Druid Character Sheet Template
Druid Character Sheet Template
INSPIRATION
STRENGTH
16 +2 60
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
9 PERSONALITY TRAITS
+2 ●
+2 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS
14 ●
+7 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+5 Acrobatics (Dex) SUCCESSES
-1 +2 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 ●
+7 Insight (Wis)
Dagger +5 1d4+2 piercing
Alms Box
WISDOM
+2 Intimidation (Cha)
-1 Investigation (Int)
Backpack
+4 Medicine (Wis) Blanket
+4 -1 Nature (Int)
Candle x10
●
+7 Perception (Wis) Number of
18
+2 Performance (Cha)
Attacks: 1 Censer
CHARISMA
●
+8 Persuasion (Cha)
-1 Religion (Int)
Clothes, traveler’s
+2 +2 Sleight of Hand (Dex) Explorer's Pack
14
●
+5 Stealth (Dex) Incense x2
+7 Survival (Wis)
Rations (1 day)
●
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AGE HEIGHT WEIGHT
NAME
SYMBOL
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Druid Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Druidcraft Call Lightning
Guidance Conjure Animals
Shape Water Daylight
Thorn Whip Dispel Magic
Erupting Earth
Feign Death
Flame Arrows
SPELL
Plant Growth
LEVEL
SLOTS TOTAL SLOTS EXPENDED Protection from Energy
1 4 Sleet Storm
7
Speak with Plants
EPAR
SPELL NAME
ED
PR
Absorb Elements
Animal Friendship
4 1
Beast Bond
Giant Insect
Grasping Vine
2 3 Gravity Sinkhole (Dunamancy)
Barkskin
Beast Sense
5
Darkvision
Dust Devil
9
Earthbind
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Summon Fey
Tidal Wave
Wall of Water
Water Breathing
Water Walk
Wind Wall
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Fog Cloud
2 3
Heat Metal
Hold Person
Immovable Object (Dunamancy)
5
Lesser Restoration
Skywrite
Spike Growth
Warding Wind
Wither and Bloom
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Druid Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Thunderwave
4 1
SPELLS KNOWN
2 3
Wristpocket (Dunamancy)
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FEATURES & TRAITS
Darkvision: 60 ft.
---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/2 and no flying speed (lasts 3 hours, use
twice/rest).
-----------Other Traits------------
Cosmic Omen. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a
die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or
an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw,
or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or
an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Druidic. You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.
Skill Expert. You have honed your proficiency with particular skills, granting you the following benefits:
Star Map. You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a
spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be
performed during a short or long rest, and it destroys the previous map.
Starry Form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather
than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like
stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light
for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are
incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your
choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your
subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one
creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that
restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 +
your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a
Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Page 1
Whispering to the spirits of nature, you create You touch one willing creature. Once before You choose an area of water that you can see
one of the following effects within range: • You the spell ends, the target can roll a d4 and add within range and that fits within a 5-foot cube.
create a tiny, harmless sensory effect that the number rolled to one ability check of its You manipulate it in one of the following
predicts what the weather will be at your choice. It can roll the die before or after ways: • You instantaneously move or
location for the next 24 hours. The effect making the ability check. The spell then ends. otherwise change the flow of the water as you
might manifest as a golden orb for clear skies, direct, up to 5 feet in any direction. This
a cloud for rain, falling snowflakes for snow, movement doesn't have enough force to cause
and so on. This effect persists for 1 round. • damage. • You cause the water to form into
You instantly make a flower blossom, a seed simple shapes and animate at your direction.
pod open, or a leaf bud bloom. • You create an This change lasts for 1 hour. • You change the
instantaneous, harmless sensory effect, such water's color or opacity. The water must be
as falling leaves, a puff of wind, the sound of a changed in the same way throughout. This
small animal, or the faint odor of skunk. The change lasts for 1 hour. • You freeze the water,
effect must fit in a 5-foot cube. • You instantly provided that there are no creatures in it. The
light or snuff out a candle, a torch, or a small water unfreezes in 1 hour. If you cast this spell
campfire. 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.
You create a long, vine-like whip covered in The spell captures some of the incoming This spell lets you convince a beast that you
thorns that lashes out at your command energy, lessening its effect on you and storing mean it no harm. Choose a beast that you can
toward a creature in range. Make a melee spell it for your next melee attack. You have see within range. It must see and hear you. If
attack against the target. If the attack hits, the resistance to the triggering damage type until the beast's Intelligence is 4 or higher, the spell
creature takes 1d6 piercing damage, and if the the start of your next turn. Also, the first time fails. Otherwise, the beast must succeed on a
creature is Large or smaller, you pull the you hit with a melee attack on your next turn, Wisdom saving throw or be charmed by you
creature up to 10 feet closer to you. This spell's the target takes an extra 1d6 damage of the for the spell's duration. If you or one of your
damage increases by 1d6 when you reach 5th triggering type, and the spell ends. At Higher companions harms the target, the spell ends.
level (2d6), 11th level (3d6), and 17th level Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell
(4d6). slot of 2nd level or higher, the extra damage using a spell slot of 2nd level or higher, you
increases by 1d6 for each slot level above 1st. can affect one additional beast for each slot
level above 1st.
