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D&D Spell Descriptions and Mechanics

The document describes several cantrips and 1st-level spells available to Druids and provides their descriptions. The cantrips and spells cover a variety of damage types and effects including conjuration, divination, enchantment, evocation and transmutation magic.

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Xander Thrumble
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0% found this document useful (0 votes)
20 views3 pages

D&D Spell Descriptions and Mechanics

The document describes several cantrips and 1st-level spells available to Druids and provides their descriptions. The cantrips and spells cover a variety of damage types and effects including conjuration, divination, enchantment, evocation and transmutation magic.

Uploaded by

Xander Thrumble
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Magic Stone Thorn Whip

Transmutation CANTRIP Damage: 1d6 +3 bludgeoning Transmutation CANTRIP Damage: 1d6 piercing
Casting Time: 1 bonus action Duration: 1 minute Casting Time: 1 action Duration: Instantaneous
Range: Touch Components: V, S Range: 30 feet Components: V, S

You touch one to three pebbles and imbue them with magic. You or You create a long, vine-like whip covered in thorns that lashes out at
someone else can make a ranged spell attack with one of the your command toward a creature in range. Make a melee spell attack
pebbles by throwing it or hurling it with a sling. If thrown, it against the target. If the attack hits, the creature takes 1d6
has a range of 60 feet. If someone else attacks with the piercing damage, and if the creature is Large or smaller,
pebble, that attacker adds your spellcasting ability modifier, you pull the creature up to 10 feet closer to you.
not the attacker’s, to the attack roll. On a hit, the target takes
The spell's damage increases by 1d6 when you reach 5th level
bludgeoning damage equal to 1d6 + your spellcasting ability
(2d6), 11th level (3d6), and 17th level (4d6).
modifier. Hit or miss, the spell then ends on the stone.

Druidcraft Charm Person


Transmutation CANTRIP Duration: Instantaneous 1st-level Enchantment Duration: 1 hour
Casting Time: 1 bonus action Components: V Casting Time: 1 action Components: V, S
Range: 30 feet Range: 30 feet Save: WIS 13
You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. You attempt to charm a humanoid you can see within range. It must
You instantly make a flower blossom, a seed pod open, or a leaf make a Wisdom saving throw, and does so with advantage if you or
bud bloom. You create an instantaneous, harmless sensory your companions are fighting it. If it fails the saving throw,
effect, such as falling leaves, a puff of wind, the sound of a it is charmed by you until the spell ends or until you or your
small animal, or the faint odor of skunk. The effect must fit companions do anything harmful to it. The charmed creature
in a 5-foot cube. regards you as a friendly acquaintance. When the spell ends,
You instantly light or snuff out a candle, a torch, or a small the creature knows it was charmed by you.
campfire.
Earth Tremor Ice Knife
1st-level Evocation Damage: 1d6 bludgeoning 1st-level Conjuration Damage: 1d10 piercing
Casting Time: 1 action Duration: Instantaneous Casting Time: 1 action Duration: Instantaneous
Range: 10 feet Components: V, S Range/Area: 60 feet./5 feet Components: V, S
Save: DEX 13 Save: DEX 13
You cause a tremor in the ground within range. Each creature other You create a shard of ice and fling it at one creature within range.
than you in that area must make a Dexterity saving throw. On a failed Make a ranged spell attack against the target. On a hit, the target
save, a creature takes 1d6 bludgeoning damage and is knocked takes 1d10 piercing damage. Hit or miss, the shard then explodes.
prone. If the ground in that area is loose earth or stone, it The target and each creature within 5 feet of it must succeed
becomes difficult terrain until cleared, with each 5-foot- on a Dexterity saving throw or take 2d6 cold damage.
diameter portion requiring at least 1 minute to clear by hand..
When you cast this spell using a spell slot of 2nd level or higher,
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.
the damage increases by 1d6 for each slot level above 1st.

Thunderwave Speak with Animals


Transmutation CANTRIP Duration: Instantaneous 1st-level Divination Duration: 10 minutes
Casting Time: 1 bonus action Components: V, S Casting Time: 1 action Components: V, S
Range/Area: Self./15 feet Save: CON 13 Range: Self
A wave of thunderous force sweeps out from you. Each creature in a You gain the ability to comprehend and verbally communicate with
15-foot cube originating from you must make a Constitution saving beasts for the duration. The knowledge and awareness of many
throw. On a failed save, a creature takes 2d8 thunder damage and is beasts is limited by their intelligence, but at minimum, beasts can
pushed 10 feet away from you. On a successful save, the give you information about nearby locations and monsters,
creature takes half as much damage and isn't pushed. The including whatever they can perceive or have perceived
spell emits a thunderous boom audible out to 300 feet. within the past day. You might be able to persuade a beast
When you cast this spell using a spell slot of 2nd level or higher, to perform a small favor for you, at the GM's discretion.
the damage increases by 1d8 for each slot level above 1st.
Dagger Sling

ATTACK DAMAGE DAMAGE TYPE ATTACK DAMAGE DAMAGE TYPE


1 D4 + PIERCING 1 D4 + BLUDGEONING
STR mod + PROF STR mod DEX mod + PROF DEX mod
SIMPLE MELEE WEAPON SIMPLE RANGED WEAPON
FINESSE, LIGHT, THROWN (RANGE 20/60) AMMUNITION (RANGE 30/120)

Shortsword Scimitar

ATTACK DAMAGE DAMAGE TYPE ATTACK DAMAGE DAMAGE TYPE


1 D6 + PIERCING 1 D6 + SLASHING
STR mod + PROF STR mod STR mod + PROF STR mod
MARTIAL MELEE WEAPON MARTIAL MELEE WEAPON
LIGHT, FINESSE LIGHT, FINESSE

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