John Doe

Short Rest    Long Rest
Class Level Readiness Ability To Hit Save
Wizard 7 Knows Spells
& Prepares Spells (10)
INT (+3) +7 DC 15
Artificer 2 Prepares Spells (4) INT (+3) +7 DC 15
Spell Slots:
Filter this list by spell name Return to my Prepared Spell
Mine Level Name Casting Time Duration Range More
Cantrip Control Flames 1 action
S
Instantaneous or 1 hour (see below)
60 feet

Control Flames

Transmutation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid)
Source: ee 16, xge 152
Cantrip Create Bonfire 1 action
V S
1 minute
Concentration
60 feet

Create Bonfire

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 16, xge 152
Cantrip Druidcraft 1 action
V S
Instantaneous
30 feet

Druidcraft

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects withing range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.

(Druid)
Source: phb 236
Cantrip Frostbite 1 action
V S
Instantaneous
60 feet

Frostbite

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid)
Source: ee 18, xge 156
Cantrip Guidance 1 action
V S
1 minute
Concentration
Touch

Guidance

Divination Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

(Druid)
Source: phb 248
Cantrip Gust 1 action
V S
Instantaneous
30 feet

Gust

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no 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.

(Druid)
Source: ee 19, xge 157
Cantrip Infestation 1 action
V S M
1 action
30 feet

Infestation

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (a living flea)
Duration: 1 action

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid)
Source: xge 158
Cantrip Magic Stone 1 bonus action
V S
1 minute
Touch

Magic Stone

Transmutation Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

(Druid)
Source: ee 20, xge 160
Cantrip Mending 1 minute
V S M
Instantaneous
Touch

Mending

Transmutation Cantrip
Casting Time: 1 minute
Range: Touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

(Druid)
Source: phb 259
Cantrip Poison Spray 1 action
V S
Instantaneous
10 feet

Poison Spray

Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

(Druid)
Source: phb 266
Cantrip Primal Savagery 1 action
S
Instantaneous
Self

Primal Savagery

Transmutation Cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

(Druid)
Source: xge 163
Cantrip Produce Flame 1 action
V S
10 minutes
Self

Produce Flame

Conjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Druid)
Source: phb 269
Cantrip Resistance 1 action
V S M
1 minute
Concentration
Touch

Resistance

Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V S M (a miniature cloak)
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

(Druid)
Source: phb 272
Cantrip Shape Water 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Shape Water

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid)
Source: ee 21
Cantrip Mold Earth 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Mold Earth

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid)
Source: ee 21, xge 162
Cantrip Shillelagh 1 bonus action
V S M
1 minute
Touch

Shillelagh

Transmutation Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V S M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

(Druid)
Source: phb 275
Cantrip Thorn Whip 1 action
V S M
Instantaneous
30 feet

Thorn Whip

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (the stem of a plant with thorns)
Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid)
Source: phb 282
Cantrip Thunderclap 1 action
S
Instantaneous
Self (5-foot radius)

Thunderclap

Evocation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid)
Source: ee 22, xge 168
1 Absorb Elements 1 reaction
S
1 round
Self

Absorb Elements

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

(Druid)
Source: ee 15, xge 150
1 Animal Friendship 1 action
V S M
24 hours
30 feet

Animal Friendship

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (a morsel of food)
Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

(Druid)
Source: phb 212
1 Beast Bond 1 action
V S M
10 minutes
Concentration
Touch

Beast Bond

1-level Divination
Casting Time: 1 action
Range: Touch
Components: V S M (a bit of fur wrapped in a cloth)
Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 15, xge 150
1 Charm Person 1 action
V S
1 hour
30 feet

Charm Person

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

(Druid)
Source: phb 221
1 Create or Destroy Water 1 action
V S M
Instantaneous
30 feet

Create or Destroy Water

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a drop of water if creating water, or a few grains of sand if destroying it)
Duration: Instantaneous

You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

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.

