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Druid (3) Far Traveller Kyle

CLASS & LEVEL BACKGROUND PLAYER NAME


Org Minotaur (Krynn) Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+3 +2 PROFICIENCY BONUS
12
ARMOR
CLASS
0
INITIATIVE
30
SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 27


+3 Strength
DEXTERITY
0 Dexterity

0 ●
+2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

10 ●
+4 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 0 Acrobatics (Dex) Total 3d8 SUCCESSES

15 ●
+4 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+3 Athletics (Str)

-1 -1
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

+4 Insight (Wis)
Handaxe +5 1d6 + 3 slashing
8 ●

-1 Intimidation (Cha)

WISDOM -1 Investigation (Int)


+2 Medicine (Wis)
+2 ●
+1 Nature (Int)

+4 Perception (Wis)
14
-1 Performance (Cha)
-1 Persuasion (Cha)
CHARISMA
-1 Religion (Int)

-1 0
0
Sleight of Hand (Dex)
Stealth (Dex)
8 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP Waterskin (1); Horn
(1); Bedroll (1);
SP
Rations (1 day) (10);
Tool Proficiencies: Drum; Herbalism Kit;
Navigator's Tools; Water Vehicles Rope, hempen (1);
EP
Hide (1); Tinderbox
Weapon Proficiencies: Club; Dagger; (1); Clothes,
Dart; Javelin; Mace; Quarterstaff;
Scimitar; Sickle; Simple; Sling; Spear traveler’s (1); Mess
GP
15 kit (1); Backpack (1);
Armor Proficiencies: Light; Medium; Torch (10); Sprig of
Shields PP
mistletoe (1);
Language Proficiencies: Abyssal; Explorer's Pack (1)
Common; Druidic; Dwarvish; Elvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
63 6'8 450
AGE HEIGHT WEIGHT
Org Green Black Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Druidcraft
Primal Savagery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Animal Friendship
4
Beast Bond

Charm Person
SPELLS KNOWN

Create or Destroy Water

Cure Wounds
Detect Magic

Detect Poison and Disease


Earth Tremor
Entangle
8
Faerie Fire
Fog Cloud

2 2
Animal Messenger

Barkskin
Beast Sense
5
Darkvision

Dust Devil
9
Earthbind
Enhance Ability

Find Traps
Flame Blade

Flaming Sphere

Gust of Wind
Healing Spirit
Heat Metal

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Goodberry

Guiding Hand
4
Healing Word

Ice Knife
SPELLS KNOWN

Jump

Longstrider
Purify Food and Drink

Snare
Speak with Animals
Thunderwave
8
Wild Cunning

2 2
Hold Person

Lesser Restoration
Locate Animals or Plants
5
Locate Object

Moonbeam
9
Pass without Trace
Protection from Poison

Skywrite
Spike Growth

Warding Wind

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/4 and no flying
or swimming speed (lasts 1 hour, use twice/rest).

-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your
appearance all mark you as foreign. Curious glances are directed your way wherever
you go, which can be a nuisance, but you also gain the friendly interest of scholars
and others intrigued by far-off lands, to say nothing of everyday folk who are eager to
hear stories of your homeland. You can parley this attention into access to people
and places you might not otherwise have, for you and your traveling companions.
Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people. .

Circle Forms. The rites of your circle grant you the ability to transform into more
dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to
transform into a beast with a challenge rating as high as 1 (you ignore the Max CR
column of the Beast Shapes table, but must abide by the other limitations there).

Combat Wild Shape. When you choose this circle at 2nd level, you gain the ability to
use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape. You can use a bonus action to
expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Conqueror's Virtue. Your choice of your Strength, Intelligence, or Wisdom score


increases by 1 (Change manually in the Ability Scores).

Druidic. You can speak Druidic and use it to leave hidden message and automatically
spot messages left by others.

Goring Rush. When you take the Dash action on your turn, you can use your bonus
action to make one melee attack with your horns.

