User:Toancaro/Druid

From bg3.wiki
Jump to navigation Jump to search

Subclass features[edit | edit source]

Subclass Feature Description
Circle of the Land Land Natural Recovery Natural Recovery Available only out of combat.

Once per day while out of combat, you can replenish expended Spell Slots.

Circle of the Moon Moon Lunar Mend Lunar Mend Expend Spell Slots to regain Hit Points while wild shaped.

You regain 1d8hit points per Spell Slot level.

Circle of the Moon Moon Wild Shape: Bear Wild Shape: Bear Take the shape of a Bear with high Hit Points that can goad enemies into attacking it.
Circle of the Spores Spores Halo of Spores Halo of Spores Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this turn.
Circle of the Spores Spores Symbiotic Entity Symbiotic Entity Gain 4 Temporary Hit Points per Druid Druid level and deal an additional 1d6Damage TypesNecrotic damage while you have them. Cast Halo of Spores Halo of Spores with double damage.

Symbiotic Entity ends early if you use Wild Shape Wild Shape.
Can only have temporary hit points from one source.

Subclass Feature Description
Circle of the Land Land Nature's Ward Nature's Ward You can't be Charmed Charmed or Frightened Frightened by elementals and fey. Disease and poison also no longer affect you.
Circle of the Moon Moon Wild Shape: Air Myrmidon Wild Shape: Air Myrmidon Take the shape of an Air Myrmidon who gains the ability to fly and to cast lightning spells.

This shape consumes 2 Wild Shape charges, and comes equipped with a Flail of the Vortex that adds +1d8Damage TypesLightning to every attack.

Circle of the Moon Moon Wild Shape: Earth Myrmidon Wild Shape: Earth Myrmidon Take the shape of an Earth Myrmidon who gains the ability to fly and to cast earth spells.

This shape consumes 2 Wild Shape charges.

Circle of the Moon Moon Wild Shape: Fire Myrmidon Wild Shape: Fire Myrmidon Take the shape of a Fire Myrmidon who gains the ability to fly and to cast fire spells.

This shape consumes 2 Wild Shape charges, and comes equipped with a +3 Scimitar that adds +1d6Damage TypesFire to every attack.

Circle of the Moon Moon Wild Shape: Water Myrmidon Wild Shape: Water Myrmidon Take the shape of a Water Myrmidon who gains the ability to fly and to cast healing and cold spells.

This shape consumes 2 Wild Shape charges, and comes equipped with a +3 Trident that adds +1d6Damage TypesCold to every attack.

Circle of the Spores Spores Spreading Spores Spreading Spores Seed an area in deadly spores that deal 2d8Damage TypesNecrotic damage per turn to all creatures that inhale them, except you and your allies.

The spores disappear when Symbiotic Entity Symbiotic Entity ends.

↑ Back to top

Unique cantrips and spells[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Flame Blade Flame Blade Evocation Evocation Druid Druid Bonus Action 0 Conjure a flaming Scimitar in your hand for 10 turns that deals 3d6Damage TypesFire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types 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.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Call Lightning Call Lightning Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.