(Druid)
Source: phb 229
1 Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

(Druid)
Source: phb 230
1 Detect Magic 1 action R
V S
10 minutes
Concentration
Self

Detect Magic

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 231
1 Detect Poison and Disease 1 action R
V S M
10 minutes
Concentration
Self

Detect Poison and Disease

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a yew leaf)
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

(Druid)
Source: phb 231
1 Earth Tremor 1 action
V S
Instantaneous
Self (10-foot radius)

Earth Tremor

1-level Evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S
Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Druid)
Source: ee 17, xge 155
1 Entangle 1 action
V S
1 minute
Concentration
90 feet

Entangle

1-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

(Druid)
Source: phb 238
1 Faerie Fire 1 action
V
1 minute
Concentration
60 feet

Faerie Fire

1-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

(Druid)
Source: phb 239
1 Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 243
1 Goodberry 1 action
V S M
Instantaneous
Touch

Goodberry

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for a day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

(Druid)
Source: phb 246
1 Healing Word 1 bonus action
V
Instantaneous
60 feet

Healing Word

1-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

(Druid)
Source: phb 250
1 Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a 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.

(Druid)
Source: ee 19, xge 157
1 Jump 1 action
V S M
1 minute
Touch

Jump

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a grasshopper's hind leg)
Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

(Druid)
Source: phb 254
1 Longstrider 1 action
V S M
1 hour
Touch

Longstrider

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.

(Druid)
Source: phb 256
1 Purify Food and Drink 1 action R
V S
Instantaneous
10 feet

Purify Food and Drink

1-level Transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

(Druid)
Source: phb 270
1 Snare 1 minute
S M
8 hours
Touch

Snare

1-level Abjuration
Casting Time: 1 minute
Range: Touch
Components: S M (25 feet of rope, which the spell consumes)
Duration: 8 hours

As you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on the ground or floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or 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 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.

(Druid)
Source: xge 165
1 Speak with Animals 1 action R
V S
10 minutes
Self

Speak with Animals

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

(Druid)
Source: phb 277
1 Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

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.

(Druid)
Source: phb 282
1 Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

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.

Notes: Homebrew added 2019-02-12

(Druid)
Source: Homebrew
2 Barkskin 1 action
V S M
1 hour
Concentration
Touch

Barkskin

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a handful of oak bark)
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 217
2 Beast Sense 1 action R
S
1 hour
Concentration
Touch

Beast Sense

2-level Divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 217
2 Blur 1 action
V
1 minute
Concentration
Self

Blur

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 219
2 Animal Messenger 1 action R
V S M
24 hours
30 feet

Animal Messenger

2-level Enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a morsel of food)
Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels 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 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 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

(Druid)
Source: phb 212
2 Darkness 1 action
V M
10 minutes
Concentration
60 feet

Darkness

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 230
2 Darkvision 1 action
V S M
8 hours
Touch

Darkvision

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (either a pinch of dried carrot or an agate)
Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

(Druid)
Source: phb 230
2 Dust Devil 1 action
V S M
1 minute
Concentration
60 feet

Dust Devil

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a pinch of dust)
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a 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 increases by 1d8 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 17, xge 154
2 Earthbind 1 action
V
1 minute
Concentration
300 feet

Earthbind

2-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 17, xge 154
2 Enhance Ability 1 action
V S M
1 hour
Concentration
Touch

Enhance Ability

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary Hit Points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's 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 slot level above 2nd.

(Druid)
Source: phb 237
2 Find Traps 1 action
V S
Instantaneous
120 feet

Find Traps

2-level Divination
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

(Druid)
Source: phb 241
2 Flame Blade 1 bonus action
V S M
10 minutes
Concentration
Self

Flame Blade

2-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V S M (leaf of sumac)
Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

(Druid)
Source: phb 242
2 Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Druid)
Source: phb 251
2 Invisibility 1 action
V S M
1 hour
Concentration
Touch

Invisibility

2-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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 slot level above 2nd.

