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Absorb Elements: Druid (XGE) 1st Level Abjuration

1) The document describes various 1st-level spells available to Druids, including Absorb Elements, Animal Friendship, Beast Bond, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Ice Knife and their components, ranges, durations, and effects. 2) Many spells allow for higher damage or additional targets when cast at higher spell levels. 3) The spells have a variety of divination, conjuration, transmutation, evocation and enchantment effects like detecting magic, charming beasts, creating water, dealing damage

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0% found this document useful (0 votes)
131 views5 pages

Absorb Elements: Druid (XGE) 1st Level Abjuration

1) The document describes various 1st-level spells available to Druids, including Absorb Elements, Animal Friendship, Beast Bond, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Ice Knife and their components, ranges, durations, and effects. 2) Many spells allow for higher damage or additional targets when cast at higher spell levels. 3) The spells have a variety of divination, conjuration, transmutation, evocation and enchantment effects like detecting magic, charming beasts, creating water, dealing damage

Uploaded by

sawdusty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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1st level Abjuration

Absorb Elements
Casting Time:1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self Components: S Duration:1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra
1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Abjuration

1st level Enchantment

Animal Friendship
Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: 24 hours
a morsel of food
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's
duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Druid 1st level Enchantment

1st level Divination

Beast Bond
Casting Time: 1 action Range: Touch Components: V, S, M Duration: Concentration, up
a bit of fur wrapped in a cloth to 10 minutes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or
higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can
understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is
active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Druid (XGE) 1st level Divination


1st level Enchantment

Charm Person
Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your
companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful
to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above
1st. The creatures must be within 30 feet of each other when you target them.

Druid 1st level Enchantment

1st level Transmutation


Create or Destroy Water
Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: Instantaneous
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.

Druid 1st level Transmutation

1st level Evocation

Cure Wounds
Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
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.

Druid 1st level Evocation

1st level Divination

Detect Magic (ritual)


Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up
to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura
around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Druid 1st level Divination

Detect Poison and Disease


1st level Divination
1 action
Self
V, S, M
Concentration, up to 10 minutes
a yew leaf
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the
kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Druid 1st level Divination

Earth Tremor
1st level Evocation
1 action
10 feet
V, S
Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until
cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Druid (XGE) 1st level Evocation

Entangle
1st level Conjuration
1 action
90 feet
V, S
Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the
ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell
ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Druid 1st level Conjuration

Faerie Fire
1st level Evocation
1 action
60 feet
V
Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is
also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from
being invisible.
Druid 1st level Evocation

Fog Cloud
1st level Conjuration
1 action
120 feet
V, S
Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It
lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above
1st.
Druid 1st level Conjuration

Goodberry
1st level Transmutation
1 action
Touch
V, S, M
Instantaneous
a sprig of mistletoe
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.
Druid 1st level Transmutation

Healing Word
1st level Evocation
1 bonus action
60 feet
V
Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Druid 1st level Evocation

Ice Knife
1st level Conjuration
1 action
60 feet
S, M
Instantaneous
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 aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Druid (XGE) 1st level Conjuration

Jump
1st level Transmutation
1 action
Touch
V, S, M
1 minute
a grasshopper's hind leg
You touch a creature. The creature's jump distance is tripled until the spell ends.
Druid 1st level Transmutation

Longstrider
1st level Transmutation
1 action
Touch
V, S, M
1 hour
a pinch of dirt
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above
1st.
Druid 1st level Transmutation

Purify Food and Drink (ritual)


1st level Transmutation
1 action
10 feet
V, S
Instantaneous
All 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.
Druid 1st level Transmutation

Snare
1st level Abjuration
1 minute
Touch
S, M
8 hours
25 feet of rope, which the spell consumes
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope
disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on
a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is
restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the
creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the
restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Druid (XGE) 1st level Abjuration

Speak with Animals (ritual)


1st level Divination
1 action
Self
V, S
10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is
limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can
perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Druid 1st level Divination

Thunderwave
1st level Evocation
1 action
Self (15-foot cube)
V, S
Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On
a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much
damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,
and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Druid 1st level Evocation

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