5e SRD:Druid Spell List

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Druid Spells

Cantrips (0 Level)

Abjur
  • ResistanceOnce before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.
Conj
Div
  • GuidanceOnce before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
Ench
Evoc
Illus
Necro
Trans
  • DruidcraftWhispering to the spirits of nature, you create one of the following effects within range:
  • MendingThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
  • ShillelaghThe wood of a club or quarterstaff you are holding is imbued with nature's power.

1st-Level Spells

Abjur
Conj
  • EntangleGrasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
  • Fog CloudYou create a 20-foot-radius sphere of fog centered on a point within range.
Div
  • Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
  • Detect Poison and DiseaseFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
  • Speak with AnimalsYou gain the ability to comprehend and verbally communicate with beasts for the duration.
Ench
  • Animal FriendshipThis spell lets you convince a beast that you mean it no harm.
  • Charm PersonYou attempt to charm a humanoid you can see within range.
Evoc
  • Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
  • Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
  • Healing WordA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
  • ThunderwaveA wave of thunderous force sweeps out from you.
Illus
Necro
Trans
  • Create or Destroy WaterYou either create or destroy water.
  • GoodberryUp to ten berries appear in your hand and are infused with magic for the duration.
  • JumpThe creature's jump distance is tripled until the spell ends.
  • LongstriderYou touch a creature. The target's speed increases by 10 feet until the spell ends.
  • Purify Food and DrinkAll nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

2nd-Level Spells

Abjur
Conj
  • Flaming SphereA 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
Div
  • Find TrapsYou sense the presence of any trap within range that is within line of sight.
  • Locate Animals or PlantsConcentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
  • Locate ObjectYou sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
Ench
Evoc
  • Flame BladeYou evoke a fiery blade in your free hand.
  • Gust of WindA line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
  • MoonbeamA silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range.
Illus
Necro
Trans
  • BarkskinUntil the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
  • Darkvision (Spell)You touch a willing creature to grant it the ability to see in the dark.
  • Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
  • Heat MetalChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.
  • Spike GrowthThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.

3rd-Level Spells

Abjur
  • Dispel MagicAny spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
  • Protection from EnergyFor the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Conj
  • Call LightningA storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
  • Conjure AnimalsYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
  • Sleet StormUntil the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.
Div
Ench
Evoc
  • DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
  • Wind WallA wall of strong wind rises from the ground at a point you choose within range.
Illus
Necro
Trans
  • Meld into StoneYou step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
  • Plant GrowthThis spell channels vitality into plants within a specific area.
  • Speak with PlantsYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
  • Water BreathingThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
  • Water WalkThis spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

4th-Level Spells

Abjur
Conj
Div
  • Locate CreatureYou sense the direction to the creature's location, as long as that creature is within 1,000 feet of you.
Ench
  • ConfusionThis spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
  • Dominate BeastYou attempt to beguile a beast that you can see within range.
Evoc
  • Ice StormA hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
  • Wall of FireYou create a wall of fire on a solid surface within range.
Illus
  • Hallucinatory TerrainYou make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain.
Necro
  • BlightNecromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
Trans
  • Control WaterUntil the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
  • Giant InsectYou transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.
  • PolymorphThis spell transforms a creature that you can see within range into a new form.
  • Stone ShapeYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

5th-Level Spells

Abjur
  • Antilife ShellA shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
  • Greater RestorationYou imbue a creature you touch with positive energy to undo a debilitating effect.
  • Planar BindingWith this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
Conj
  • Conjure ElementalYou call forth an elemental servant.
  • Insect PlagueSwarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
  • Tree StrideYou gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
Div
  • Commune with NatureYou briefly become one with nature and gain knowledge of the surrounding territory.
  • ScryingYou can see and hear a particular creature you choose that is on the same plane of existence as you.
Ench
  • GeasYou place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
Evoc
  • Mass Cure WoundsA wave of healing energy washes out from a point of your choice within range.
  • Wall of StoneA nonmagical wall of solid stone springs into existence at a point you choose within range.
Illus
Necro
Trans
  • AwakenAfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant.
  • ReincarnateProvided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.

6th-Level Spells

Abjur
Conj
  • Conjure FeyYou summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.
  • Heroes' FeastYou bring forth a great feast, including magnificent food and drink.
  • Transport via PlantsFor the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
  • Wall of ThornsYou create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.
Div
  • Find the PathThis spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
Ench
Evoc
  • HealA surge of positive energy washes through the creature, causing it to regain 70 hit points.
  • SunbeamA beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line.
Illus
Necro
Trans
  • Move EarthYou can reshape dirt, sand, or clay in the area in any manner you choose for the duration.
  • Wind WalkYou and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.

7th-Level Spells

Abjur
Conj
  • Plane ShiftYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
Div
Ench
Evoc
  • Fire StormA storm made up of sheets of roaring flame appears in a location you choose within range.
Illus
  • Mirage ArcaneYou make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
Necro
Trans
  • RegenerateYou touch a creature and stimulate its natural healing ability.
  • Reverse GravityThis spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.

8th-Level Spells

Abjur
Conj
Div
Ench
  • Antipathy/SympathyThis spell attracts or repels creatures of your choice.
  • FeeblemindYou blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
Evoc
  • EarthquakeYou create a seismic disturbance at a point on the ground that you can see within range.
  • SunburstBrilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
Illus
Necro
Trans

9th-Level Spells

Abjur
Conj
  • Storm of VengeanceA churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.
Div
  • ForesightYou touch a willing creature and bestow a limited ability to see into the immediate future.
Ench
Evoc
Illus
Necro
  • True ResurrectionYou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
Trans
  • ShapechangeYou assume the form of a different creature for the duration.



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