(Druid)
Source: phb 254
2 Lesser Restoration 1 action
V S
Instantaneous
Touch

Lesser Restoration

2-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

(Druid)
Source: phb 255
2 Flaming Sphere 1 action
V S M
1 minute
Concentration
60 feet

Flaming Sphere

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet 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 higher, the damage increases by 1d6 for each slot level above 2nd.

(Druid)
Source: phb 242
2 Gust of Wind 1 action
V S M
1 minute
Concentration
Self (60-foot line)

Gust of Wind

2-level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (a legume seed)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected fiames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

(Druid)
Source: phb 248
2 Healing Spirit 1 bonus action
V S
1 minute
Concentration
60 feet

Healing Spirit

2-level Conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Druid)
Source: xge 157
2 Heat Metal 1 action
V S M
1 minute
Concentration
60 feet

Heat Metal

2-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

(Druid)
Source: phb 250
2 Locate Animals or Plants 1 action R
V S M
Instantaneous
Self

Locate Animals or Plants

2-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

(Druid)
Source: phb 256
2 Locate Object 1 action
V S M
10 minutes
Concentration
Self

Locate Object

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a forked twig)
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close-—within 30 feet-—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

(Druid)
Source: phb 256
2 Melf's Acid Arrow 1 action
V S M
Instantaneous
90 feet

Melf's Acid Arrow

2-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

(Druid)
Source: phb 259
2 Misty Step 1 bonus action
V
Instantaneous
Self

Misty Step

2-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

(Druid)
Source: phb 260
2 Pass without Trace 1 action
V S M
1 hour
Concentration
Self

Pass without Trace

2-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

(Druid)
Source: phb 264
2 Protection from Poison 1 action
V S
1 hour
Touch

Protection from Poison

2-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

(Druid)
Source: phb 270
2 Silence 1 action R
V S
10 minutes
Concentration
120 feet

Silence

2-level Illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 275
2 Skywrite 1 action R
V S
1 hour
Concentration
Sight

Skywrite

2-level Transmutation (ritual)
Casting Time: 1 action
Range: Sight
Components: V S
Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early

Notes: Concentration, up to 1 hour

(Druid)
Source: ee 22, xge 165
2 Spider Climb 1 action
V S M
1 hour
Concentration
Touch

Spider Climb

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a c1imbing speed equal to its walking speed.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 277
2 Mirror Image 1 action
V S
1 minute
Self

Mirror Image

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

lf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

(Druid)
Source: phb 260
2 Moonbeam 1 action
V S M
1 minute
Concentration
120 feet

Moonbeam

2-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (several seeds of any moonseed plant and a pieee of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spells light.

On each of your turns after you cast this spell use can use an action to move the beam 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

(Druid)
Source: phb 261
2 Spike Growth 1 action
V S M
10 minutes
Concentration
150 feet

Spike Growth

2-level Transmutation
Casting Time: 1 action
Range: 150 feet
Components: V S M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 277
2 Warding Wind 1 action
V
10 minutes
Concentration
Self

Warding Wind

2-level Evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

* It deafens you and other creatures in its area.

* It extinguishes unprotected flames in its area that are torch-sized or smaller.

* The area is difficult terrain for creatures other than you.

* The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

* It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 23, xge 170
2 Web 1 action
V S M
1 hour
Concentration
60 feet

Web

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength cheek against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 287
2 Summon Beast 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Beast

2-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

(Druid)
Source: TCoE 109
2 Wither and Bloom 1 action
V S M
Instantaneous
60 feet

Wither and Bloom

2-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S M (a withered vine twisted into a loop)
Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save or half as much on a successful one. Nonmagical vegetation in the area withers.
In addition, one creature of your choice in that area can spend a Hit Dice and regain a number of hit points equal to the roll plus your spell casting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd level, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd level.

