Subclass | Feature | Description |
---|---|---|
Land | Available only out of combat. Once per day while out of combat, you can replenish expended Spell Slots. | |
Moon | Expend Spell Slots to regain Hit Points while wild shaped.
You regain 1d8hit points per Spell Slot level. | |
Moon | Take the shape of a Bear with high Hit Points that can goad enemies into attacking it. | |
Spores | Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this turn. | |
Spores | Gain 4 Temporary Hit Points per level and deal an additional 1d6Necrotic damage while you have them. Cast with double damage.
Symbiotic Entity ends early if you use . |
User:Toancaro/Druid: Difference between revisions
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{{User:Toancaro/Template: | __TOC__ | ||
== Subclass features== | |||
<tabber> | |||
|-|Level 3= | |||
{| class="wikitable sortable" style="width: 100%" | |||
! style="width: 110px" | Subclass | |||
! style="width: 175px" | Feature | |||
! Description | |||
|- | |||
| {{User:Toancaro/Template:Class|Land}} || {{SAI|Natural Recovery|w=25}} || {{Warning|Available only out of combat.}}<br> | |||
Once per day while ''out of combat'', you can replenish expended [[Spells#Spell Slots|Spell Slots]]. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Lunar Mend|w=25}} || Expend [[Spells#Spell Slots|Spell Slots]] to regain [[Hit Points]] while wild shaped. | |||
You regain {{DamageText|1d8|Healing}} per [[Spells#Spell Slots|Spell Slot]] level. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Bear|w=25}} || Take the shape of a [[:Category:Bears|Bear]] with high [[Hit Points]] that can goad enemies into attacking it. | |||
|- | |||
| {{User:Toancaro/Template:Class|Spores}} || {{SAI|Halo of Spores|w=25}} || Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this turn. | |||
|- | |||
| {{User:Toancaro/Template:Class|Spores}} || {{SAI|Symbiotic Entity|w=25}} || Gain {{DamageColor|Healing|4 Temporary Hit Points}} per {{Class|Druid}} level and deal an additional {{DamageText|1d6|Necrotic}} damage while you have them. Cast {{SAI|Halo of Spores}} with double damage. | |||
{{Prereq|Symbiotic Entity ends early if you use {{SAI|Wild Shape}}.}}<br>{{Prereq|Can only have temporary hit points from one source.}} | |||
|} | |||
|-|Level 4= | |||
{| class="wikitable sortable" style="width: 100%" | |||
! style="width: 110px" | Subclass | |||
! style="width: 175px" | Feature | |||
! Description | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Dire Raven|w=25}} || Take the shape of a '''Dire Raven''' that can fly and Blind enemies. | |||
|} | |||
|-|Level 6= | |||
{| class="wikitable sortable" style="width: 100%" | |||
! style="width: 110px" | Subclass | |||
! style="width: 205px" | Feature | |||
! Description | |||
|- | |||
| {{User:Toancaro/Template:Class|Land}} || {{SAI|Land's Stride: Difficult Terrain|w=25}} || [[Difficult Terrain]] no longer slows you down. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Primal Strike|w=25}} || While in beast form, your attacks count as magical for the purpose of overcoming [[Resistance]] and [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Immunity]] to non-magical damage. | |||
|- | |||
| {{User:Toancaro/Template:Class|Spores}} || {{SAI|Fungal Infestation|w=25}} || Raises a mildewed, mould-encrusted zombie from a corpse. | |||
{{prereq|Target must be a beast or humanoid corpse.}} | |||
|} | |||
|-|Level 8= | |||
{| class="wikitable sortable" style="width: 100%" | |||
! style="width: 110px" | Subclass | |||
! style="width: 225px" | Feature | |||
! Description | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Sabre-Toothed Tiger|w=25}} || Take the shape of a '''Sabre-Toothed Tiger''' that can shred armour and regenerate hit points. | |||
|} | |||
|-|Level 10= | |||
{| class="wikitable sortable" style="width: 100%" | |||
! style="width: 110px" | Subclass | |||
! style="width: 205px" | Feature | |||
! Description | |||
|- | |||
| {{User:Toancaro/Template:Class|Land}} || {{SAI|Nature's Ward|w=25}} || You can't be {{Cond|Charmed}} or {{Cond|Frightened}} by elementals and fey. Disease and poison also no longer affect you. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Air Myrmidon|w=25}} || 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 {{RarityItem|Flail of the Vortex}} that adds +{{DamageText|1d8|Lightning}} to every attack. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Earth Myrmidon|w=25}} || 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. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Fire Myrmidon|w=25}} || 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 +{{DamageText|1d6|Fire}} to every attack. | |||
