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Druid (XGE) Transmuta on cantrip Druid (XGE) Conjura on cantrip Druid Transmuta on cantrip
Druid (XGE) Evoca on cantrip Druid Divina on cantrip Druid (XGE) Transmuta on cantrip
Druid (XGE) Transmuta on cantrip Druid Conjura on cantrip Druid Abjura on cantrip
Druid 1st level Enchantment Druid (XGE) 1st level Divina on Druid 1st level Enchantment
Druid 1st level Conjura on Druid 1st level Evoca on Druid 1st level Conjura on
Druid 1st level Transmuta on Druid (XGE) 1st level Abjura on Druid (XGE) 1st level Abjura on
Druid 2nd level Enchantment Druid 2nd level Enchantment Druid (*)(Forest) 2nd level Transmuta on
Druid 2nd level Divina on Druid (Desert) 2nd level Illusion Druid (Swamp) 2nd level Evoca on
Druid 2nd level Evoca on Druid 2nd level Conjura on Druid 2nd level Evoca on
Druid 2nd level Divina on Druid 2nd level Divina on Druid (Swamp) 2nd level Evoca on
Druid (Coast) 2nd level Illusion Druid (Coast) 2nd level Conjura on
MOONBEAM PASS WITHOUT TRACE PROTECTION FROM POISON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Self 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S 1 hour
minute hour
You touch a creature. If it is poisoned, you
several seeds of any moonseed plant and a piece of ashes from a burned leaf of mistletoe and a sprig of neutralize the poison. If more than one poison
opalescent feldspar spruce afflicts the target, you neutralize on poison that
you know is present, or you neutralize one at
A silvery beam of pale light shines down in a 5-foot A veil of shadows and silence radiates from you, random.
radius, 40-foot-high cylinder centered on a point masking you and your companions from For the dura on, the target has advantage on
within range. Un l the spell ends, dim light fills the detec on. For the dura on, each creature you saving throws against being poisoned, and it has
cylinder. choose within 30 feet of you (including you) has resistance to poison damage.
When a creature enters the spell's area for the first a +10 bonus to Dexterity (Stealth) checks and
me on a turn or starts its turn there, it is engulfed in can't be tracked except by magical means. A
ghostly flames that cause searing pain, and it must creature that receives this bonus leaves behind
make a Cons tu on saving throw. It takes 2d10 no tracks or other traces of its passage.
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 un l it
leaves the spell's light.
On each of your turns a er you cast this spell, you
can use an ac on to move the beam 60 feet in any
direc on.
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 (Desert) 2nd level Illusion Druid (XGE) 2nd level Transmuta on 2nd level Transmuta on
Druid (Underdark)(Forest)(Mountain)
Druid (*)(Mountain)(Arc c) 2nd level Transmuta on Druid (XGE) 2nd level Evoca on
WEB CALL LIGHTNING CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 120 feet 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S Concentra on, up to 10 V, S Concentra on, up to 1
hour minutes hour
a bit of spider web A storm cloud appears in the shape of a cylinder that You summon fey spirits that take the form of beasts
is 10 feet tall with a 60-foot radius, centered on a and appear in unoccupied spaces that you can see
You conjure a mass of thick, s cky webbing at a point point you can see 100 feet directly above you. The within range. Choose one of the following op ons for
of your choice within range. The webs fill a 20-foot spell fails if you can't see a point in the air where the what appears.
cube from that point for the dura on. The webs are storm cloud could appear (for example, if you are in a • One beast of challenge ra ng 2 or lower
difficult terrain and lightly obscure their area. room that can't accommodate the cloud). • Two beasts of challenge ra ng 1 or lower
If the webs aren't anchored between two solid When you cast the spell, choose a point you can see • Four beasts of challenge ra ng 1/2 or lower
masses (such as walls or trees) or layered across a within range. A bolt of lightning flashes down from • Eight beasts of challenge ra ng 1/4 or lower
floor, wall, or ceiling, the conjured web collapses on the cloud to that point. Each creature within 5 feet of Each beast is also considered fey, and it disappears
itself, and the spell ends at the start of your next turn. that point must make a Dexterity saving throw. A when it drops to 0 hit points or when the spell ends.