(Druid)
Source: SCoC 38
3 Call Lightning 1 action
V S
10 minutes
Concentration
120 feet

Call Lightning

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 220
3 Create Food and Water 1 action
V S
Instantaneous
30 feet

Create Food and Water

3-level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

(Druid)
Source: phb 229
3 Daylight 1 action
V S
1 hour
60 feet

Daylight

3-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

(Druid)
Source: phb 230
3 Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Druid)
Source: phb 234
3 Conjure Animals 1 action
V S
1 hour
Concentration
60 feet

Conjure Animals

3-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 225
3 Erupting Earth 1 action
V S M
Instantaneous
120 feet

Erupting Earth

3-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a piece of obsidian)
Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

(Druid)
Source: ee 17, xge 155
3 Feign Death 1 action R
V S M
1 hour
Touch

Feign Death

3-level Necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V S M (a pinch of graveyard dirt)
Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

(Druid)
Source: phb 240
3 Flame Arrows 1 action
V S
1 hour
Concentration
Touch

Flame Arrows

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Notes: Concentration, up to 1 hour

(Druid)
Source: ee 18, xge 156
3 Gaseous Form 1 action
V S M
1 hour
Concentration
Touch

Gaseous Form

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

(Druid)
Source: phb 244
3 Haste 1 action
V S M
1 minute
Concentration
30 feet

Haste

3-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

(Druid)
Source: phb 250
3 Lightning Bolt 1 action
V S M
Instantaneous
Self (100-foot line)

Lightning Bolt

3-level Evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V S M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Druid)
Source: phb 255
3 Plant Growth 1 action
V S
Instantaneous
150 feet

Plant Growth

3-level Transmutation
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

(Druid)
Source: phb 266
3 Protection from Energy 1 action
V S
1 minute
Concentration
Touch

Protection from Energy

3-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

(Druid)
Source: phb 270
3 Sleet Storm 1 action
V S M
1 minute
Concentration
150 feet

Sleet Storm

3-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 276
3 Meld into Stone 1 action R
V S
8 hours
Touch

Meld into Stone

3-level Transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours

You step into a stone object or surface large enough tofully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit w ithin it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or 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.

(Druid)
Source: phb 259
3 Slow 1 action
V S M
1 minute
Concentration
120 feet

Slow

3-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a drop of molasses)
Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throwor be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throwat the end of its turn. On a successful save, the effect ends for it.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 277
3 Speak with Plants 1 action
V S
10 minutes
Self (30-foot radius)

Speak with Plants

3-level Transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V S
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing v ines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, 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.

(Druid)
Source: phb 277
3 Stinking Cloud 1 action
V S M
1 minute
Concentration
90 feet

Stinking Cloud

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 278
3 Tidal Wave 1 action
V S M
Instantaneous
120 feet

Tidal Wave

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S M (a drop of water)
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

(Druid)
Source: ee 22, xge 168
3 Water Breathing 1 action R
V S M
24 hours
30 feet

Water Breathing

3-level Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a short reed or piece of straw)
Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the abilily to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

(Druid)
Source: phb 287
3 Water Walk 1 action R
V S M
1 hour
30 feet

Water Walk

3-level Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a piece of cork)
Duration: 1 hour

This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heal). Up to ten willing creatures you can see within range gain this abilily for the duration.

lf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

(Druid)
Source: phb 287
3 Wall of Water 1 action
V S M
10 minutes
Concentration
60 feet

Wall of Water

3-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a drop of water)
Duration: Concentration, up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that 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.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 23, xge 170
3 Wind Wall 1 action
V S M
1 minute
Concentration
120 feet

Wind Wall

3-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 288
3 Summon Fey 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Fey

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a gilded flower worth at least 300 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Druid)
Source: TCoE 112
4 Blight 1 action
V S
Instantaneous
30 feet

Blight

4-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels: When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.