You establish a telepathic link with one beast You hurl an undulating, warbling mass of You attempt to charm a humanoid you can see
you touch that is friendly to you or charmed chaotic energy at one creature in range . Make within range. It must make a Wisdom saving
by you. The spell fails if the beast's Intelligence a ranged spell attack against the target. On a throw, and does so with advantage if you or
is 4 or higher. Until the spell ends, the link is hit, the target takes 2d8 + 1d6 damage. Choose your companions are fighting it. If it fails the
active while you and the beast are within line one of the d8s. The number rolled on that die saving throw, it is charmed by you until the
of sight of each other. Through the link, the determines the attack's damage type, as spell ends or until you or your companions do
beast can understand your telepathic shown below. l Acid 2 Cold 3 Fire 4 Force 5 anything harmful to it. The charmed creature
messages to it, and it can telepathically Lightning 6 Poison 7 Psychic 8 Thunder If you regards you as a friendly acquaintance. When
communicate simple emotions and concepts roll the same number on both d8s, the chaotic the spell ends, the creature knows it was
back to you. While the link is active, the beast energy leaps from the target to a different charmed by you. At Higher Levels. When you
gains advantage on attack rolls against any creature of your choice within 30 feet of it. cast this spell using a spell slot of 2nd level or
creature within 5 feet of you that you can see. Make a new attack roll against the new target, higher, you can target one additional creature
and make a new damage roll , which could for each slot level above 1st. The creatures
cause the chaotic energy to leap again. A must be within 30 feet of each other when you
creature can be targeted only once by this target them.
casting of the spell. At Higher Levels. When
you cast this spell using a spell s lot of 2nd
level or higher, each target takes 1d6 extra
damage of the type rolled for each slot level
Page 1 (reverse)
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you sense the presence of
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic
water within range in an open container. modifier. This spell has no effect on undead or in this way, you can use your action to see a
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast faint aura around any visible creature or
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or object in the area that bears magic, and you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can
You destroy up to 10 gallons of water in an slot level above 1st. penetrate most barriers, but it is blocked by 1
open container within range. Alternatively, foot of stone, 1 inch of common metal, a thin
you destroy fog in a 30-foot cube within range. sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.
For the duration, you can sense the presence You cause a tremor in the ground within Grasping weeds and vines sprout from the
and location of poisons, poisonous creatures, range. Each creature other than you in that ground in a 20-foot square starting from a
and diseases within 30 feet of you. You also area must make a Dexterity saving throw. On point within range. For the duration, these
identify the kind of poison, poisonous a failed save, a creature takes 1d6 bludgeoning plants turn the ground in the area into
creature, or disease in each case. The spell can damage and is knocked prone. If the ground in difficult terrain. A creature in the area when
penetrate most barriers, but it is blocked by 1 that area is loose earth or stone, it becomes you cast the spell must succeed on a Strength
foot of stone, 1 inch of common metal, a thin difficult terrain until cleared, with each saving throw or be restrained by the
sheet of lead, or 3 feet of wood or dirt. 5-foot-diameter portion requiring at least 1 entangling plants until the spell ends. A
minute to clear by hand. At Higher Levels. creature restrained by the plants can use its
When you cast this spell using a spell slot of action to make a Strength check against your
2nd level or higher, the damage increases by spell save DC. On a success, it frees itself.
1d6 for each slot level above 1st. When the spell ends, the conjured plants wilt
away.
Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog You touch a willing creature. For the duration,
outlined in blue, green, or violet light (your centered on a point within range. The sphere the target can add 1d8 to its initiative rolls.
choice). Any creature in the area when the spreads around corners, and its area is heavily
spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a
Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10
objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels.
in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of
affected creature or object has advantage if the 2nd level or higher, the radius of the fog
attacker can see it, and the affected creature or increases by 20 feet for each slot level above
object can't benefit from being invisible. 1st.
Page 2 (reverse)
Page 3
Up to ten berries appear in your hand and are A flash of light streaks toward a creature of A creature of your choice that you can see
infused with magic for the duration. A your choice within range. Make a ranged spell within range regains hit points equal to 1d4 +
creature can use its action to eat one berry. attack against the target. On a hit, the target your spellcasting ability modifier. This spell
Eating a berry restores 1 hit point, and the takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At
berry provides enough nourishment to sustain roll made against this target before the end of Higher Levels. When you cast this spell using a
a creature for one day. The berries lose their your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing
potency if they have not been consumed mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
within 24 hours of the casting of this spell. then. 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.
You create a shard of ice and fling it at one You touch a creature. The creature's jump You touch a creature. The target's speed
creature within range. Make a ranged spell distance is tripled until the spell ends. increases by 10 feet until the spell ends. At
attack against the target. On a hit, the target Higher Levels. When you cast this spell using a
takes 1d10 piercing damage. Hit or miss, the spell slot of 2nd level or higher, you can target
shard then explodes. The target and each one additional creature for each slot level
creature within 5 feet of it must succeed on a above 1st.
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.
The gravity in a 10-foot-radius sphere All nonmagical food and drink within a As you cast this spell, you use the rope to
centered on a point you can see within range 5-foot-radius sphere centered on a point of create a circle with a 5-foot radius on the
increases for a moment. Each creature in the your choice within range is purified and ground or the floor. When you finish casting,
sphere on the turn when you cast the spell rendered free of poison and disease. the rope disappears and the circle becomes a
must make a Constitution saving throw. On a magic trap. This trap is nearly invisible,
failed save, a creature takes 2d8 force damage, requiring a successful Intelligence
and its speed is halved until the end of its next (Investigation) check against your spell save
turn. On a successful save, a creature takes DC to be discerned. The trap triggers when a
half as much damage and suffers no reduction Small, Medium, or Large creature moves onto
to its speed. Until the start of your next turn, the ground or the floor in the spell's radius.
any object that isn't being worn or carried in That creature must succeed on a Dexterity
the sphere requires a successful Strength saving throw or be magically hoisted into the
check against your spell save DC to pick up or air, leaving it hanging upside down 3 feet
move. At Higher Levels. When you cast this above the ground or the floor. The creature is
spell using a spell slot of 2nd level or higher, restrained there until the spell ends. A
the damage increases by 1d8 for each slot level restrained creature can make a Dexterity
above 1st. saving throw at the end of each of its turns,
ending the effect on itself on a success.