Webs layered over a flat surface have a depth of 5 creature takes 3d10 lightning damage on a failed The summoned creatures are friendly to you and your
feet. save, or half as much damage on a successful one. On companions. Roll ini a ve for the summoned
Each creature that starts its turn in the webs or that each of your turns un l the spell ends, you can use creatures as a group, which has its own turns. They
enters them during its turn must make a Dexterity your ac on to call down lightning in this way again, obey any verbal commands that you issue to them (no
saving throw. On a failed save, the creature is targe ng the same point or a different one. ac on required by you). If you don't issue any
restrained as long as it remains in the webs or un l it If you are outdoors in stormy condi ons when you commands to them, they defend themselves from
breaks free. cast this spell, the spell gives you control over the hos le creatures, but otherwise take no ac ons. The
A creature restrained by the webs can use its ac ons exis ng storm instead of crea ng a new one. Under DM has the creatures' sta s cs.
to make a Strength check against your spell save DC. such condi ons, the spell's damage increases by At Higher Levels: When you cast this spell using
If it succeeds, it is no longer restrained. 1d10. certain higher-level spell slots, you choose one of the
The webs are flammable. Any 5-foot cube of webs At Higher Levels: When you cast this spell using a summoning op ons above, and more creatures
exposed to fire burns away in 1 round, dealing 2d4 spell slot of 4th level or higher level, the damage appear - twice as many with a 5th-level slot, three
fire damage to any creature that starts its turn in the increases by 1d10 for each slot level above 3rd. mes as many with a 7th-level slot, and four mes as
fire. many with a 9th-level slot.
Druid (Desert) 3rd level Conjura on Druid (*)(Grassland) 3rd level Evoca on Druid 3rd level Abjura on
Druid (XGE) 3rd level Transmuta on Druid (Underdark) 3rd level Transmuta on Druid (Grassland) 3rd level Transmuta on
Druid (Mountain) 3rd level Evoca on Druid (*)(Mountain) 3rd level Transmuta on Druid (*)(Forest) 3rd level Transmuta on
Druid (*)(Desert) 3rd level Abjura on Druid (*)(Arc c) 3rd level Conjura on
SLOW SPEAK WITH PLANTS STINKING CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Self (30-foot radius) 1 ac on 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S 10 minutes V, S, M Concentra on, up to 1
minute minute
You imbue plants within 30 feet of you with limited
a drop of molasses sen ence and anima on, giving them the ability to a ro en egg or several skunk cabbage leaves
communicate with you and follow your simple
You alter me around up to six creatures of your commands. You can ques on plants about events in You create a 20-foot-radius sphere of yellow,
choice in a 40-foot cube within range. Each target the spell's area within the past day, gaining nausea ng gas centered on a point within range.
must succeed on a Wisdom saving throw or be informa on about creatures that have passed, The cloud spreads around corners, and its area
affected by this spell for the dura on. weather, and other circumstances. is heavily obscured. The cloud lingers in the air
An affected target's speed is halved, it takes a -2 You can also turn difficult terrain caused by plant for the dura on.
penalty to AC and Dexterity saving throws, and it growth (such as thickets and undergrowth) into Each creature that is completely within the
can't use reac ons. On its turn, it can use either an ordinary terrain that lasts for the dura on. Or you can cloud at the start of its turn must make a
ac on or a bonus ac on, not both. Regardless of the turn ordinary terrain where plants are present into Cons tu on saving throw against poison. On a
creature's abili es or magic items, it can't make more difficult terrain that lasts for the dura on, causing failed save, the creature spends its ac on that
than one melee or ranged a ack during its turn. vines and branches to hinder pursuers, for example. turn retching and reeling. Creatures that don't
If the creature a empts to cast a spell with a cas ng Plants might be able to perform other tasks on your
me of 1 ac on, roll a d20. On an 11 or higher, the need to breathe or are immune to poison
behalf, at the DM's discre on. The spell doesn't automa cally succeed on this saving throw.
spell doesn't take effect un l the creature's next turn, enable plants to uproot themselves and move about,
and the creature must use its ac on on that turn to but they can freely move branches, tendrils, and A moderate wind (at least 10 miles per hour)
complete the spell. If it can't, the spell is wasted. stalks.
disperses the cloud a er 4 rounds. A strong
A creature affected by this spell makes another If a plant creature is in the area, you can communicate wind (at least 20 miles per hour) disperses it
Wisdom saving throw at the end of its turn. On a with it as if you shared a common language, but you a er 1 round.
successful save, the effect ends for it. gain no magical ability to influence it.