(Druid)
Source: phb 219
4 Charm Monster 1 action
V S
1 hour
30 feet

Charm Monster

4-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, It is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

(Druid)
Source: xge 151
4 Elemental Bane 1 action
V S
1 minute
Concentration
90 feet

Elemental Bane

4-level Transmutation
Casting Time: 1 action
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 17, xge 155
4 Confusion 1 action
V S M
1 minute
Concentration
90 feet

Confusion

4-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (three nut shells)
Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or by affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.

|d10| |Behavior|

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each spell slot above 4th.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 224
4 Conjure Minor Elementals 1 minute
V S
1 hour
Concentration
90 feet

Conjure Minor Elementals

4-level Conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 226
4 Conjure Woodland Beings 1 action
V S M
1 hour
Concentration
60 feet

Conjure Woodland Beings

4-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

* One fey creature of challenge rating 2 or lower
* Two fey creatures of challenge rating 1 or lower
* Four fey creatures of challenge rating 1/2 or lower
* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 226
4 Freedom of Movement 1 action
V S M
1 hour
Touch

Freedom of Movement

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

(Druid)
Source: phb 244
4 Grasping Vine 1 bonus action
V S
1 minute
Concentration
30 feet

Grasping Vine

4-level Conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V S
Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

(Druid)
Source: phb 246
4 Greater Invisibility 1 action
V S
1 minute
Concentration
Touch

Greater Invisibility

4-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

(Druid)
Source: phb 246
4 Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

(Druid)
Source: phb 252
4 Control Water 1 action
V S M
10 minutes
Concentration
300 feet

Control Water

4-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely 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 and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 227
4 Divination 1 action R
V S M
Instantaneous
Self

Divination

4-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

(Druid)
Source: phb 234
4 Dominate Beast 1 action
V S
1 minute
Concentration
60 feet

Dominate Beast

4-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature', 'Run over there', or 'Fetch that object'. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

(Druid)
Source: phb 234
4 Stone Shape 1 action
V S M
Instantaneous
Touch

Stone Shape

4-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

(Druid)
Source: phb 278
4 Stoneskin 1 action
V S M
1 hour
Concentration
Touch

Stoneskin

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 278
4 Giant Insect 1 action
V S
10 minutes
Concentration
30 feet

Giant Insect

4-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and moment.

A creature remains in its giant size for the duration until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. for example, if you transform a bee, its giant version might have the same stats as a giant wasp.

(Druid)
Source: phb 245
4 Guardian of Nature 1 bonus action
V
1 minute
Concentration
Self

Guardian of Nature

4-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, 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 within 15 feet of you is difficult terrain for your enemies.


Notes: Concentration, up to 1 minute

(Druid)
Source: xge 157
4 Hallucinatory Terrain 10 minutes
V S M
24 hours
300 feet

Hallucinatory Terrain

4-level Illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V S M (a stone, a twig, and a bit of green plant)
Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (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 image superimposed on the terrain.

(Druid)
Source: phb 249
4 Locate Creature 1 action
V S M
1 hour
Concentration
Self

Locate Creature

4-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—-within 30 feet-—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

(Druid)
Source: phb 256
4 Polymorph 1 action
V S M
1 hour
Concentration
60 feet

Polymorph

4-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn’t have a challenge rating). The target's game statistics, including mental ability scores, are 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 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.

(Druid)
Source: phb 266
4 Wall of Fire 1 action
V S M
1 minute
Concentration
120 feet

Wall of Fire

4-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 285
4 Watery Sphere 1 action
V S M
1 minute
Concentration
90 feet

Watery Sphere

4-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a droplet of water)
Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random 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, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

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.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 23, xge 170
4 Summon Elemental 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Elemental

4-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Druid)
Source: TCoE 111
5 Antilife Shell 1 action
V S
1 hour
Concentration
Self (10-foot radius)

Antilife Shell

5-level Abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so an affected creature is forced to pass through the barrier, the spell ends.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 213
5 Cone of Cold 1 action
V S M
Instantaneous
Self (60-foot cone)

Cone of Cold

5-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S M (a small crystal or a glass cone)
Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

(Druid)
Source: phb 224
5 Control Winds 1 action
V S
1 hour
Concentration
300 feet

Control Winds

5-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Notes: Concentration, up to 1 hour

(Druid)
Source: ee 16
5 Greater Restoration 1 action
V S M
Instantaneous
Touch

Greater Restoration

5-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target’s attunement to a cursed magic item
* Any reduction to one of the target’s ability scores
* One effect reducing the target’s hit point maximum

