Druid Spells
Tier 1
ANIMAL FRIENDSHIP
Duration: 1d8 daysRange: Near
You magically befriend one animal of level 2 or less within near range. The befriended animal will follow you wherever you go, but will revert to its natural behavior if left alone for more than three days. Only one animal can be befriended this way at a time.
CURE WOUNDS
Duration: InstantRange: Close
Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.
ENTANGLE
Duration: 1 turnRange: Far
You command all plants within a near-sized cube to bend and twist, entangling any creatures inside that area. Creatures move through the entangled area at half their normal movement rate.
PURIFY WATER
Duration: InstantRange: Near
You remove all impurities from an amount of water equal to 10 gallons times your level, rendering it clear and drinkable.
SHILLELAGH
Duration: 1 turnRange: Close
You imbue a wooden club or staff with the power of nature, granting it +1 to hit and the ability to deal 2d4 damage. The weapon loses these benefits if wielded by anyone else.
SPEAK WITH ANIMALS
Duration: 6 turnsRange: Self
You gain the ability to communicate with one type of animal. The spell doesn’t make animals any more friendly or cooperative than normal, but if an animal is friendly toward you, it may be willing to perform some favor or service.
Tier 2
BARKSKIN
Duration: 3 turnsRange: Self
Your skin becomes as tough as tree bark. For the spell's duration, your armor class becomes 15 (17 on a critical spellcasting check).
CREATE WATER
Duration: 6 turnsRange: Close
You touch a surface, causing a magical spring to gush forth. The fount produces approximately 50 gallons of water over the duration.
FAERIE FIRE
Duration: 1 turnRange: Near
You outline a number of creatures you can see equal to your level to glow with harmless green flames. In low light conditions, attacks against affected creatures are made with advantage, and affected creatures who attempt to become invisible remain visible.
HEAT METAL
Duration: FocusRange: Near
You heat a metal object you can see within range to red-hot temperatures. For each round that the spell remains in effect, any creature in contact with the object takes 1d6 damage, and flammable objects in contact with the heated object are set on fire.
OBSCURING MIST
Duration: 3 turnsRange: Near
You create a near-sized cloud of misty vapor centered on yourself. The mist blocks normal vision, even for creatures who can see in the dark. Creatures able to detect invisibility can see faintly through the mist.
PRODUCE FLAME
Duration: FocusRange: Self
A flame springs to life in the palm of your hand, casting light within a near distance. The flame does not harm you, but flammable objects touched with the flame catch on fire. You may drop the flame or throw it up to a near distance, thereby ending the spell (though fires started by the magical flame may persist).
Tier 3
CALL LIGHTNING
Duration: FocusRange: Far
You harness the violent energies of a natural storm, causing lightning to strike the ground once per round at a point of your choosing, dealing 3d6 damage to any creature within close distance of the lightning strike. You must be outdoors in stormy weather to cast this spell.
PASS WITHOUT TRACE
Duration: FocusRange: Near
You and a number of creatures equal to your level are able to pass through natural environments without leaving tracks, and your footfalls make no sound.
PROTECTION FROM ENERGY
Duration: FocusRange: Close
One creature you touch becomes impervious to the wild fury of the elements. Choose fire, cold, or electricity. For the spell's duration, the target is immune to harm from energy of the chosen type.
RESTORATION
Duration: InstantRange: Close
With the touch of your hands, you expunge curses and illnesses. One curse, illness, or affliction of your choice affecting the target creature ends.
SLOW POISON
Duration: 1d8 hoursRange: Close
You touch a poisoned creature, slowing the spread of poison through its body. For the duration of the spell, the poison cannot reduce the creature to less than 1 HP. Creatures killed by poison can be revived by this spell, provided that the spell is cast within 10 minutes of death. When the duration ends, the full effects of the poison occur.
WATER BREATHING
Duration: 8 + 2d8 hoursRange: Close
You touch a creature, granting them the ability to breathe in water as they would in air.
Tier 4
CONTROL TEMPERATURE
Duration: FocusRange: Near
You command the ambient temperature within a near radius centered on yourself to be raised or lowered to a temperature of your choosing.
DISPEL MAGIC
Duration: InstantRange: Near
End one spell that affects one target you can see in range.
MOONBEAM
Duration: InstantRange: Far
A wavering ray of silvery moonlight strikes one creature you can see in range. It takes 3d6 damage.
REGENERATE
Duration: FocusRange: Close
A creature you touch regains 1d4 hit points, plus an additional 1d4 per round as long as you maintain focus. If the creature is already at full HP, this spell also regrows lost body parts provided that the injury happened within the previous 48 hours.
SPEAK WITH PLANTS
Duration: 3 turnsRange: Near
You gain the ability to communicate with plants within range, and can ask simple favors of plants if the request is within their ability to understand and perform.
STONESKIN
Duration: 1 hourRange: Self Your skin becomes like granite. For the spell's duration, your armor class becomes 17 (20 on a critical spellcasting check).
Tier 5
COMMUNE WITH NATURE
Duration: 1 turnRange: Self
You enter into a trance of communion with the natural world, enabling you to gain knowledge about your surroundings. By focusing your mind in a direction of your choosing, you learn anything you want to know about the terrain, bodies of water, and inhabitants of the area, including plants, animals, and any intelligent creatures, out to a distance of 5 miles. Casting this spell underground or in a non-natural environment has no effect.
CONTROL WEATHER
Duration: FocusRange: Far
With total concentration (you cannot move while casting), you manifest a change in the weather within a far distance centered on yourself. You can choose extreme heat, fog, high winds, rain, snow, or even a tornado to occur; you can also choose to calm an existing storm. This spell only functions outdoors.
FIRESTORM
Duration: InstantRange: Far
You cause a near-sized cube of fire to ignite centered on a point you choose. Creatures inside the fire take 2d8 damage.
PLANT PASSAGE
Duration: InstantRange: Self
You step into a tree, then instantly step out of another tree of the same species at a location up to a quarter mile away. The trunks of both trees must be large enough for you to fit inside.
SUMMON ELEMENTAL
Duration: FocusRange: Near
You reach into the outer planes, summoning forth an elemental of level 7 or less. The elemental is under your control and acts on your turn. If you lose focus on this spell, you lose control of the creature and it becomes hostile toward you and your allies. You must pass a spellcasting check on your turn to return the creature to its plane of origin.
WALL OF THORNS
Duration: FocusRange: Far
You conjure a barrier of tough, thorny plants at a point of your choosing within range. The barrier must be contiguous and can cover a near-sized area in width and length. You choose its shape. Any creatures standing in a spot where the wall is conjured suffer 1d8 damage; pushing through the barrier inflicts an additional 1d8 damage per 10 feet of movement.