Hammering Horns. When you take the Attack action on your turn to make a melee
attack, you can attempt to shove a creature as a bonus action. You cannot use this
shove attempt to knock a creature prone.

Horns. You are never unarmed. Your horns are a melee weapon that deals 1d10
piercing damage, and you are proficient with your horns. Your horns grant you
advantage on all checks made to shove a creature, but not to avoid being shoved
yourself.

Labyrinthine Recall. You can perfectly recall any path you have traveled.

Powerful Build. You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Page 1

Level-1 abjuration Level-1 enchantment Level-2 enchantment


Absorb Elements Animal Friendship Animal Messenger
1 react. Self S 1 rnd 1 act. 30 ft V,S,M 24 hrs 1 act. 30 ft V,S,M 24 hrs
The spell captures some of the incoming This spell lets you convince a beast that you By means of this spell, you use an animal to
energy, lessening its effect on you and storing mean it no harm. Choose a beast that you can deliver a message. Choose a Tiny beast you can
it for your next melee attack. You have see within range. It must see and hear you. If see within range, such as a squirrel, a blue jay,
resistance to the triggering damage type until the beast’s Intelligence is 4 or higher, the spell or a bat. You specify a location, which you
the start of your next turn. Also, the first time fails. Otherwise, the beast must succeed on a must have visited, and a recipient who
you hit with a melee attack on your next turn, Wisdom saving throw or be charmed by you matches a general description, such as “a man
the target takes an extra 1d6 damage of the for the spell’s duration. If you or one of your or woman dressed in the uniform of the town
triggering type, and the spell ends. At Higher companions harms the target, the spell ends. guard” or “a red-haired dwarf wearing a
Levels. When you cast this spell using a spell At Higher Levels: When you cast this spell pointed hat.” You also speak a message of up
slot of 2nd level or higher, the extra damage using a spell slot of 2nd level or higher, you to twenty-five words. The target beast travels
increases by 1d6 for each slot level above 1st. can affect one additional beast for each slot for the duration of the spell toward the
level above 1st. specified location, covering about 50 miles per
24 hours for a flying messenger, or 25 miles
for other animals. When the messenger
arrives, it delivers your message to the
creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its
destination before the spell ends, the message
is lost, and the beast makes its way back to
Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-2 transmutation Level-1 divination Level-2 divination


Barkskin Beast Bond Beast Sense
1 act. Touch V,S,M Conc, 1 hr 1 act. Touch V,S,M Conc, 10 mins 1 Action Touch S Conc, 1 hr
You touch a willing creature. Until the spell You establish a telepathic link with one beast You touch a willing beast. For the duration of
ends, the target's skin has a rough, bark-like you touch that is friendly to you or charmed the spell, you can use your action to see
appearance, and the target's AC can't be less by you. The spell fails if the beast’s through the beast’s eyes and hear what it
than 16, regardless of what kind of armor it is Intelligence is 4 or higher. Until the spell ends, hears, and continue to do so until you use your
wearing. the link is active while you and the beast are action to return to your normal senses. While
within line of sight of each other. Through the perceiving through the beast’s senses, you
link, the beast can understand your telepathic gain the benefits of any special senses
messages to it, and it can telepathically possessed by that creature, though you are
communicate simple emotions and concepts blinded and deafened to your own
back to you. While the link is active, the beast surroundings.
gains advantage on attack rolls against any
creature within 5 feet of you that you can see.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-1 enchantment Level-1 transmutation Level-1 evocation


Charm Person Create or Destroy Water Cure Wounds
1 act. 30 ft V,S 1 hr 1 act. 30 ft V,S,M Inst 1 act. Touch V,S Inst
You attempt to charm a humanoid you can see You either create or destroy water. Create A creature you touch regains a number of hit
within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
throw, and does so with advantage if you or water within range in an open container. modifier. This spell has no effect on undead or
your companions are fighting it. If it fails the Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
saving throw, it is charmed by you until the 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
spell ends or until you or your companions do exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an slot level above 1st.
regards you as a friendly acquaintance. When open container within range. Alternatively,
the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
higher, you can target one additional creature create or destroy 10 additional gallons of
for each slot level above 1st. The creatures water, or the size of the cube increases by 5
must be within 30 feet of each other when you feet, for each slot level above 1st.
target them.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4