(Druid)
Source: phb 246
5 Maelstrom 1 action
V S M
1 minute
Concentration
120 feet

Maelstrom

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (paper or leaf in the shape of a funnel)
Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 20, xge 160
5 Mass Cure Wounds 1 action
V S
Instantaneous
60 feet

Mass Cure Wounds

5-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

(Druid)
Source: phb 258
5 Passwall 1 action
V S M
1 hour
30 feet

Passwall

5-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a pinch of sesame seeds)
Duration: 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

(Druid)
Source: phb 264
5 Awaken 8 hours
V S M
Instantaneous
Touch

Awaken

5-level Transmutation
Casting Time: 8 hours
Range: Touch
Components: V S M (an agate worth at least 1000 gp, which the spell consumes)
Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

(Druid)
Source: phb 216
5 Cloudkill 1 action
V S
10 minutes
Concentration
120 feet

Cloudkill

5-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 222
5 Commune with Nature 1 minute R
V S
Instantaneous
Self

Commune with Nature

5-level Divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V S
Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

(Druid)
Source: phb 224
5 Conjure Elemental 1 minute
V S M
1 hour
Concentration
90 feet

Conjure Elemental

5-level Conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental's statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 225
5 Contagion 1 action
V S
7 days
Touch

Contagion

5-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom Checks and Wisdom Saving Throws and is Blinded.

Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength Checks, Strength Saving Throws, and Attack rolls that use Strength.

Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma Checks and vulnerability to all damage.

Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence Checks and Intelligence Saving Throws, and the creature behaves as if under the Effects of the Confusion spell during Combat.

Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity Checks, Dexterity Saving Throws, and Attack rolls that use Dexterity.

Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution Checks and Constitution Saving Throws. In addition, whenever the creature takes damage, it is Stunned until the end of its next turn.

(Druid)
Source: phb 227
5 Dream 1 minute
V S M
8 hours
Special

Dream

5-level Illusion
Casting Time: 1 minute
Range: Special
Components: V S M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

(Druid)
Source: phb 236
5 Geas 1 minute
V
30 days
60 feet

Geas

5-level Enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

(Druid)
Source: phb 244
5 Insect Plague 1 action
V S M
10 minutes
Concentration
300 feet

Insect Plague

5-level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th levei or higher, the damage increases by 1d10 for each slot level above 5th.

(Druid)
Source: phb 254
5 Planar Binding 1 hour
V S M
24 hours
60 feet

Planar Binding

5-level Abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V S M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

(Druid)
Source: phb 265
5 Reincarnate 1 hour
V S M
Instantaneous
Touch

Reincarnate

5-level Transmutation
Casting Time: 1 hour
Range: Touch
Components: V S M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

|d100|Race|
|--------|---------|
|01-04|Dragonborn|
|05-13|Dwarf, hill|
|14-21|Dwarf, mountain|
|22-25|Elf, dark|
|26-34|Elf, high|
|35-42|Elf, wood|
|43-46|Gnome, forest|
|47-52|Gnome, rock|
|53-56|Half-elf|
|57-60|Half-orc|
|61-68|Halfling, lightfoot|
|69-76|Halfling, stout|
|77-96|Human|
|97-00|Tiefling|

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

(Druid)
Source: phb 271
5 Scrying 10 minutes
V S M
10 minutes
Concentration
Self

Scrying

5-level Divination
Casting Time: 10 minutes
Range: Self
Components: V S M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

|Knowledge|Save Modifier|
|---|---|
|Secondhand (you have heard of the target)| +5|
|Firsthand (you have met the target)| 0|
|Familiar (you know the target well)| -5|
|Connection|Save Modifier|
|Likeness or picture| -2|
|Possession or garment| -4|
|Body part, lock of hair, bit of nail, or the like| -10|

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 273
5 Transmute Rock 1 action
V S M
Instantaneous
120 feet

