Subclass | Feature | Description |
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Land | ||
Moon | ||
Moon | ||
Spores | ||
Spores |
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==Subclass cantrips== | ==Subclass cantrips== | ||
Spells that are only available for a speficic subclass of | Spells that are only available for a speficic subclass of Druid class. | ||
<tabber> | <tabber> | ||
|-|Cantrips= | |-|Cantrips= |
Subclass | Feature | Description |
---|---|---|
Land | Natural Recovery | |
Moon | Lunar Mend | |
Moon | Wild Shape: Bear | |
Spores | Halo of Spores | |
Spores | Symbiotic Entity |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Guidance | Divination | Cleric Druid |
1.5m | The target gains +1d4 bonus to Ability checks. Duration: 10 turns | ||||||||
Poison Spray | Conjuration | Druid Sorcerer Warlock Wizard |
CON | 3m | Project a puff of noxious gas, dealing 1d12Poison to a target. | |||||||
Produce Flame | Conjuration | Cleric Druid |
0 | A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Fire damage when thrown. | ||||||||
Resistance | Abjuration | Cleric Druid |
1.5m | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving throws. | ||||||||
Shillelagh | Transmutation | Druid | 0 | Quarterstaff or Club Required. Your staff or club becomes magical: it deals 1d8 + Wisdom ModifierBludgeoning damage, and uses your Spellcasting Ability for Attack rolls. | ||||||||
Thorn Whip | Transmutation | Druid | 9m | Pulls the creature 3 m / 10 ft closer to you. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Charm Person | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Create or Destroy Water | Transmutation | Cleric Druid |
9m | 4m | Choose to call forth rain or destroy a water-based surface. | |||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Enhance Leap | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Triple a creature's Jumping distance. | ||||||||
Entangle | Conjuration | Druid | 18m | 3m | Vines sprout from the ground, turning it into Difficult Terrain and possibly Entangling creatures within. | |||||||
Faerie Fire | Evocation | Bard Druid |
DEX | 18m | 6m | All targets within the light turn visible, and Attack rolls against them have Advantage. | ||||||
Fog Cloud | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to Heavily Obscure and Blind creatures within. | |||||||
Goodberry | Transmutation | Druid Ranger |
1.5m | Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4hit points.
Each berry counts as one Camp Supplies. The berries appear in the targeted creature's inventory and disappear after a Long Rest. |
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Healing Word | Evocation | Bard Cleric Druid |
18m | Heal a creature you can see. | ||||||||
Ice Knife | Conjuration | Druid Sorcerer Wizard |
18m | 2m | Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. | |||||||
Longstrider | Transmutation | Bard Druid Ranger Wizard |
1.5m | Increase a creature's Movement Speed by 3 m / 10 ft. | ||||||||
Speak with Animals | Divination | Bard Druid Ranger |
0 | Gain the ability to comprehend and communicate with beasts. | ||||||||
Thunderwave | Evocation | Bard Druid Sorcerer Wizard |
CON | 1.5m | 5m | Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Barkskin | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Flame Blade | Evocation | Druid | 0 | Conjure a flaming Scimitar in your hand for 10 turns that deals 3d6Fire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius. | ||||||||
Flaming Sphere | Conjuration | Druid Wizard |
18m | 2m | Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. | |||||||
Gust of Wind | Evocation | Druid Sorcerer Wizard |
0 | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. | |||||||
Heat Metal | Transmutation | Bard Druid |
18m | Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. | ||||||||
Hold Person | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, Paralysis, or Blinded. | ||||||||
Moonbeam | Evocation | Druid | 18m | 1m | Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. | |||||||
Pass Without Trace | Abjuration | Druid Ranger |
0 | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. | ||||||||
Spike Growth | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Call Lightning | Conjuration | Druid | 18m | 2m | Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Feign Death | Necromancy | Bard Cleric Druid Wizard |
1.5m | Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect. Removed when Helped. | ||||||||
Plant Growth | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Protection from Energy | Abjuration | Cleric Druid Ranger Sorcerer Wizard |
1.5m | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. | ||||||||
Sleet Storm | Conjuration | Druid Sorcerer Wizard |
18m | Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone on a failed Dexterity Saving throw. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blight | Necromancy | Druid Sorcerer Warlock Wizard |
9m | Deals 8d8Necrotic to a target. Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. | ||||||||
Confusion | Enchantment | Bard Druid Sorcerer Wizard |
18m | 6m | Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. | |||||||
Conjure Minor Elemental | Conjuration | Druid Wizard |
18m | Conjure a minor elemental to fight alongside you. | ||||||||
Conjure Woodland Being | Conjuration | Druid | 18m | Conjure a Dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and summon a Wood Woad. | ||||||||
Dominate Beast | Enchantment | Druid Sorcerer |
18m | Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination. | ||||||||
Freedom of Movement | Abjuration | Bard Cleric Druid |
1.5m | Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. | ||||||||
Grasping Vine | Conjuration | Druid | 9m | Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns | ||||||||
Ice Storm | Evocation | Druid Sorcerer Wizard |
18m | 6m | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. | |||||||
Polymorph | Transmutation | Bard Druid Sorcerer Wizard |
18m | Transform a creature into a harmless sheep. | ||||||||
Stoneskin | Abjuration | Druid Sorcerer Wizard |
1.5m | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. | ||||||||
Wall of Fire | Evocation | Druid Sorcerer Wizard |
18m | Create a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Conjure Elemental | Conjuration | Druid Wizard |
18m | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. | ||||||||
Contagion | Necromancy | Cleric Druid |
1.5m | Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster. | ||||||||
Greater Restoration | Abjuration | Bard Cleric Druid |
1.5m | Touch a creature and negate any Charm, Petrification, Stun, or Cursed. | ||||||||
Insect Plague | Conjuration | Cleric Druid Sorcerer |
18m | 6m | Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. | |||||||
Mass Cure Wounds | Evocation | Bard Cleric Druid |
18m | Unleash a soothing hum of energy that heals you and nearby allies. | ||||||||
Planar Binding | Abjuration | Bard Cleric Druid Wizard |
18m | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | ||||||||
Wall of Stone | Evocation | Druid Sorcerer Wizard |
18m | Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Heal | Evocation | Cleric Druid |
18m | Heals a target's wounds and remove Blindness and any diseases. | ||||||||
Heroes' Feast | Conjuration | Cleric Druid |
0 | 18m | You and everyone around can't be Poisoned, Diseased, or Frightened. Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage. | |||||||
Sunbeam | Evocation | Druid Sorcerer Wizard |
CON | m | 18m | A beam of brilliant light sears and Blinds all creatures in its path. | ||||||
Wall of Thorns | Conjuration | Druid | 18m | Create a wall of pliable, twisting thorns surrounded by Entangling vines. | ||||||||
Wind Walk | Transmutation | Druid | 9m | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. |
Spells that are only available for a speficic subclass of Druid class.
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bone Chill | Spores | Necromancy | Sorcerer Warlock Wizard |
18m | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
Good stuffs