Druid
Hit Points
Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiences
Armor: All light, medium, shields (druids don't use armor/shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Overview & Creation
Level | Prof. Bonus | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | Druidic, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape, Druid Circle | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape improvement, Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
Level | Max CR | Limitations | Example |
2nd | 1/4 | No Flying or Swimming speed | Wolf |
4th | 1/2 | No Flying speed | Crocodile |
8th | 1 | None | Giant Eagle |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Druid Circle
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature
Timeless Body
Starting at 18th level, for every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Starting Equipment
- (a) a wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.
Spellcasting
Cantrips
You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Subclass Options
Balm of the Summer Court
At 2nd level, you are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, at the start of a rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Hidden Paths
Starting at 10th level, as a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Walker in Dream
At 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level | Circle Spells |
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune With Nature, Cone of Cold |
Coast
Druid Level | Circle Spells |
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Desert
Druid Level | Circle Spells |
3rd | Blur, Silence |
5th | Create Food and Water, Protection From Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Forest
Druid Level | Circle Spells |
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune With Nature, Tree Stride |
Grassland
Druid Level | Circle Spells |
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Mountain
Druid Level | Circle Spells |
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld Into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Swamp
Druid Level | Circle Spells |
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Shadowfell
Druid Level | Circle Spells |
3rd | Darkness, Melf's Acid Arrow |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature's Sanctuary
When you reach 14th level, when a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms
By 14th level, you can cast the Alter Self spell at will.
Speech of the Woods
At 2nd level, you learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor.
Spirit Totem
Starting at 2nd level, as a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
The effect of the spirit's aura depends on the type of spirit you summon from the options below
- Bear Spirit: Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
- Hawk Spirit:When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
- Unicorn Spirit:You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
At 6th level, any beast or fey summoned or created by your spells gains the following benefits:
- Its hit point maximum increases by 2 per hit die.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, when a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Faithful Summons
Starting at 14th level, if you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Circle Spells
At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level | Circle Spells |
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Gaseous Form |
7th | Blight, Consfusion |
9th | Cloudkill, Contagion |
Halo of Spores
Starting at 2nd level, you can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbotic Entity
At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, if a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Spreading Spores
At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
Fungal Body
At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.
Circle of the Land
Hit Points
Hit Dice: d8 per Circle of the Land level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid
Subclass Options
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level | Circle Spells |
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune With Nature, Cone of Cold |
Coast
Druid Level | Circle Spells |
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Desert
Druid Level | Circle Spells |
3rd | Blur, Silence |
5th | Create Food and Water, Protection From Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Forest
Druid Level | Circle Spells |
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune With Nature, Tree Stride |
Grassland
Druid Level | Circle Spells |
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Mountain
Druid Level | Circle Spells |
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld Into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Swamp
Druid Level | Circle Spells |
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Shadowfell
Druid Level | Circle Spells |
3rd | Darkness, Melf's Acid Arrow |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature's Sanctuary
When you reach 14th level, when a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Hill Dwarf
Ability Score Increase Your Constitution score increases by 2. Your Wisdom score increases by 1.
Size Medium
Speed 25ft
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Level 0 Spells
Mending
0-level (Cantrip)
Transmutation
Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)
Thorn Whip
0-level (Cantrip)
Transmutation
Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials The stem of a plant with thorns
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Class(es): Artificer, Druid, Cleric (Nature Domain)
Mold Earth
0-level (Cantrip)
Transmutation
Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell 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.
Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)
Level 1 Spells
Ice Knife
1-level
Conjuration
Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a 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.
Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
Cure Wounds
1-level
Evocation
Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)
Goodberry
1-level
Transmutation
Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials A sprig of Mistletoe, which the spell consumes
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Class(es): Druid, Ranger
Create or Destroy Water
1-level
Transmutation
Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials a drop of water if creating water or a few grains of sand if destroying it
You either create or destroy water.
- Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
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.
Class(es): Cleric, Druid, Sorcerer (Divine Soul)
Level 2 Spells
Flame Blade
2-level
Evocation
Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a leaf of sumac
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Class(es): Druid
Hold Person
2-level
Enchantment
Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)
Statblocks for your Trinkets, businesses, building, castles, empires.