-----------------------------5e Druid Extra Spells----------------------------

Cantrips (Level 0 Spells)



Elemental Steel



School: Universal (school-less spell)

Casting Time: 1 Bonus Action

Range: Touch

Components V

Duration: Concentration until discharged or up to 1 minute.

Effects: Calling upon your raw natural power and the blessings of the primordial energies around you, a weapon you hold in your hand becomes charged with manna, with magickal power. It now counts as a +1 weapon for the duration, and your next successful attack with it discharges the energy dealing 1d6 elemental damage. You decide when you cast the spell which of the eight elemental damage types you are calling forth; Fire, Cold, Thunder, Lightning, Poison, Psychic, Radiant or Necrotic.

At Higher Levels: At 5th level the spell lasts for up to 1 minute or until you strike successfully twice with the weapon. At 11th level it lasts for up to 3 strikes or 1 minute, and at 17th level it lasts until up to 4 successful strikes, or 1 minute.

Detect Mineral



School: Geomancy (Transmutation)

Casting Time: 1 action

Range: 1 mile

Components: V, S

Duration: 1 hour

Effects: When you call upon this spell, you imbue yourself with the magicks of earth, stone and sand, as you seek and sense the natural earth and rock around you, seeking something. When you cast this spell, you name a earthbound mineral you are familiar with (such as; iron, or quartz, or topaz, as some examples). For the duration you may simply spend a moment (a bonus action in a turn based scenario) to sense any such substance within the ground around you out to 1 mile. This sense will come as a certain direction, and a feeling or sensation that will grow stronger or weaker the closer or further you travel towards the source, it will also be stronger initially the larger the amount of the mineral you are detecting. An example of how this may present, for copper you may get a tangy, metallic taste in your mouth, a lingering flavor you cannot seem to get rid of, that becomes more overbearing and strong the closer you get.

At Higher Levels: At 5th level, the range becomes 2 miles. At 11th level it becomes 3 miles. At 17th level it becomes 4 miles.

Level 1 Spells



Stone Shielding



School: Geomancy (Transmutation)

Casting Time: 1 Reaction

Range: 30 feet

Components: V, S

Duration: Instant/1 round

Effects: You react rapidly to protect yourself or a nearby companion from an assault, calling forth to the primal forces of stone and sand, guiding them to aid. The target gains a +2 shield bonus to AC, resistance to all damage, and 5 temporary hit points until the end of their next turn.

At Higher Levels: For every level beyond 1st you would choose to cast this spell, its range increases by 10 feet.

Mending Flames



School: Pyromancy (Evocation)

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instant

Effects: Though fire is not generally seen as healing, your understanding of the primal forces knows better. Wielded properly, wielded carefully, fire can heal, fire can cure, fire can cleanse. Laying a hand on a target, (you may target yourself), you heal them for 1d6+Wisdom modifier hit points and also remove from them one instance of the following conditions; Disease, Poisoned, Slow, or Bleed. However if your target is not a creature with resistance or immunity to fire of some kind, or a Ruby Magister, they must make a Constitution Saving Throw against your Spell DC. If they fail, they gain 1 level of Exhaustion.

At Higher Levels: For every level beyond 1st you choose to cast this spell, you increase its healing by 1d6.

Level 2 Spells



Nature's Pulse



School: Druidism (Conjuration)

Casting Time: 1 action

Range: 30 foot radius centered on self

Components: V, S

Duration: Instant

Effects: Weaving the powerful and potent energies of Dulra, the emerald energy of life/nature itself, you unleash a healing and pulse over an area, guiding the energy into those whom you would see recover. All allies within range heal for 2d6 and gain resistance to Poison Damage for 1 round.

At Higher Levels: For every level beyond 2nd you choose to weave this spell, the healing increases by 1d6.

Entropy Exchange



School: Entropomancy (Necromancy)

Casting Time: 1 Action

Range: 120 feet

Components: V, S

Duration: Instant, Special

Effects: Understanding the way the cycle of life and decay works, even on a level of manna, of raw energy, you can manipulate conditions of people arouned you, so long as you keep proper equilibrium. You choose two targets, one of whom must be suffering the effects of one of the following conditions;

  • A level of Exhaustion


  • Bleed


  • Confusion


  • Stunned


  • Blinded (temporary only)


  • Deafened (temporary only)


  • Frightened


  • Silenced


  • Ablaze


  • Hastened


and the other target must not be suffering any such conditions. The targets can be no further than 30 feet apart from each other, and must both be within your listed spell range (120 feet.) Both targets get a Constitution Saving Throw. Should they fail, they take 1d6 necrotic damage each. Succeeding the saving throw avoids the damage. However regardless of the saving throw results, the condition is ripped off the afflicted target, and inflicted upon the secondary target under the exact same parameters, saving throw opportunities and specific details. The affliction simply moves, is transferred by your skillful weaving of entropy magick.