Alternatively, the creature or someone else
Page 3 (reverse)
Snare (reverse)
who can reach it can use an action to make an
Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect
ends. After the trap is triggered, the spell ends
when no creature is restrained by it.
Page 4
You gain the ability to comprehend and A wave of thunderous force sweeps out from By means of this spell, you use an animal to
verbally communicate with beasts for the you. Each creature in a 15-foot cube deliver a message. Choose a Tiny beast you can
duration. The knowledge and awareness of originating from you must make a see within range, such as a squirrel, a blue jay,
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a or a bat. You specify a location, which you
but at minimum, beasts can give you creature takes 2d8 thunder damage and is must have visited, and a recipient who
information about nearby locations and pushed 10 feet away from you. On a successful matches a general description, such as “a man
monsters, including whatever they can save, the creature takes half as much damage or woman dressed in the uniform of the town
perceive or have perceived within the past and isn't pushed. In addition, unsecured guard” or “a red-haired dwarf wearing a
day. You might be able to persuade a beast to objects that are completely within the area of pointed hat.” You also speak a message of up
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away to twenty-five words. The target beast travels
discretion. from you by the spell's effect, and the spell for the duration of the spell toward the
emits a thunderous boom audible out to 300 specified location, covering about 50 miles per
feet. At Higher Levels. When you cast this 24 hours for a flying messenger, or 25 miles
spell using a spell slot of 2nd level or higher, for other animals. When the messenger
the damage increases by 1d8 for each slot level arrives, it delivers your message to the
above 1st. creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its
You touch a willing creature. Until the spell You touch a willing beast. For the duration of You touch a willing creature to grant it the
ends, the target's skin has a rough, bark-like the spell, you can use your action to see ability to see in the dark. For the duration, that
appearance, and the target's AC can't be less through the beast's eyes and hear what it creature has darkvision out to a range of 60
than 16, regardless of what kind of armor it is hears, and continue to do so until you use your feet.
wearing. 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.
Choose an unoccupied 5-foot cube of air that Choose one creature you can see within range. You touch a creature and bestow upon it a
you can see within range. An elemental force Yellow strips of magical energy loop around magical enhancement. Choose one of the
that resembles a dust devil appears in the cube the creature. The target must succeed on a following effects; the target gains that effect
and lasts for the spell’s duration. Any creature Strength saving throw, or its flying speed (if until the spell ends. Bear's Endurance. The
that ends its turn within 5 feet of the dust devil any) is reduced to 0 feet for the spell’s target has advantage on Constitution checks.
must make a Strength saving throw. On a duration. An airborne creature affected by this It also gains 2d6 temporary hit points, which
failed save, the creature takes 1d8 bludgeoning spell safely descends at 60 feet per round until are lost when the spell ends. Bull's Strength.
damage and is pushed 10 feet away. On a it reaches the ground or the spell ends. The target has advantage on Strength checks,
successful save, the creature takes half as and his or her carrying capacity doubles. Cat's
much damage and isn’t pushed. As a bonus Grace. The target has advantage on Dexterity
action, you can move the dust devil up to 30 checks. It also doesn't take damage from
feet in any direction. If the dust devil moves falling 20 feet or less if it isn't incapacitated.
over sand, dust, loose dirt, or small gravel, it Eagle's Splendor. The target has advantage on
sucks up the material and forms a Charisma checks. Fox's Cunning. The target
10-foot-radius cloud of debris around itself has advantage on Intelligence checks. Owl's
that lasts until the start of your next turn. The Wisdom. The target has advantage on Wisdom
cloud heavily obscures its area. At Higher checks. At Higher Levels. When you cast this
Levels: When you cast this spell using a spell spell using a spell slot of 3rd level or higher,
slot of 3rd level or higher, the damage you can target one additional creature for each
Page 4 (reverse)
You sense the presence of any trap within You evoke a fiery blade in your free hand. The A 5-foot-diameter sphere of fire appears in an
range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar, unoccupied space of your choice within range
the purpose of this spell, includes anything and it lasts for the duration. If you let go of the and lasts for the duration. Any creature that
that would inflict a sudden or unexpected blade, it disappears, but you can evoke the ends its turn within 5 feet of the sphere must
effect you consider harmful or undesirable, blade again as a bonus action. You can use make a Dexterity saving throw. The creature
which was specifically intended as such by its your action to make a melee spell attack with takes 2d6 fire damage on a failed save, or half
creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6 as much damage on a successful one. As a
affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright bonus action, you can move the sphere up to
warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an 30 feet. If you ram the sphere into a creature,
not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you that creature must make the saving throw
unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or against the sphere's damage, and the sphere
spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every stops moving this turn. When you move the
don't learn the location of each trap, but you two slot levels above 2nd. sphere, you can direct it over barriers up to 5
do learn the general nature of the danger feet tall and jump it across pits up to 10 feet
posed by a trap you sense. wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright
light in a 20-foot radius and dim light for an
additional 20 feet. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or
You impart latent luck to yourself or one A line of strong wind 60 feet long and 10 feet You call forth a nature spirit to soothe the
willing creature you can see within range. wide blasts from you in a direction you choose wounded. The intangible spirit appears in a
When the chosen creature makes an attack for the spell's duration. Each creature that space that is a 5-foot cube you can see within
roll, an ability check, or a saving throw before starts its turn in the line must succeed on a range. The spirit looks like a transparent beast
the spell ends, it can dismiss this spell on itself Strength saving throw or be pushed 15 feet or fey (your choice). Until the spell ends,
to roll an additional d20 and choose which of away from you in a direction following the whenever you or a creature you can see moves
the d20s to use. Alternatively, when an attack line. Any creature in the line must spend 2 feet into the spirit's space for the first time on a
roll is made against the chosen creature, it can of movement for every 1 foot it moves when turn or starts its turn there, you can cause the
dismiss this spell on itself to roll a d20 and moving closer to you. The gust disperses gas or spirit to restore 1d6 hit points to that creature
choose which of the d20s to use, the one it vapor, and it extinguishes candles, torches, (no action required). The spirit can't heal
rolled or the one the attacker rolled. If the and similar unprotected flames in the area. It constructs or undead. As a bonus action on
original d20 roll has advantage or causes protected flames, such as those of your turn, you can move the spirit up to 30
disadvantage, the creature rolls the additional lanterns, to dance wildly and has a 50 percent feet to a space you can see. At Higher Levels.