|- | |||
| {{User:Toancaro/Template:Class|Moon}} || {{SAI|Wild Shape: Water Myrmidon|w=25}} || 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 +{{DamageText|1d6|Cold}} to every attack. | |||
|- | |||
| {{User:Toancaro/Template:Class|Spores}} || {{SAI|Spreading Spores|w=25}} || Seed an area in deadly spores that deal {{DamageText|2d8|Necrotic}} damage per turn to all creatures that inhale them, except you and your allies. | |||
{{Prereq|The spores disappear when {{SAI|Symbiotic Entity}} ends.}} | |||
|} | |||
</tabber> | |||
{{Back to top}} | |||
==Unique cantrips and spells== | |||
<tabber> | |||
|-|Cantrips= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="0"}} | |||
|-|Level 1 spells= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="1"}} | |||
|-|Level 2 spells= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="2"}} | |||
|-|Level 3 spells= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="3"}} | |||
|-|Level 4 spells= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="4"}} | |||
|-|Level 6 spells= | |||
{{User:Toancaro/Template:ClassUniqueSpellTable|Druid|where=spell_level="6"}} | |||
</tabber> | |||
{{Back to top}} | |||
==Common cantrips and spells== | |||
{{#vardefine: druidQuery | (classes HOLDS "Druid" AND (is_npc = false OR is_npc IS NULL))}}<tabber> | |||
|-|Cantrips= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="0" AND {{#var: druidQuery}} }} | |||
|-|Level 1 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="1" AND {{#var: druidQuery}} }} | |||
|-|Level 2 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="2" AND {{#var: druidQuery}} }} | |||
|-|Level 3 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="3" AND {{#var: druidQuery}} }} | |||
|-|Level 4 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="4" AND {{#var: druidQuery}} }} | |||
|-|Level 5 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="5" AND {{#var: druidQuery}} }} | |||
|-|Level 6 spells= | |||
{{User:Toancaro/Template:SpellTable | where=spell_level="6" AND {{#var: druidQuery}} }} | |||
</tabber> | |||
{{Back to top}} | |||
==Subclass cantrips and spells== | |||
Cantrips and spells that are only available for a speficic subclass of Druid class. | |||
<tabber> | |||
|-|Cantrips= | |||
{{User:Toancaro/Druid/Template:ExtraSpellTable | where=spell_level="0"}} | |||
|-|Level 2 spells= | |||
{{User:Toancaro/Druid/Template:ExtraSpellTable | where=spell_level="2"}} | |||
|-|Level 3 spells= | |||
{{User:Toancaro/Druid/Template:ExtraSpellTable | where=spell_level="3"}} | |||
|-|Level 4 spells= | |||
{{User:Toancaro/Druid/Template:ExtraSpellTable | where=spell_level="4"}} | |||
|-|Level 5 spells= | |||
{{User:Toancaro/Druid/Template:ExtraSpellTable | where=spell_level="5"}} | |||
</tabber> | |||
{{Back to top}} | |||
==Self notes== | |||
Good stuffs | |||
#... | |||
{{Back to top}} |
Latest revision as of 08:01, 13 January 2024
Subclass features[edit | edit source]
Subclass | Feature | Description |
---|---|---|
Moon | Take the shape of a Dire Raven that can fly and Blind enemies. |
Subclass | Feature | Description |
---|---|---|
Land | Difficult Terrain no longer slows you down. | |
Moon | While in beast form, your attacks count as magical for the purpose of overcoming Resistance and Immunity to non-magical damage. | |
Spores | Raises a mildewed, mould-encrusted zombie from a corpse.
Target must be a beast or humanoid corpse. |
Subclass | Feature | Description |
---|---|---|
Moon | Take the shape of a Sabre-Toothed Tiger that can shred armour and regenerate hit points. |
Subclass | Feature | Description |
---|---|---|
Land | You can't be or by elementals and fey. Disease and poison also no longer affect you. | |
Moon | 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 +1d8Lightning to every attack. | |
Moon | 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. | |
Moon | 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 +1d6Fire to every attack. | |
Moon | 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 +1d6Cold to every attack. | |
Spores | Seed an area in deadly spores that deal 2d8Necrotic damage per turn to all creatures that inhale them, except you and your allies.