↑ Back to top

Common cantrips and spells[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Poison Spray Poison Spray Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action CON 3m Damage Types Project a puff of noxious gas, dealing 1d12Damage TypesPoison to a target.
Produce Flame Produce Flame Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Damage TypesFire damage when thrown.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
Thorn Whip Thorn Whip Transmutation Transmutation Druid Druid Action Attack roll 9m Damage Types Pulls the creature 3 m / 10 ft closer to you.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Create or Destroy Water Create or Destroy Water Transmutation Transmutation Cleric Cleric
Druid Druid
Action 9m 4m Choose to call forth rain or destroy a water-based surface.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Enhance Leap Enhance Leap Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 1.5m Triple a creature's Jumping distance.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Goodberry Goodberry Transmutation Transmutation Druid Druid
Ranger Ranger
Action 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.
Healing Word Healing Word Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Bonus Action 18m Heal a creature you can see.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Longstrider Longstrider Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Wizard Wizard
Action Ritual 1.5m Increase a creature's Movement Speed by 3 m / 10 ft.
Speak with Animals Speak with Animals Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0 Gain the ability to comprehend and communicate with beasts.
Thunderwave Thunderwave Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Enhance Ability Enhance Ability Transmutation Transmutation Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 1.5m Bestow a magical enchantment upon an ally. They gain Advantage Icon.png Advantage on Ability Checks with a chosen Ability.
Flame Blade Flame Blade Evocation Evocation Druid Druid Bonus Action 0 Conjure a flaming Scimitar in your hand for 10 turns that deals 3d6Damage TypesFire 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 Flaming Sphere Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire 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 Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 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 Off Balance.
Heat Metal Heat Metal Transmutation Transmutation Bard Bard
Druid Druid
Action Concentration 18m Damage Types Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 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 Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysis Paralysis, or Condition Type Icon.pngBlinded.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types 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 Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 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 Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Spike Growth Spike Growth Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing 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 Saving Throw Icon.png Range Icon.png D Description
Call Lightning Call Lightning Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
Daylight Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Plant Growth Plant Growth Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Sleet Storm Sleet Storm Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Ice surface, and forces spellcasters to succeed at a Concentration 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 Prone on a failed Dexterity Saving throw.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blight Blight Necromancy Necromancy Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 9m Damage Types Deals 8d8Damage TypesNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.
Confusion Confusion Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 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 Conjure Minor Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Conjure a minor elemental to fight alongside you.
Conjure Woodland Being Conjure Woodland Being Conjuration Conjuration Druid Druid Action 18m Conjure a Dryad to fight alongside you. She can use Nature's Step Nature's Step, Entangle Entangle enemies, and summon a Wood Woad Wood Woad.
Dominate Beast Dominate Beast Enchantment Enchantment Druid Druid
Sorcerer Sorcerer
Action Concentration 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 Freedom of Movement Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Snap an ally out of any Stun Stun. Difficult Terrain Difficult Terrain can't slow them down, and they can't be magically Paralysed Paralysed or Restrained Restrained.
Grasping Vine Grasping Vine Conjuration Conjuration Druid Druid Bonus Action 9m Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns
Ice Storm Ice Storm Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 18m 6m Damage Types Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Damage TypesBludgeoning and Damage TypesCold damage. It also creates an Ice Ice surface that lasts 2 turns.
Polymorph Polymorph Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep.
Stoneskin Stoneskin Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
Wall of Fire Wall of Fire Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Conjure Elemental Conjure Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Contagion Contagion Necromancy Necromancy Cleric Cleric
Druid Druid
Action Attack roll 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 Greater Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Touch a creature and negate any Charm Charm, Petrification Petrification, Stun Stun, or Condition Type Icon.pngCursed.
Insect Plague Insect Plague Conjuration Conjuration Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 18m 6m Damage Types Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks.
Mass Cure Wounds Mass Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Action 18m Unleash a soothing hum of energy that heals you and nearby allies.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 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 Wall of Stone Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 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 Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Heal Heal Evocation Evocation Cleric Cleric
Druid Druid
Action 18m Heals a target's wounds and remove Blindness Blindness and any diseases.
Heroes' Feast Heroes' Feast Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 18m You and everyone around can't be Poisoned, Diseased, or Frightened Frightened. Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage Icon.png Advantage.
Sunbeam Sunbeam Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration CON m 18m Damage Types A beam of brilliant light sears and Blinds Blinds all creatures in its path.
Wall of Thorns Wall of Thorns Conjuration Conjuration Druid Druid Action Concentration 18m Damage Types Create a wall of pliable, twisting thorns surrounded by Entangling Entangling vines.
Wind Walk Wind Walk Transmutation Transmutation Druid Druid Action 9m Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.

↑ Back to top

Subclass cantrips and spells[edit | edit source]

Cantrips and spells that are only available for a speficic subclass of Druid class.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Circle of the Spores Spores Necromancy School Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Blur Blur Circle of the Land Land Illusion School Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0m Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Darkness Darkness Circle of the Land Land Evocation School Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Detect Thoughts Detect Thoughts Circle of the Spores Spores Divination School Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration Ritual 0m Focus your mind to read the thoughts of certain creatures while talking to them.
Melf's Acid Arrow Melf's Acid Arrow Circle of the Land Land Evocation School Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.
Mirror Image Mirror Image Circle of the Land Land Illusion School Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0m Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Misty Step Misty Step Circle of the Land Land Conjuration School Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action 18m Surrounded by silver mist, you teleport to an unoccupied space you can see.
Silence Silence Circle of the Land Land Illusion School Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Web Web Circle of the Land Land Conjuration School Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Circle of the Spores Spores Necromancy School Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Gaseous Form Gaseous Form Circle of the Land Land
Circle of the Spores Spores
Transmutation School Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Grant Flight Grant Flight Circle of the Land Land Transmutation School Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Bestow the ability to Fly Fly upon yourself or an ally.
Haste Haste Circle of the Land Land Transmutation School Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Target yourself or an ally to become Hastened Hastened. The creature has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
Hypnotic Pattern Hypnotic Pattern Circle of the Land Land Illusion School Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m 9m Hypnotise Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act.
Lightning Bolt Lightning Bolt Circle of the Land Land Evocation School Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0m 30m Damage Types Call forth a blast of lightning that hits all creatures in the line of the eruption.
Stinking Cloud Stinking Cloud Circle of the Land Land Conjuration School Conjuration Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Create a cloud of gas so nauseating it prevents creatures from taking actions.
Vampiric Touch Vampiric Touch Circle of the Land Land Necromancy School Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 1.5m Damage Types Touch an enemy to siphon their life force and regain half as many Hit Points.

↑ Back to top

Self notes[edit | edit source]

Good stuffs

  1. ...

↑ Back to top