound around the arm or a similar
appendage

Choose one creature you can see within range, You touch a willing creature. For the duration, You transform up to ten centipedes, three
and choose one of the following damage types: the target's movement is unaffected by spiders, five wasps, or one scorpion within
acid, cold, fire, lightning, or thunder. The difficult terrain, and spells and other magical range into giant versions of their natural
target must succeed on a Constitution saving effects can neither reduce the target's speed forms for the duration. A centipede becomes a
throw or be affected by the spell for its nor cause the target to be paralyzed or giant centipede, a spider becomes a giant
duration. The first time each turn the affected restrained. The target can also spend 5 feet of spider, a wasp becomes a giant wasp, and a
target takes damage of the chosen type, the movement to automatically escape from scorpion becomes a giant scorpion. Each
target takes an extra 2d6 damage of that type. nonmagical restraints, such as manacles or a creature obeys your verbal commands, and in
Moreover, the target loses any resistance to creature that has it grappled. Finally, being combat, they act on your turn each round. The
that damage type until the spell ends. At underwater imposes no penalties on the GM has the statistics for these creatures and
Higher Levels: When you cast this spell using a target's movement or attacks. resolves their actions and movement. A
spell slot of 5th level or higher, you can target creature remains in its giant size for the
one additional creature for each slot level duration, until it drops to 0 hit points, or until
above 4th. The creatures must be within 30 you use an action to dismiss the effect on it.
feet of each other when you target them. The GM might allow you to choose different
targets. For example, if you transform a bee,
its giant version might have the same
statistics as a giant wasp.

Grasping Vine Gravity Sinkhole (Dunamancy) Guardian of Nature


Druid Level 4 Conjuration DC 16 Spell Mod +8 Druid Level 4 Evocation DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8
1 B.A. 30 ft V,S Conc, 1 min 1 Act. 120 ft V,S,M Inst 1 B.A. Self V Conc, 1 min
A black marble

You conjure a vine that sprouts from the A 20-foot-radius sphere of crushing force A nature spirit answers your call and
ground in an unoccupied space of your choice forms at a point you can see within range and transforms you into a powerful guardian. The
that you can see within range. When you cast tugs at the creatures there. Each creature in transformation lasts until the spell ends. You
this spell, you can direct the vine to lash out at the sphere must make a Constitution saving choose one of the following forms to assume:
a creature within 30 feet of it that you can see. throw. On a failed save, the creature takes Primal Beast or Great Tree. Primal Beast:
That creature must succeed on a Dexterity 5d10 force damage and is pulled in a straight Bestial fur covers your body, your facial
saving throw or be pulled 20 feet directly line toward the center of the sphere, ending in features become feral, and you gain the
toward the vine. Until the spell ends, you can an unoccupied space as close to the center as following benefits: -Your walking speed
direct the vine to lash out at the same creature possible (even if that space is in the air). On a increases by 10 feet. -You gain darkvision with
or another one as a bonus action on each of successful save, the creature takes half as a range of 120 feet. -You make Strength-based
your turns. much damage and isn't pulled. At Higher attack rolls with advantage. -Your melee
Levels. When you cast this spell using a spell weapon attacks deal an extra 1d6 force damage
slot of 5th level or higher, the damage on a hit. Great Tree: Your skin appears barky,
increases by 1d10 for each slot level above 4th. leaves sprout from your hair, and you gain the
following benefits: -You gain 10 temporary hit
points. -You make Constitution saving throws
with advantage. -You make Dexterity- and
Wisdom-based attack rolls with advantage.
-While you are on the ground, the ground
Page 10 (reverse)