The spores disappear when ends. |
Unique cantrips and spells[edit | edit source]
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Entangle | Conjuration | Druid | 18m | 3m | Vines sprout from the ground, turning it into and possibly creatures within. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | ||||||||
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. |
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. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Conjure Woodland Being | Conjuration | Druid | 18m | Conjure a dryad to fight alongside you. She can use , enemies, and a wood woad. | ||||||||
Grasping Vine | Conjuration | Druid | 9m | Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wall of Thorns | Conjuration | Druid | 18m | Create a wall of pliable, twisting thorns surrounded by vines. | ||||||||
Wind Walk | Transmutation | Druid | 9m | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. |
Common cantrips and spells[edit | edit source]
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 and possibly 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 and 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. |
||||||||
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 . | |||||||
Heat Metal | Transmutation | Bard Druid |
CON | 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, , 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 . | ||||||||
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.
|
||||||||
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 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 , enemies, and 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 . can't slow them down, and they can't be magically or . | ||||||||
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, 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 , , , 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 and any diseases. | ||||||||
Heroes' Feast | Conjuration | Cleric Druid |
0 | 18m | You and everyone around can't be Poisoned, Diseased, or . 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 all creatures in its path. | ||||||
Wall of Thorns | Conjuration | Druid | 18m | Create a wall of pliable, twisting thorns surrounded by vines. | ||||||||
Wind Walk | Transmutation | Druid | 9m | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. |
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 | 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. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blindness | Spores | Necromancy | Bard Cleric Sorcerer Wizard |
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 and the foe attacks with Disadvantage. | ||||||||
Blur | Land | Illusion | Sorcerer Wizard |
0m | Attackers have Disadvantage on Attack rolls against you. | ||||||||
Darkness | Land | Evocation | Sorcerer Warlock Wizard |
18m | Create a cloud of magical darkness that and inflicts to creatures within. Creatures cannot make ranged attacks into or out of it. | ||||||||
Detect Thoughts | Spores | Divination | Bard Sorcerer Wizard |
0m | Focus your mind to read the thoughts of certain creatures while talking to them. | ||||||||
Melf's Acid Arrow | Land | Evocation | Wizard | 18m | Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid 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 | Land | Illusion | Sorcerer Warlock Wizard |
0m | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Misty Step | Land | Conjuration | Sorcerer Warlock Wizard |
18m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | ||||||||
Silence | Land | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are and Immune to Thunder damage. | ||||||||
Web | Land | Conjuration | Sorcerer Wizard |
18m | 4m | Cover an area in thick, flammable webbing that can 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 | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Animate Dead | Spores | Necromancy | Cleric Wizard |
3m | Animate a corpse to create an undead servant while not in combat. | ||||||||
Gaseous Form | Land Spores |
Transmutation | Sorcerer Warlock Wizard |
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 | Land | Transmutation | Sorcerer Warlock Wizard |
1.5m | Bestow the ability to upon yourself or an ally. | ||||||||
Haste | Land | Transmutation | Sorcerer Wizard |
9m | Target yourself or an ally to become . The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. | ||||||||
Hypnotic Pattern | Land | Illusion | Bard Sorcerer Warlock Wizard |
18m | 9m | creatures that can see the pattern. They cannot attack you. They cannot move nor act. | |||||||
Lightning Bolt | Land | Evocation | Sorcerer Wizard |
0m | 30m | Call forth a blast of lightning that hits all creatures in the line of the eruption. | |||||||
Stinking Cloud | Land | Conjuration | Bard Sorcerer Wizard |
18m | Create a cloud of gas so nauseating it prevents creatures from taking actions. | ||||||||
Vampiric Touch | Land | Necromancy | Warlock Wizard |
1.5m | Touch an enemy to siphon their life force and regain half as many Hit Points. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Greater Invisibility | Land | Illusion | Bard Sorcerer Wizard |
1.5m | Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloudkill | Land Spores |
Conjuration | Sorcerer Wizard |
18m | Craft a large cloud that inflicts 5d8Poison damage per turn. You can reposition the cloud every turn. | ||||||||
Cone of Cold | Land | Evocation | Sorcerer Wizard |
0m | 9m | Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. |
Self notes[edit | edit source]
Good stuffs
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