This spell can cause the plants created by the
entangle spell to release a restrained creature.
Druid (XGE) 3rd level Conjura on Druid (XGE) 3rd level Evoca on Druid (*)(Coast) 3rd level Transmuta on
Druid 4th level Enchantment Druid 4th level Conjura on Druid 4th level Conjura on
Druid (*)(Desert) 4th level Illusion Druid (*)(Arc c) 4th level Evoca on Druid (*)(Swamp) 4th level Divina on
Druid (XGE) 4th level Conjura on Druid (XGE) 4th level Conjura on Druid 5th level Abjura on
AWAKEN CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE
8 hours Touch 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentra on, up to 10
minutes
an agate worth at least 1,000 gp, which the spell
consumes You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
A er spending the cas ng me tracing magical within range. The fog spreads around corners. It lasts
pathways within a precious gemstone, you for the dura on or un l strong wind disperses the
touch a huge or smaller beast or plant. The fog, ending the spell. Its area is heavily obscured.
target must have either no Intelligence score or When a creature enters the spell's area for the first
an Intelligence of 3 or less. The target gains an me on a turn or starts its turn there, that creature
Intelligence of 10. The target also gains the must make a Cons tu on saving throw. The creature
ability to speak one language you know. If the takes 5d8 poison damage on a failed save, or half as
much damage on a successful one. Creatures are
target is a plant, it gains the ability to move its affected even if they hold their breath or don't need
limbs, roots, vines, creepers, and so forth, and it to breathe.
gains senses similar to a human's. Your DM The fog moves 10 feet away from you at the start of
chooses sta s cs appropriate for the awakened each of your turns, rolling along the surface of the
plant, such as the sta s cs for the awakened ground. The vapors, being heavier than air, sink to the
shrub or the awakened tree. lowest level of the land, even pouring down openings.
The awakened beast or plant is charmed by you At Higher Levels: When you cast this spell using a
for 30 days or un l you and your companions do spell slot of 6th level or higher, the damage increases
anything harmful to it. When the charmed by 1d8 for each slot level above 5th.
condi on ends, the awakened creature chooses
whether to remain friendly to you, based on
how you treated it while it was charmed.
Druid 5th level Abjura on Druid 5th level Conjura on Druid (XGE) 5th level Evoca on
Druid (XGE) 5th level Transmuta on Druid (*)(Forest) 5th level Conjura on
WALL OF STONE [1/2] WALL OF STONE [2/2] WRATH OF NATURE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 10 V, S Concentra on, up to 1
minutes minutes minute
a small block of granite a small block of granite You call out to the spirits of nature to rouse them
against your enemies. Choose a point you can see
A nonmagical wall of solid stone springs into than 20 feet in length, you must halve the size within range. The spirits cause trees, rocks, and
existence at a point you choose within range. The of each panel to create supports. You can grasses in a 60-foot cube centered on that point to
wall is 6 inches thick and is composed of ten 10-foot- crudely shape the wall to create crenella ons, become animated un l the spell ends.
by-10-foot panels. Each panel must be con guous ba lements, and so on. Grasses and Undergrowth: Any area of ground in
with at least on other panel. Alterna vely, you can The wall is an object made of stone that can be the cube that is covered by grass or undergrowth is
create 10-foot-by-20-foot panels that are only 3 damaged and thus breached. Each panel has AC difficult terrain for your enemies.
inches thick. 15 and 30 hit points per inch of thickness. Trees: At the start of each of your turns, each of
If the wall cuts through a creature's space when it Reducing a panel to 0 hit points destroys it and your enemies within 10 feet of any tree in the cube
appears, the creature is pushed to one side of the might cause connected panels to collapse at the must succeed on a Dexterity saving throw or take
wall (your choice). If a creature would be surrounded 4d6 slashing damage from whipping branches.
on all sides by the wall (or the wall and another solid DM's discre on.