At Higher Levels: For each level beyond 2nd you choose to cast this, the two targets could be an additional 10 feet from each other, and they take an additional 1d6 Necrotic Damage on a failed saving throw.

Level 3 Spells



Spore Cloud



School: Druidism (Conjuration)

Casting Time: 1 Action

Range: 150 feet

Components: V, S, M (a mushroom)

Duration: Concentration, up to 1 minute

Target: 20 foot radius area centered on a point in range you can see.

Effects: Weaving the the flows of Dulra, you feel the twisting of within as you shape and manipulate the forces of Nature and manifest a thick cloud of toxic and psychedelic spores to your whim. The target area is covered by a thick cloud of fungal spores that just hang about in the air, propogating and fading, never moving never lessening. Creatures within the target area that breath are required to make a Constitution Saving Throw. If failed, they take 3d6 Poison damage and 1d6 Psychic damage, as well as suffering the Poisoned and Confused Conditions. If they succeed they take half damage but suffer no conditions. Attacking creatures within in the cloud is done at Disadvantage. Creatures that end their turn within the cloud must make the saving throw or suffer the full brunt of its effects. So long as you maintain concentration, as a Bonus Action on your turns you may move the Spore Cloud. It has a movement speed of twenty feet.

At Higher Levels: For every level beyond 3rd you cast this spell, you increase one of the damage types (of your choice) by 1d6.

Knowledge on the Breeze



School: Aeromancy (Divination)

Casting Time: 1 Minute

Range: Self, 1 mile radius

Components: V, S

Duration: 10 minutes

Special Restriction: You only garner scent and sound based information, everything else must be inferred by you.

Effects: Entering a meditative state, you manipulate the flow of Aeir around you, feeling the Opal manna rushing and swirling all around. You force your focus onto the two sense you possess that rely on air, on the wind, and benefit from them. Smell and Hearing. You cast yourself out wide, your consciousness traveling through the air currents and breeze, seeking to learn to garner knowledge. You hear and smell the memories of the winds from all around you, experiencing the sounds and scents of the last 24 hours, which should be described to you in some detail. After this description, you may ask up to two questions of your GM. These questions can be of a broader or more focused nature, but must be able to be presented and answered with naught but audible information and further description and focusing of scents upon the winds. You do not garner any other sensory information, you may infer as you like, but you cannot confirm.

At Higher Levels: For every level beyond 3rd you cast this spell you may ask 1 more question.

Level 4 Druid Spells



Scath's Shroud



School: Shadowmancy (Illusion)

Casting Time: 1 Action

Range: Self, 20 ft radius

Targets: Yourself and up to 3 allied creatures in range.

Components: S

Duration: Concentration, up to 1 hour

Effects: eaving the currents of Scath around yourself and your chosen companions, pulling in a large amount of the Onyx manna, you envelope all you entirely, pulling you all into this strange state of being. You move as if incorpereal but you cannot fly. You are unseen, and cannot be seen or percieved until you choose to be, or do anything to break free of this (Taking damage like from an AOE effect will also break the illusion, briefly, though if you don't lose concentration it re-establishes itself). So long as you do not cast magick or attempt to use weapons of any kind, you will not lose the effect of this spell-form.

At Higher Levels: Every level higher than 4th you cast this, you may affect an additional creature OR increase its potential duration by 1 hour.

Monsoon



School: Aquamancy (Enchantment)

Casting Time: 1 Action

Range: 150 feet

Targets: Area in range you can see, 20 foot radius.

Components: V, S

Duration: Concentration, up to 1 minute.

Effects: Utilizing your understanding of the flows and currents of Uisce, you bring together a massive volume of the manna in the skies all about the area you seek to unleash the rains over. The rains begin, a heavy monsoon which will drop about three inches of rain over the course of the spell-form. Anyone in the area of the rainfall counts the drenched ground as difficult terrain, everyone within the downpour counts as having partial cover and attacks against them will be at Disadvantage, as will attacks they attempt to make on targets outside the storm. Targets caught in the storm are also at disadvantage to do anything else that predominantly relies on vision, even casting spells (they might target the wrong area or person, when they want to cast a spell they need to roll Perception.) Every round that the monsoon lasts, on your turn you decide for each creature within it if these are healing or harming waters. If healing, the targets heal for 3d6+your Wisdom Modifier HP. If harmful, the targets take 3d6+Wisdom Modifier cold damage, or half that damage with a successful Constitution Save. At the cost of your Bonus Action on your turn each round, you may have the monsoon move. It moves at a speed of 15 feet.