Transmute Rock

5-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (clay and water)
Duration: Instantaneous

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

(Druid)
Source: ee 22, xge 169
5 Tree Stride 1 action
V S
1 minute
Concentration
Self

Tree Stride

5-level Conjuration
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 283
5 Wall of Stone 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Stone

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a small block of granite)
Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 287
5 Wrath of Nature 1 action
V S
1 minute
Concentration
120 feet

Wrath of Nature

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Notes: Concentration, up to 1 minute

(Druid)
Source: xge 171
6 Heal 1 action
V S
Instantaneous
60 feet

Heal

6-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

(Druid)
Source: phb 250
6 Heroes' Feast 10 minutes
V S M
Instantaneous
30 feet

Heroes' Feast

6-level Conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V S M ()
Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours

(Druid)
Source: phb 250
6 Investiture of Flame 1 action
V S
10 minutes
Concentration
Self

Investiture of Flame

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to fire damage and have resistance to cold damage.

* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 19, xge 159
6 Investiture of Stone 1 action
V S
10 minutes
Concentration
Self

Investiture of Stone

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 19, xge 159
6 Investiture of Wind 1 action
V S
10 minutes
Concentration
Self

Investiture of Wind

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* Ranged weapon attacks made against you have disadvantage on the attack roll.

* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 20, xge 160
6 Primordial Ward 1 action
V S
1 minute
Concentration
Self

Primordial Ward

6-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 21, xge 163
6 Sunbeam 1 action
V S M
1 minute
Concentration
Self (60-foot line)

Sunbeam

6-level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (a magnifying glass)
Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 279
6 Transport via Plants 1 action
V S
1 round
10 feet

Transport via Plants

6-level Conjuration
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

(Druid)
Source: phb 283
6 Bones of the Earth 1 action
V S
Instantaneous
120 feet

Bones of the Earth

6-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

(Druid)
Source: ee 15, xge 150
6 Conjure Fey 1 minute
V S
1 hour
Concentration
90 feet

Conjure Fey

6-level Conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becom es hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 226
6 Druid Grove 10 minutes
V S M
24 hours
Touch

Druid Grove

6-level Abjuration
Casting Time: 10 minutes
Range: Touch
Components: V S M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
Duration: 24 hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within an area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist. with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

(Druid)
Source: xge 154
6 Find the Path 1 minute
V S M
1 day
Concentration
Self

Find the Path

6-level Divination
Casting Time: 1 minute
Range: Self
Components: V S M (a set of divinatory tools -- such as bones, ivory sticks, cards, teeth, or carved runes -- worth 100 gp and an object from the location you wish to find)
Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as 'a green dragon's lair'), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you atomatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

(Druid)
Source: phb 240
6 Investiture of Ice 1 action
V S
10 minutes
Concentration
Self

Investiture of Ice

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to cold damage and have resistance to fire damage.

* You can move across difficult terrain created by ice or snow without spending extra movement.

* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Notes: Concentration, up to 10 minutes

(Druid)
Source: ee 19, xge 159
6 Move Earth 1 action
V S M
2 hours
Concentration
120 feet

Move Earth

6-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (an iron blade and a small bag containing a mixture of soils--c1ay, loam, and sand)
Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

(Druid)
Source: phb 263
6 Wall of Thorns 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Thorns

6-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S M (a handful of thorns)
Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot o f 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Notes: Concentration, up to 10 minutes

(Druid)
Source: phb 287
6 Wind Walk 1 minute
V S M
8 hours
30 feet

Wind Walk

6-level Transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V S M (fire and holy water)
Duration: 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

(Druid)
Source: phb 288
7 Fire Storm 1 action
V S
Instantaneous
150 feet

Fire Storm

7-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

(Druid)
Source: phb 242
7 Regenerate 1 minute
V S M
1 hour
Touch

Regenerate

7-level Transmutation
Casting Time: 1 minute
Range: Touch
Components: V S M (a prayer wheel and holy water)
Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