d20 after advantage or disadvantage has been chance to extinguish them. As a bonus action When you cast this spell using a spell slot of
applied to the original roll. At Higher Levels. on each of your turns before the spell ends, 3rd level or higher, the healing increases by
When you cast this spell using a spell slot of you can change the direction in which the line 1d6 for each slot level above 2nd.
3rd level or higher, you can target one blasts from you.
additional creature for each slot level above
2nd.
Choose a manufactured metal object, such as a Choose a humanoid that you can see within You touch an object that weighs no more than
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom 10 pounds and cause it to become magically
metal armor, that you can see within range. saving throw or be paralyzed for the duration. fixed in place. You and the creatures you
You cause the object to glow red-hot. Any At the end of each of its turns, the target can designate when you cast this spell can move
creature in physical contact with the object make another Wisdom saving throw. On a the object normally. You can also set a
takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher password that, when spoken within 5 feet of
Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell the object, suppresses this spell for 1 minute.
action on each of your subsequent turns to slot of 3rd level or higher, you can target one If the object is fixed in the air, it can hold up to
cause this damage again. If a creature is additional humanoid for each slot level above 4,000 pounds of weight. More weight causes
holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of the object to fall. Otherwise, a creature can use
damage from it, the creature must succeed on each other when you target them. an action to make a Strength check against
a Constitution saving throw or drop the object your spell save DC. On a success, the creature
if it can. If it doesn't drop the object, it has can move the object up to 10 feet. At Higher
disadvantage on attack rolls and ability checks Levels. If you cast this spell using a spell slot of
until the start of your next turn. At Higher 4th or 5th level, the DC to move the object
Levels. When you cast this spell using a spell increases by 5, it can carry up to 8,000 pounds
slot of 3rd level or higher, the damage of weight, and the duration increases to 24
increases by 1d8 for each slot level above 2nd. hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object
Page 5 (reverse)
You touch a creature and can end either one Describe or name a specific kind of beast or Describe or name an object that is familiar to
disease or one condition afflicting it. The plant. Concentrating on the voice of nature in you. You sense the direction to the object's
condition can be blinded, deafened, paralyzed, your surroundings, you learn the direction location, as long as that object is within 1,000
or poisoned. and distance to the closest creature or plant of feet of you. If the object is in motion, you know
that kind within 5 miles, if any are present. 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.
A silvery beam of pale light shines down in a A veil of shadows and silence radiates from You touch a creature. If it is poisoned, you
5-foot radius, 40-foot-high cylinder centered you, masking you and your companions from neutralize the poison. If more than one poison
on a point within range. Until the spell ends, detection. For the duration, each creature you afflicts the target, you neutralize one poison
dim light fills the cylinder. When a creature choose within 30 feet of you (including you) that you know is present, or you neutralize
enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks one at random. For the duration, the target
turn or starts its turn there, it is engulfed in and can't be tracked except by magical means. has advantage on saving throws against being
ghostly flames that cause searing pain, and it A creature that receives this bonus leaves poisoned, and it has resistance to poison
must make a Constitution saving throw. It behind no tracks or other traces of its passage. damage.
takes 2d10 radiant damage on a failed save, or
half as much damage 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 spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60
feet in any direction. At Higher Levels. When
you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d10 for
You cause up to ten words to form in a part of The ground in a 20-foot radius centered on a A strong wind (20 miles per hour) blows
the sky you can see. The words appear to be point within range twists and sprouts hard around you in a 10-foot radius and moves with
made of cloud and remain in place for the spikes and thorns. The area becomes difficult you, remaining centered on you. The wind
spell’s duration. The words dissipate when the terrain for the duration. When a creature lasts for the spell’s duration. The wind has the
spell ends. A strong wind can disperse the moves into or within the area, it takes 2d4 following effects: • It deafens you and other
clouds and end the spell early. piercing damage for every 5 feet it travels. The creatures in its area. • It extinguishes
transformation of the ground is camouflaged unprotected flames in its area that are
to look natural. Any creature that can't see the torch-sized or smaller. • It hedges out vapor,
area at the time the spell is cast must make a gas, and fog that can be dispersed by strong
Wisdom (Perception) check against your spell wind. • The area is difficult terrain for
save DC to recognize the terrain as hazardous creatures other than you. • The attack rolls of
before entering it. ranged weapon attacks have disadvantage if
the attacks pass in or out of the wind.
Page 6 (reverse)
Moonbeam (reverse)
each slot level above 2nd.