Ice-Blooded: If a reptilian or amphibious creature are to be harmed by this spell form, or a creature with any sort of vulnerability to cold (such as a fire elemental) the cold damage becomes 3d10 cold damage instead of 3d6.

At Higher Levels: For every level beyond 4th that you cast this spell, add 1 extra dice to all effects.

Level 5 Druid Spells



Well of Life



School: Spiritualism (Abjuration)

Casting Time: 1 Action+1 Bonus Action

Range: 100 feet

Target: 15 foot radius area centered on a point in range you can see.

Duration: Concentration, up to 1 minute

Effect: Weaving the energies of Meanma, shaping a complex spellform, you summon forth a true lifewell, creating a sort of geyser keyed only to those you give explicit permission to by name audibly whilst weaving the spell. To other creatures the affected area does nothing but seem to glow with a slight pure diamond light. But to those creatures you name and yourself, so long as you are in the affected area, you heal for 2d10 hit points at the start of your turn every round. You may name individuals equal to the level at which you weave this spell (so base line 5 individuals. You must name yourself to benefit from this).

At Higher Levels: As noted for every level higher, you may name one additional individual to benefit. The healing also increased by 1d10 at every odd level (so 7th and 9th).

Venemous Entanglement



School: Druidism (Conjuration)

Casting Time: 1 Action

Range: 300 feet

Target: 20 foot radius area centered on a point you can see in range.

Duration: Concentration, up to 1 minute

Effects: Weaving the energies of Dulra in a much more complex pattern, you manifest the emerald currents in a twisting and ensnaring pattern all about the affected area, tangled vines and roots thick with spines and thorns beginning to manifest from the ground, lashing and gripping at everyone in the area. All creatures in the target area must make a Dexterity Save. If they fail, they are restrained and take 3d6 piercing damage and 3d6 poison damage, as well as becoming afflicted by the Poisoned Condition. If they succeed, they are not restrained, and only take half damage, as well as not being afflicted with the condition. Moving through the affected area is treated as difficult terrain, and every 5 feet of movement through this terrain deals 1d6 piercing damage and 1d6 poison damage. Those whom become restrained may attempt an Athletics or Acrobatics skill check against your spell DC at the end of their turn every round to attempt to escape.

At Higher Levels: At any level higher than 5th, the spellcaster chooses to increase the initial damages by 1d6, or chooses to increase the damages for movement by 1d6.

6th Level Druid Spells



Shroud of Sunfire



School: Pyromancy (Evocation)

Casting Time: Bonus Action

Range: Self

Target: yourself and up to one other creature within 10 feet of you

Duration: Concentration, max 10 minutes.

Components: V, S, M (a handful of wood ash)

Effects: Twisting and swirling, the chaotic nature of Doitean is one you move with ease now, bringing the flames under heel, engulfing those you target with a shroud of sorts which manifests as a crackling cloak of orange red flames seeming but barely visible. This cloak grants those chosen targets +2 Armor Score, insures that any attempts to attack the targets in any way are at Disadvantage, makes them immune to the Slow, Toxic, Bleed, or Ablaze Conditions. Along with this, any creature that attempts a melee attack against the shrouded target must make an Dexterity Saving Throw. If failed they take 4d6 fire damage, and are inflicted with the Blind and Ablaze conditions. On a success they take half damage and are afflicted with neither condition.

At Higher Levels: For every level beyond 6th that you cast this, you may target an additional creature in range of your choosing.

Dispersion Bubble



School: Entropomancy (Necromancy)

Casting Time: Action

Range: Self (20 foot radius around you)

Components: V, S, M (A piece of petrified dead wood the size of your palm)

Duration: 1 minute for first part, then the dispersion is 10 minutes.

Target: Yourself and up to two allies in range.

Effects: After weaving this spell-form, you and the allies you choose to effect, for that initial 1 minute, take no damage from any sources. HOWEVER, you all must track the damage you should have taken over that time frame. Keep a running total. This is because once that initial 1 minute is up, over the next 10 minutes, you slowly take that accumulated damage, divided evenly over that time frame. As an example, you effect a barbarian ally, and over that initial minute they take 100 points of damage. Over the next 10 minutes, they take 10 damage/minute, or broken into rounds, about 2 damage/combat round. If the caster should lose consciousness or die somehow before the dispersion ends however the targets take all remaining damage all at once.

At Higher Levels: For every level beyond 6th you weave this spell, you may add one extra target.

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