Dominate Beast (reverse) Control Water (reverse) Conjure Woodland Beings (reverse)
your next turn, the creature takes only the effect. If this effect produced a wave, the wave At Higher Levels. When you cast this spell
actions you choose, and doesn't do anything repeats on the start of your next turn while the using certain higher-level spell slots, you
that you don't allow it to do. During this time, flood effect lasts. Part Water. You cause water choose one of the summoning options above,
you can also cause the creature to use a in the area to move apart and create a trench. and more creatures appear: twice as many
reaction, but this requires you to use your own The trench extends across the spell's area, and with a 6th-level slot and three times as many
reaction as well. Each time the target takes the separated water forms a wall to either side. with an 8th-level slot.
damage, it makes a new Wisdom saving throw The trench remains until the spell ends or you
against the spell. If the saving throw succeeds, choose a different effect. The water then
the spell ends. At Higher Levels. When you slowly fills in the trench over the course of the
cast this spell with a 5th-level spell slot, the next round until the normal water level is
duration is concentration, up to 10 minutes. restored. Redirect Flow. You cause flowing
When you use a 6th-level spell slot, the water in the area to move in a direction you
duration is concentration, up to 1 hour. When choose, even if the water has to flow over
you use a spell slot of 7th level or higher, the obstacles, up walls, or in other unlikely
duration is concentration, up to 8 hours. directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water

Guardian of Nature (reverse)


within 15 feet of you is difficult terrain for
your enemies.
Page 11

Hallucinatory Terrain Ice Storm Locate Creature


Druid Level 4 Illusion DC 16 Spell Mod +8 Druid Level 4 Evocation DC 16 Spell Mod +8 Druid Level 4 Divination DC 16 Spell Mod +8
10 mins 300 ft V,S,M 24 hrs 1 Act. 300 ft V,S,M Inst 1 Act. Self V,S,M Conc, 1 hr
A stone, a twig, and a bit of green plant A pinch of dust and a few drops of water A bit of fur from a bloodhound

You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground Describe or name a creature that is familiar to
range look, sound, and smell like some other in a 20-foot-radius, 40-foot-high cylinder you. You sense the direction to the creature's
sort of natural terrain. Thus, open fields or a centered on a point within range. Each location, as long as that creature is within
road can be made to resemble a swamp, hill, creature in the cylinder must make a Dexterity 1,000 feet of you. If the creature is moving,
crevasse, or some other difficult or impassable saving throw. A creature takes 2d8 you know the direction of its movement. The
terrain. A pond can be made to seem like a bludgeoning damage and 4d6 cold damage on spell can locate a specific creature known to
grassy meadow, a precipice like a gentle slope, a failed save, or half as much damage on a you, or the nearest creature of a specific kind
or a rock-strewn gully like a wide and smooth successful one. Hailstones turn the storm's (such as a human or a unicorn), so long as you
road. Manufactured structures, equipment, area of effect into difficult terrain until the end have seen such a creature up close—within 30
and creatures within the area aren't changed of your next turn. At Higher Levels. When you feet—at least once. If the creature you
in appearance. The tactile characteristics of cast this spell using a spell slot of 5th level or described or named is in a different form, such
the terrain are unchanged, so creatures higher, the bludgeoning damage increases by as being under the effects of a polymorph
entering the area are likely to see through the 1d8 for each slot level above 4th. spell, this spell doesn't locate the creature.
illusion. If the difference isn't obvious by This spell can't locate a creature if running
touch, a creature carefully examining the water at least 10 feet wide blocks a direct path
illusion can attempt an Intelligence between you and the creature.
(Investigation) check against your spell save
DC to disbelieve it. A creature who discerns
the illusion for what it is, sees it as a vague

Polymorph Stone Shape Stoneskin


Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Abjuration DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 hr 1 Act. Touch V,S,M Inst 1 Act. Touch V,S,M Conc, 1 hr
A caterpillar cocoon Soft clay, which must be worked into roughly the Diamond dust worth 100 gp, which the spell
desired shape of the stone object consumes

This spell transforms a creature that you can You touch a stone object of Medium size or This spell turns the flesh of a willing creature
see within range into a new form. An smaller or a section of stone no more than 5 you touch as hard as stone. Until the spell
unwilling creature must make a Wisdom feet in any dimension and form it into any ends, the target has resistance to nonmagical
saving throw to avoid the effect. The spell has shape that suits your purpose. So, for example, bludgeoning, piercing, and slashing damage.
no effect on a shapechanger or a creature with you could shape a large rock into a weapon,
0 hit points. The transformation lasts for the idol, or coffer, or make a small passage
duration, or until the target drops to 0 hit through a wall, as long as the wall is less than
points or dies. The new form can be any beast 5 feet thick. You could also shape a stone door
whose challenge rating is equal to or less than or its frame to seal the door shut. The object
the target's (or the target's level, if it doesn't you create can have up to two hinges and a
have a challenge rating). The target's game latch, but finer mechanical detail isn't
statistics, including mental ability scores, are possible.
replaced by the statistics of the chosen beast.
It retains its alignment and personality. The
target assumes the hit points of its new form.
When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess

