Taman Mostana

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Class Level Readiness Ability To Hit Save
Druid 3 Prepares Spells (6) WIS (+3) +5 DC 13
Spell Slots:
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Cast Name Casting Time Duration Range More
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) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: ee 16, xge 152
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.

(Cleric) (Druid) (Artificer (UEA))
Source: phb 272
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
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast 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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast 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.

(Bard) (Druid) (Artificer (UEA))
Source: phb 239
Cast 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) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast 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) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 254
Cast 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.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 282
2nd Level check_box_outline_blank check_box_outline_blank Slots
Cast 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) (Sorcerer) (Wizard)
Source: phb 242
Cast 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) (Wizard)
Source: phb 259
Cast 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) (Paladin)
Source: phb 261
  • Sub Class: Circle of the Land: Underdark - Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
  • Sub Class: Circle of the Land: Underdark - - : Spider Climb, Web
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