Page 7
You invoke both death and life upon a You flick your wrist, causing one object in A storm cloud appears in the shape of a
10-foot-radius sphere centered on a point your hand to vanish. The object, which only cylinder that is 10 feet tall with a 60-foot
within range. Each creature of your choice in you can be holding and can weigh no more radius, centered on a point you can see 100
that area must make a Constitution saving than 5 pounds, is transported to an feet directly above you. The spell fails if you
throw, taking 2d6 necrotic damage on a failed extradimensional space, where it remains for can't see a point in the air where the storm
save, or half as much damage on a successful the duration. Until the spell ends, you can use cloud could appear (for example, if you are in a
one. Nonmagical vegetation in that area your action to summon the object to your free room that can't accommodate the cloud).
withers. In addition, one creature of your hand, and you can use your action to return When you cast the spell, choose a point you
choice in that area can spend and roll one of its the object to the extradimensional space. An can see within range. A bolt of lightning
unspent Hit Dice and regain a number of hit object still in the pocket plane when the spell flashes down from the cloud to that point.
points equal to the roll plus your spellcasting ends appears in your space, at your feet. Each creature within 5 feet of that point must
ability modifier. At Higher Levels. When you make a Dexterity saving throw. A creature
cast this spell using a spell slot of 3rd level or takes 3d10 lightning damage on a failed save,
higher, the damage increases by 1d6 for each or half as much damage on a successful one.
slot above the 2nd, and the number of Hit Dice On each of your turns until the spell ends, you
that can be spent and added to the healing roll can use your action to call down lightning in
increases by one for each slot above 2nd. 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
You summon fey spirits that take the form of A 60-foot-radius sphere of light spreads out Choose one creature, object, or magical effect
beasts and appear in unoccupied spaces that from a point you choose within range. The within range. Any spell of 3rd level or lower
you can see within range. Choose one of the sphere is bright light and sheds dim light for on the target ends. For each spell of 4th level
following options for what appears: • One an additional 60 feet. If you chose a point on or higher on the target, make an ability check
beast of challenge rating 2 or lower • Two an object you are holding or one that isn't using your spellcasting ability. The DC equals
beasts of challenge rating 1 or lower • Four being worn or carried, the light shines from 10 + the spell's level. On a successful check, the
beasts of challenge rating 1/2 or lower • Eight the object and moves with it. Completely spell ends. At Higher Levels. When you cast
beasts of challenge rating 1/4 or lower Each covering the affected object with an opaque this spell using a spell slot of 4th level or
beast is also considered fey, and it disappears object, such as a bowl or a helm, blocks the higher, you automatically end the effects of a
when it drops to 0 hit points or when the spell light. If any of this spell's area overlaps with spell on the target if the spell's level is equal to
ends. The summoned creatures are friendly to an area of darkness created by a spell of 3rd or less than the level of the spell slot you used.
you and your companions. Roll initiative for level or lower, the spell that created the
the summoned creatures as a group, which darkness is dispelled.
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 GM has the creatures' statistics.
Choose a point you can see on the ground You touch a willing creature and put it into a You touch a quiver containing arrows or bolts.
within range. A fountain of churned earth and cataleptic state that is indistinguishable from When a target is hit by a ranged weapon attack
stone erupts in a 20-foot cube centered on that death. For the spell's duration, or until you use using a piece of ammunition drawn from the
point. Each creature in that area must make a an action to touch the target and dismiss the quiver, the target takes an extra 1d6 fire
Dexterity saving throw. A creature takes 3d12 spell, the target appears dead to all outward damage. The spell’s magic ends on the piece of
bludgeoning damage on a failed save, or half inspection and to spells used to determine the ammunition when it hits or misses, and the
as much damage on a successful one. target's status. The target is blinded and spell ends when twelve pieces of ammunition
Additionally, the ground in that area becomes incapacitated, and its speed drops to 0. The have been drawn from the quiver. At Higher
difficult terrain until cleared. Each target has resistance to all damage except Levels: When you cast this spell using a spell
5-foot-square portion of the area requires at psychic damage. If the target is diseased or slot of 4th level or higher, the number of
least 1 minute to clear by hand. At Higher poisoned when you cast the spell, or becomes pieces of ammunition you can affect with this
Levels. When you cast this spell using a spell diseased or poisoned while under the spell's spell increases by two for each slot level above
slot of 4th level or higher, the damage effect, the disease and poison have no effect 3rd.
increases by 1d12 for each slot level above 3rd. until the spell ends.
Page 7 (reverse)
You step into a stone object or surface large This spell channels vitality into plants within For the duration, the willing creature you
enough to fully contain your body, melding a specific area. There are two possible uses for touch has resistance to one damage type of
yourself and all the equipment you carry with the spell, granting either immediate or your choice: acid, cold, fire, lightning, or
the stone for the duration. Using your long-term benefits. If you cast this spell using thunder.
movement, you step into the stone at a point 1 action, choose a point within range. All
you can touch. Nothing of your presence normal plants in a 100-foot radius centered on
remains visible or otherwise detectable by that point become thick and overgrown. A
nonmagical senses. While merged with the creature moving through the area must spend
stone, you can't see what occurs outside it, and 4 feet of movement for every 1 foot it moves.
any Wisdom (Perception) checks you make to You can exclude one or more areas of any size
hear sounds outside it are made with within the spell's area from being affected. If
disadvantage. You remain aware of the you cast this spell over 8 hours, you enrich the
passage of time and can cast spells on yourself land. All plants in a half-mile radius centered
while merged in the stone. You can use your on a point within range become enriched for 1
movement to leave the stone where you year. The plants yield twice the normal
entered it, which ends the spell. You otherwise amount of food when harvested.