Summon Elemental Wall of Fire Watery Sphere


Druid Level 4 Conjuration DC 16 Spell Mod +8 Druid Level 4 Evocation DC 16 Spell Mod +8 Druid Level 4 Conjuration DC 16 Spell Mod +8
1 Action 90 ft V,S,M 1 Hour 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 90 ft V,S,M Conc, 1 min
Air, a pebble, ash, and water inside a gold-inlaid vial A small piece of phosphorus A droplet of water
worth at least 400 gp

You call forth an elemental spirit. It manifests You create a wall of fire on a solid surface You conjure up a sphere of water with a 5-foot
in an unoccupied space that you can see within range. You can make the wall up to 60 radius at a point you can see within range. The
within range. This corporeal form uses the feet long, 20 feet high, and 1 foot thick, or a sphere can hover but no more than 10 feet off
Elemental Spirit stat block. When you cast the ringed wall up to 20 feet in diameter, 20 feet the ground. The sphere remains for the spell’s
spell, choose an element: Air, Earth, Fire, or high, and 1 foot thick. The wall is opaque and duration. Any creature in the sphere’s space
Water. The creature resembles a bipedal form lasts for the duration. When the wall appears, must make a Strength saving throw. On a
wreathed in the chosen element, which each creature within its area must make a successful save, a creature is ejected from that
determines certain traits in its stat block. The Dexterity saving throw. On a failed save, a space to the nearest unoccupied space of the
creature disappears when it drops to 0 hit creature takes 5d8 fire damage, or half as creature’s choice outside the sphere. A Huge or
points or when the spell ends. The creature is much damage on a successful save. One side of larger creature succeeds on the saving throw
an ally to you and your companions. In the wall, selected by you when you cast this automatically, and a Large or smaller creature
combat, the creature shares your initiative spell, deals 5d8 fire damage to each creature can choose to fail it. On a failed save, a
count, but it takes its turn immediately after that ends its turn within 10 feet of that side or creature is restrained by the sphere and is
yours. It obeys your verbal commands (no inside the wall. A creature takes the same engulfed by the water. At the end of each of its
action required by you). If you don’t issue any, damage when it enters the wall for the first turns, a restrained target can repeat the saving
it takes the Dodge action and uses its move to time on a turn or ends its turn there. The other throw, ending the effect on itself on a success.
avoid danger. At Higher Levels. When you side of the wall deals no damage. At Higher The sphere can restrain as many as four
cast this spell using a spell slot of 5th level or Levels. When you cast this spell using a spell Medium or smaller creatures or one Large
higher, use the higher level wherever the slot of 5th level or higher, the damage creature. If the sphere restrains a creature that
Page 11 (reverse)

Hallucinatory Terrain (reverse)


image superimposed on the terrain.

Polymorph (reverse)
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. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.

Watery Sphere (reverse) Wall of Fire (reverse) Summon Elemental (reverse)


causes it to exceed this capacity, a random increases by 1d8 for each slot level above 4th. spell’s level appears in the stat block.
creature that was already restrained by the
sphere falls out of it and lands prone in a space
within 5 feet of it. As an action, you can move
the sphere up to 30 feet in a straight line. If it
moves over a pit, a cliff, or other drop-off, it
safely descends until it is hovering 10 feet
above the ground. Any creature restrained by
the sphere moves with it. You can ram the
sphere into creatures, forcing them to make
the saving throw. When the spell ends, the
sphere falls to the ground and extinguishes all
normal flames within 30 feet of it. Any
creature restrained by the sphere is knocked
prone in the space where it falls. The water
then vanishes.

You might also like