If you maintain your concentra on on this spell Roots and Vines: At the end of each of your turns,
surface), that creature can make a Dexterity saving one creature of your choice that is on the ground in
throw. On a success, it can use its reac on to move for its whole dura on, the wall becomes
permanent and can't be dispelled. Otherwise, the cube must succeed on a Strength saving throw or
up to its speed so that it is no longer enclosed by the become restrained un l the spell ends. A restrained
wall. the wall disappears when the spell ends.
creature can use an ac on to make a Strength
The wall can have any shape you desire, though it (Athle cs) check against your spell save DC, ending
can't occupy the same space as a creature or object. the effect on itself on a success.
The wall doesn't need to be ver cal or res ng on any Rocks: As a bonus ac on on your turn, you can
firm founda on. It must, however, merge with and be cause a loose rock in the cube to launch at a creature
solidly supported by exis ng stone. Thus you can use you can see in the cube. Make a ranged spell a ack
this spell to bridge a chasm or create a ramp. against the target. On a hit, the target takes 3d8
If you create a span greater nonmagical bludgeoning damage, and it must succeed
on a Strength
WRATH OF NATURE [2/2] BONES OF THE EARTH [1/2] BONES OF THE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Instantaneous V, S Instantaneous
minute
You cause up to six pillars of stone to burst from the pillar or fall off it.
saving throw or fall prone. places on the ground that you can see within range. At Higher Levels: When you cast this spell
Each pillar is a cylinder that has a diameter of 5 feet using a spell slot of 7th level or higher, you can
and a height of up to 30 feet. The ground where a create two addi onal pillars for each slot level
pillar appears must be wide enough for its diameter, above 6th.
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 that lasts un l
the rubble is cleared. Each 5-foot-diameter por on of
the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature
must succeed on a Dexterity saving throw or be li ed
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 ac on to
make a Strength or Dexterity check (the creature's
choice) against the spell's save DC. On a success, the
creature is no longer restrained and must either move
off
Druid (XGE) 5th level Evoca on Druid (XGE) 6th level Transmuta on Druid (XGE) 6th level Transmuta on
Druid 6th level Evoca on Druid 6th level Conjura on Druid (XGE) 6th level Transmuta on
Druid (XGE) 6th level Transmuta on Druid (XGE) 6th level Transmuta on
INVESTITURE OF WIND MOVE EARTH [1/2] MOVE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 10 V, S, M Concentra on, up to 2 V, S, M Concentra on, up to 2
minutes hours hours
Un l the spell ends, wind whirls around you, and an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture
you gain the following benefits: of soils - clay, loam, and sand of soils - clay, loam, and sand
• Ranged weapon a acks made against you
have disadvantage on the a ack roll. Choose an area of terrain no larger than 40 feet on a might collapse.
• You gain a flying speed of 60 feet. If you are side within range. You can reshape dirt, sand, or clay Similarly, this spell doesn't directly affect plant
s ll flying when the spell ends, you fall, unless in the area in any manner you choose for the growth. The moved earth carries any plants
you can somehow prevent it. dura on. You can raise or lower the area's eleva on, along with it.
• You can use your ac on to create a 15-foot create or fill in a trench, erect or fla en a wall, or form
cube of swirling wind centered on a point you a pillar. The extent of any such changes can't exceed
half the area's largest dimension. So, if you affect a
can see within 60 feet ofyou. Each creature in 40-foot square, you can create a pillar up to 20 feet
that area must make a Cons tu on saving high, raise or lower the square's eleva on by up to 20
throw. A creature takes 2d10 bludgeoning feet, dig a trench up to 20 feet deep, and so on. It
damage on a failed save, or half as much takes 10 minutes for these changes to complete.
damage on a successful one. If a Large or At the end of every 10 minutes you spend
smaller creature fails the save, that creature is concentra ng on the spell, you can choose a new
also pushed up to 10 feet away from the center area of terrain to affect.
of the cube. Because the terrain's transforma on 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
construc on. Rocks and structures shi to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it
Druid (XGE) 6th level Abjura on Druid 6th level Evoca on Druid 6th level Conjura on
Druid 7th level Conjura on Druid 7th level Conjura on Druid 7th level Transmuta on
Druid 9th level Transmuta on Druid 9th level Transmuta on Druid 9th level Transmuta on