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
You create intense pressure, unleash it in a Until the spell ends, freezing rain and sleet fall You imbue plants within 30 feet of you with
30-foot cone, and decide whether the pressure in a 20-foot-tall cylinder with a 40-foot radius limited sentience and animation, giving them
pulls or pushes creatures and objects. Each centered on a point you choose within range. the ability to communicate with you and
creature in that cone must make a The area is heavily obscured, and exposed follow your simple commands. You can
Constitution saving throw. A creature takes flames in the area are doused. The ground in question plants about events in the spell's area
6d6 force damage on a failed save, or half as the area is covered with slick ice, making it within the past day, gaining information
much damage on a successful one. And every difficult terrain. When a creature enters the about creatures that have passed, weather,
creature that fails the save is either pulled 15 spell's area for the first time on a turn or starts and other circumstances. You can also turn
feet toward you or pushed 15 feet away from its turn there, it must make a Dexterity saving difficult terrain caused by plant growth (such
you, depending on the choice you made for the throw. On a failed save, it falls prone. If a as thickets and undergrowth) into ordinary
spell. In addition, unsecured objects that are creature is concentrating in the spell's area, terrain that lasts for the duration. Or you can
completely within the cone are likewise pulled the creature must make a successful turn ordinary terrain where plants are present
or pushed 15 feet. At Higher Levels. When you Constitution saving throw against your spell into difficult terrain that lasts for the
cast this spell using a spell slot of 4th level or save DC or lose concentration. duration, causing vines and branches to
higher, the damage increases by 1d6 and the hinder pursuers, for example. Plants might be
distance pulled or pushed increases by 5 feet able to perform other tasks on your behalf, at
for each slot level above 3rd. the GM's discretion. The spell doesn't enable
plants to uproot themselves and move about,
but they can freely move branches, tendrils,
You call forth a fey spirit. It manifests in an You conjure up a wave of water that crashes You conjure up a wall of water on the ground
unoccupied space that you can see within down on an area within range. The area can be at a point you can see within range. You can
range. This corporeal form uses the Fey Spirit up to 30 feet long, up to 10 feet wide, and up to make the wall up to 30 feet long, 10 feet high,
stat block. When you cast the spell, choose a 10 feet tall. Each creature in that area must and 1 foot thick, or you can make a ringed wall
mood: Fuming, Mirthful, or Tricksy. The make a Dexterity saving throw. On a failed up to 20 feet in diameter, 20 feet high, and 1
creature resembles a fey creature of your save, a creature takes 4d8 bludgeoning foot thick. The wall vanishes when the spell
choice marked by the chosen mood, which damage and is knocked prone. On a successful ends. The wall’s space is difficult terrain. Any
determines one of the traits in its stat block. save, a creature takes half as much damage ranged weapon attack that enters the wall’s
The creature disappears when it drops to 0 hit and isn’t knocked prone. The water then space has disadvantage on the attack roll, and
points or when the spell ends. The creature is spreads out across the ground in all directions, fire damage is halved if the fire effect passes
an ally to you and your companions. In extinguishing unprotected flames in its area through the wall to reach its target. Spells that
combat, the creature shares your initiative and within 30 feet of it, and then it vanishes. deal cold damage that pass through the wall
count, but it takes its turn immediately after cause the area of the wall they pass through to
yours. It obeys your verbal commands (no freeze solid (at least a 5-foot square section is
action required by you). If you don’t issue any, frozen). Each 5-foot-square frozen section has
it takes the Dodge action and uses its move to AC 5 and 15 hit points. Reducing a frozen
avoid danger. At Higher Levels. When you section to 0 hit points destroys it. When a
cast this spell using a spell slot of 4th level or section is destroyed, the wall’s water doesn’t
higher, use the higher level wherever the fill it.
Page 8 (reverse)
This spell grants up to ten willing creatures This spell grants the ability to move across any A wall of strong wind rises from the ground at
you can see within range the ability to breathe liquid surface—such as water, acid, mud, a point you choose within range. You can
underwater until the spell ends. Affected snow, quicksand, or lava—as if it were make the wall up to 50 feet long, 15 feet high,
creatures also retain their normal mode of harmless solid ground (creatures crossing and 1 foot thick. You can shape the wall in any
respiration. molten lava can still take damage from the way you choose so long as it makes one
heat). Up to ten willing creatures you can see continuous path along the ground. The wall
within range gain this ability for the duration. lasts for the duration. When the wall appears,
If you target a creature submerged in a liquid, each creature within its area must make a
the spell carries the target to the surface of the Strength saving throw. A creature takes 3d8
liquid at a rate of 60 feet per round. 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,
Necromantic energy washes over a creature of You attempt to charm a creature you can see This spell assaults and twists creatures' minds,
your choice that you can see within range, within range. It must make a Wisdom saving spawning delusions and provoking
draining moisture and vitality from it. The throw, and it does so with advantage if you or uncontrolled action. Each creature in a
target must make a Constitution saving throw. your companions are fighting it. If it fails the 10-foot-radius sphere centered on a point you
The target takes 8d8 necrotic damage on a saving throw, it is charmed by you until the choose within range must succeed on a
failed save, or half as much damage on a spell ends or until you or your companions do Wisdom saving throw when you cast this spell
successful one. This spell has no effect on anything harmful to it. The charmed creature or be affected by it. An affected target can't
undead or constructs. If you target a plant is friendly to you. When the spell ends, the take reactions and must roll a d10 at the start
creature or a magical plant, it makes the creature knows it was charmed by you. At of each of its turns to determine its behavior
saving throw with disadvantage, and the spell Higher Levels. When you cast this spell using a for that turn. d10 Behavior 1 The creature uses
deals maximum damage to it. If you target a spell slot of 5th level or higher, you can target all its movement to move in a random
nonmagical plant that isn't a creature, such as one additional creature for each slot level direction. To determine the direction, roll a d8
a tree or shrub, it doesn't make a saving throw; above 4th. The creatures must be within 30 and assign a direction to each die face. The
it simply withers and dies. At Higher Levels. feet of each other when you target them. creature doesn't take an action this turn. 2–6