(Druid)
Source: phb 271
7 Mirage Arcane 10 minutes
V S
10 days
Sight

Mirage Arcane

7-level Illusion
Casting Time: 10 minutes
Range: Sight
Components: V S
Duration: 10 days

You make terrain in a area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gental slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, and add them where none are present. The spell doesn't disguise, conceal or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

(Druid)
Source: phb 260
7 Plane Shift 1 action
V S M
Instantaneous
Touch

Plane Shift

7-level Conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in is Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Chose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

(Druid)
Source: phb 266
7 Reverse Gravity 1 action
V S M
1 minute
Concentration
100 feet

Reverse Gravity

7-level Transmutation
Casting Time: 1 action
Range: 100 feet
Components: V S M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creature strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

(Druid)
Source: phb 272
7 Whirlwind 1 action
V M
1 minute
Concentration
300 feet

Whirlwind

7-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V M (a piece of straw)
Duration: Concentration, up to 1 minute

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Notes: Concentration, up to 1 minute

(Druid)
Source: ee 24, xge 171
8 Sunburst 1 action
V S M
Instantaneous
150 feet

Sunburst

8-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (fire and a piece of sunstone)
Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

(Druid)
Source: phb 279
8 Animal Shapes 1 action
V S
24 hours
Concentration
30 feet

Animal Shapes

8-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rationg of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, thought the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it 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 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 or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Notes: Concentration, up to 24 hours

(Druid)
Source: phb 212
8 Antipathy/Sympathy 1 hour
V S M
10 days
60 feet

Antipathy/Sympathy

8-level Enchantment
Casting Time: 1 hour
Range: 60 feet
Components: V S M (either a hump of alum soaked in vinegar for the _antipathy_ effect or a drop of honey for the _sympathy_ effect)
Duration: 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature such as red dragons, goblins or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

(Druid)
Source: phb 214
8 Control Weather 10 minutes
V S M
8 hours
Concentration
Self (5-mile radius)

Control Weather

8-level Transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V S M (burning incense and bits of earth and wood mixed in water)
Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

## Precipitation

|Stage|Condition|
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |

## Temperature

|Stage|Condition|
|---|---|
| 1 | Unbearable heat |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Arctic cold |

## Wind

|Stage|Condition|
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |

Notes: Concentration, up to 8 hours

(Druid)
Source: phb 228
8 Earthquake 1 action
V S M
1 minute
Concentration
500 feet

Earthquake

8-level Evocation
Casting Time: 1 action
Range: 500 feet
Components: V S M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

(Druid)
Source: phb 236
8 Feeblemind 1 action
V S M
Instantaneous
150 feet

Feeblemind

8-level Enchantment
Casting Time: 1 action
Range: 150 feet
Components: V S M (a handful fo clay, crystal, glass, or mineral spheres)
Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

(Druid)
Source: phb 239
8 Tsunami 1 minute
V S
6 rounds
Concentration
Sight

Tsunami

8-level Conjuration
Casting Time: 1 minute
Range: Sight
Components: V S
Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take theis damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Notes: Concentration, up to 6 rounds

(Druid)
Source: phb 284
9 Foresight 1 minute
V S M
8 hours
Touch

Foresight

9-level Divination
Casting Time: 1 minute
Range: Touch
Components: V S M (a hummingbird feather)
Duration: 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

(Druid)
Source: phb 244
9 Storm of Vengeance 1 action
V S
1 minute
Concentration
Sight

Storm of Vengeance

9-level Conjuration
Casting Time: 1 action
Range: Sight
Components: V S
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Notes: Concentration, up to 1 minute

(Druid)
Source: phb 279
9 True Resurrection 1 hour
V S M
Instantaneous
Touch

True Resurrection

9-level Necromancy
Casting Time: 1 hour
Range: Touch
Components: V S M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

(Druid)
Source: phb 284
9 Shapechange 1 action
V S M
1 hour
Concentration
Self

Shapechange

9-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration: Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignement and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Notes: Concentration, up to 1 hour

(Druid)
Source: phb 274
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