When you cast this spell using a spell slot of The creature doesn't move or take actions this
5th level or higher, the damage increases by turn. 7–8 The creature uses its action to make a
1d8 for each slot level above 4th. melee attack against a randomly determined
creature within its reach. If there is no
creature within its reach, the creature does
You summon elementals that appear in You summon fey creatures that appear in Until the spell ends, you control any
unoccupied spaces that you can see within unoccupied spaces that you can see within freestanding water inside an area you choose
range. You choose one the following options range. Choose one of the following options for that is a cube up to 100 feet on a side. You can
for what appears: • One elemental of challenge what appears: • One fey creature of challenge choose from any of the following effects when
rating 2 or lower • Two elementals of challenge rating 2 or lower • Two fey creatures of you cast this spell. As an action on your turn,
rating 1 or lower • Four elementals of challenge rating 1 or lower • Four fey creatures you can repeat the same effect or choose a
challenge rating 1/2 or lower • Eight of challenge rating 1/2 or lower • Eight fey different one. Flood. You cause the water level
elementals of challenge rating 1/4 or lower. An creatures of challenge rating 1/4 or lower A of all standing water in the area to rise by as
elemental summoned by this spell disappears summoned creature disappears when it drops much as 20 feet. If the area includes a shore,
when it drops to 0 hit points or when the spell to 0 hit points or when the spell ends. The the flooding water spills over onto dry land. If
ends. The summoned creatures are friendly to summoned creatures are friendly to you and you choose an area in a large body of water,
you and your companions. Roll initiative for your companions. Roll initiative for the you instead create a 20-foot tall wave that
the summoned creatures as a group, which summoned creatures as a group, which have travels from one side of the area to the other
has its own turns. They obey any verbal their own turns. They obey any verbal and then crashes down. Any Huge or smaller
commands that you issue to them (no action commands that you issue to them (no action vehicles in the wave's path are carried with it
required by you). If you don't issue any required by you). If you don't issue any to the other side. Any Huge or smaller vehicles
commands to them, they defend themselves commands to them, they defend themselves struck by the wave have a 25 percent chance of
from hostile creatures, but otherwise take no from hostile creatures, but otherwise take no capsizing. The water level remains elevated
actions. The GM has the creatures' statistics. actions. The GM has the creatures' statistics. until the spell ends or you choose a different
Page 9 (reverse)
Confusion (reverse)
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 slot level above 4th.
Control Water (reverse) Conjure Woodland Beings (reverse) Conjure Minor Elementals (reverse)
effect. If this effect produced a wave, the wave At Higher Levels. When you cast this spell At Higher Levels. When you cast this spell
repeats on the start of your next turn while the using certain higher-level spell slots, you using certain higher-level spell slots, you
flood effect lasts. Part Water. You cause water choose one of the summoning options above, choose one of the summoning options above,
in the area to move apart and create a trench. and more creatures appear: twice as many and more creatures appear: twice as many
The trench extends across the spell's area, and with a 6th-level slot and three times as many with a 6th-level slot and three times as many
the separated water forms a wall to either side. with an 8th-level slot. with an 8th-level slot.
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
Page 10
You attempt to beguile a beast that you can see Choose one creature you can see within range, You touch a willing creature. For the duration,
within range. It must succeed on a Wisdom and choose one of the following damage types: the target's movement is unaffected by
saving throw or be charmed by you for the acid, cold, fire, lightning, or thunder. The difficult terrain, and spells and other magical
duration. If you or creatures that are friendly target must succeed on a Constitution saving effects can neither reduce the target's speed
to you are fighting it, it has advantage on the throw or be affected by the spell for its nor cause the target to be paralyzed or
saving throw. While the beast is charmed, you duration. The first time each turn the affected restrained. The target can also spend 5 feet of
have a telepathic link with it as long as the two target takes damage of the chosen type, the movement to automatically escape from
of you are on the same plane of existence. You target takes an extra 2d6 damage of that type. nonmagical restraints, such as manacles or a
can use this telepathic link to issue commands Moreover, the target loses any resistance to creature that has it grappled. Finally, being
to the creature while you are conscious (no that damage type until the spell ends. At underwater imposes no penalties on the
action required), which it does its best to obey. Higher Levels: When you cast this spell using a target's movement or attacks.
You can specify a simple and general course of spell slot of 5th level or higher, you can target
action, such as “Attack that creature,” “Run one additional creature for each slot level
over there,” or “Fetch that object.” If the above 4th. The creatures must be within 30
creature completes the order and doesn't feet of each other when you target them.
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
You transform up to ten centipedes, three You conjure a vine that sprouts from the A 20-foot-radius sphere of crushing force
spiders, five wasps, or one scorpion within ground in an unoccupied space of your choice forms at a point you can see within range and
range into giant versions of their natural that you can see within range. When you cast tugs at the creatures there. Each creature in
forms for the duration. A centipede becomes a this spell, you can direct the vine to lash out at the sphere must make a Constitution saving
giant centipede, a spider becomes a giant a creature within 30 feet of it that you can see. throw. On a failed save, the creature takes
spider, a wasp becomes a giant wasp, and a That creature must succeed on a Dexterity 5d10 force damage and is pulled in a straight
scorpion becomes a giant scorpion. Each saving throw or be pulled 20 feet directly line toward the center of the sphere, ending in
creature obeys your verbal commands, and in toward the vine. Until the spell ends, you can an unoccupied space as close to the center as
combat, they act on your turn each round. The direct the vine to lash out at the same creature possible (even if that space is in the air). On a
GM has the statistics for these creatures and or another one as a bonus action on each of successful save, the creature takes half as
resolves their actions and movement. A your turns. much damage and isn't pulled. At Higher
creature remains in its giant size for the Levels. When you cast this spell using a spell
duration, until it drops to 0 hit points, or until slot of 5th level or higher, the damage
you use an action to dismiss the effect on it. increases by 1d10 for each slot level above 4th.
The GM might allow you to choose different
targets. For example, if you transform a bee,
its giant version might have the same
statistics as a giant wasp.
A nature spirit answers your call and You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground
transforms you into a powerful guardian. The range look, sound, and smell like some other in a 20-foot-radius, 40-foot-high cylinder
transformation lasts until the spell ends. You sort of natural terrain. Thus, open fields or a centered on a point within range. Each
choose one of the following forms to assume: road can be made to resemble a swamp, hill, creature in the cylinder must make a Dexterity
Primal Beast or Great Tree. Primal Beast: crevasse, or some other difficult or impassable saving throw. A creature takes 2d8
Bestial fur covers your body, your facial terrain. A pond can be made to seem like a bludgeoning damage and 4d6 cold damage on
features become feral, and you gain the grassy meadow, a precipice like a gentle slope, a failed save, or half as much damage on a
following benefits: -Your walking speed or a rock-strewn gully like a wide and smooth successful one. Hailstones turn the storm's
increases by 10 feet. -You gain darkvision with road. Manufactured structures, equipment, area of effect into difficult terrain until the end
a range of 120 feet. -You make Strength-based and creatures within the area aren't changed of your next turn. At Higher Levels. When you
attack rolls with advantage. -Your melee in appearance. The tactile characteristics of cast this spell using a spell slot of 5th level or
weapon attacks deal an extra 1d6 force damage the terrain are unchanged, so creatures higher, the bludgeoning damage increases by
on a hit. Great Tree: Your skin appears barky, entering the area are likely to see through the 1d8 for each slot level above 4th.
leaves sprout from your hair, and you gain the illusion. If the difference isn't obvious by
following benefits: -You gain 10 temporary hit touch, a creature carefully examining the
points. -You make Constitution saving throws illusion can attempt an Intelligence
with advantage. -You make Dexterity- and (Investigation) check against your spell save
Wisdom-based attack rolls with advantage. DC to disbelieve it. A creature who discerns
-While you are on the ground, the ground the illusion for what it is, sees it as a vague
Page 10 (reverse)
Describe or name a creature that is familiar to This spell transforms a creature that you can You touch a stone object of Medium size or
you. You sense the direction to the creature's see within range into a new form. An smaller or a section of stone no more than 5
location, as long as that creature is within unwilling creature must make a Wisdom feet in any dimension and form it into any
1,000 feet of you. If the creature is moving, saving throw to avoid the effect. The spell has shape that suits your purpose. So, for example,
you know the direction of its movement. The no effect on a shapechanger or a creature with you could shape a large rock into a weapon,
spell can locate a specific creature known to 0 hit points. The transformation lasts for the idol, or coffer, or make a small passage
you, or the nearest creature of a specific kind duration, or until the target drops to 0 hit through a wall, as long as the wall is less than
(such as a human or a unicorn), so long as you points or dies. The new form can be any beast 5 feet thick. You could also shape a stone door
have seen such a creature up close—within 30 whose challenge rating is equal to or less than or its frame to seal the door shut. The object
feet—at least once. If the creature you the target's (or the target's level, if it doesn't you create can have up to two hinges and a
described or named is in a different form, such have a challenge rating). The target's game latch, but finer mechanical detail isn't
as being under the effects of a polymorph statistics, including mental ability scores, are possible.
spell, this spell doesn't locate the creature. replaced by the statistics of the chosen beast.
This spell can't locate a creature if running It retains its alignment and personality. The
water at least 10 feet wide blocks a direct path target assumes the hit points of its new form.
between you and the creature. 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
This spell turns the flesh of a willing creature You call forth an elemental spirit. It manifests You create a wall of fire on a solid surface
you touch as hard as stone. Until the spell in an unoccupied space that you can see within range. You can make the wall up to 60
ends, the target has resistance to nonmagical within range. This corporeal form uses the feet long, 20 feet high, and 1 foot thick, or a
bludgeoning, piercing, and slashing damage. Elemental Spirit stat block. When you cast the ringed wall up to 20 feet in diameter, 20 feet
spell, choose an element: Air, Earth, Fire, or high, and 1 foot thick. The wall is opaque and
Water. The creature resembles a bipedal form lasts for the duration. When the wall appears,
wreathed in the chosen element, which each creature within its area must make a
determines certain traits in its stat block. The Dexterity saving throw. On a failed save, a
creature disappears when it drops to 0 hit creature takes 5d8 fire damage, or half as
points or when the spell ends. The creature is much damage on a successful save. One side of
an ally to you and your companions. In the wall, selected by you when you cast this
combat, the creature shares your initiative spell, deals 5d8 fire damage to each creature
count, but it takes its turn immediately after that ends its turn within 10 feet of that side or
yours. It obeys your verbal commands (no inside the wall. A creature takes the same
action required by you). If you don’t issue any, damage when it enters the wall for the first
it takes the Dodge action and uses its move to time on a turn or ends its turn there. The other
avoid danger. At Higher Levels. When you side of the wall deals no damage. At Higher
cast this spell using a spell slot of 5th level or Levels. When you cast this spell using a spell
higher, use the higher level wherever the slot of 5th level or higher, the damage
Watery Sphere
Druid Level 4 Conjuration DC 15 Spell Mod +7
1 Act. 90 ft V,S,M Conc, 1 min
A droplet of water
Polymorph (reverse)
damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.