Page 1 (reverse)

Animal Messenger (reverse)


where you cast this spell. At Higher Levels. If
you cast this spell using a spell slot of 3nd level
or higher, the duration of the spell increases
by 48 hours for each slot level above 2nd.
Page 2

Level-2 transmutation Level-1 divination Level-1 divination


Darkvision Detect Magic Detect Poison and Disease
1 act. Touch V,S,M 8 hrs 1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins
You touch a willing creature to grant it the For the duration, you sense the presence of For the duration, you can sense the presence
ability to see in the dark. For the duration, that magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
creature has darkvision out to a range of 60 in this way, you can use your action to see a and diseases within 30 feet of you. You also
feet. faint aura around any visible creature or identify the kind of poison, poisonous
object in the area that bears magic, and you creature, or disease in each case. The spell can
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Transmutation cantrip Level-2 conjuration Level-1 evocation


Druidcraft Dust Devil Earth Tremor
1 act. 30 ft V,S Inst 1 act. 60 ft V,S,M Conc, 1 min 1 act. 10 ft V,S Inst
Whispering to the spirits of nature, you create Choose an unoccupied 5-foot cube of air that You cause a tremor in the ground within
one of the following effects within range: • you can see within range. An elemental force range. Each creature other than you in that
You create a tiny, harmless sensory effect that that resembles a dust devil appears in the cube area must make a Dexterity saving throw. On
predicts what the weather will be at your and lasts for the spell’s duration. Any creature a failed save, a creature takes 1d6 bludgeoning
location for the next 24 hours. The effect that ends its turn within 5 feet of the dust devil damage and is knocked prone. If the ground in
might manifest as a golden orb for clear skies, must make a Strength saving throw. On a that area is loose earth or stone, it becomes
a cloud for rain, falling snowflakes for snow, failed save, the creature takes 1d8 bludgeoning difficult terrain until cleared, with each
and so on. This effect persists for 1 round. • damage and is pushed 10 feet away. On a 5-foot-diameter portion requiring at least 1
You instantly make a flower blossom, a seed successful save, the creature takes half as minute to clear by hand. At Higher Levels.
pod open, or a leaf bud bloom. • You create an much damage and isn’t pushed. As a bonus When you cast this spell using a spell slot of
instantaneous, harmless sensory effect, such action, you can move the dust devil up to 30 2nd level or higher, the damage increases by
as falling leaves, a puff of wind, the sound of a feet in any direction. If the dust devil moves 1d6 for each slot level above 1st.
small animal, or the faint odor of skunk. The over sand, dust, loose dirt, or small gravel, it
effect must fit in a 5-foot cube. • You instantly sucks up the material and forms a
light or snuff out a candle, a torch, or a small 10-foot-radius cloud of debris around itself
campfire. that lasts until the start of your next turn. The
cloud heavily obscures its area. At Higher
Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-2 transmutation Level-2 transmutation Level-1 conjuration


Earthbind Enhance Ability Entangle
1 act. 300 ft V Conc, 1 min 1 act. Touch V,S,M Conc, 1 hr. 1 act. 90 ft V,S Conc, 1 min
Choose one creature you can see within range. You touch a creature and bestow upon it a Grasping weeds and vines sprout from the
Yellow strips of magical energy loop around magical enhancement. Choose one of the ground in a 20-foot square starting from a
the creature. The target must succeed on a following effects; the target gains that effect point within range. For the duration, these
Strength saving throw, or its flying speed (if until the spell ends. Bear's Endurance. The plants turn the ground in the area into
any) is reduced to 0 feet for the spell’s target has advantage on Constitution checks. difficult terrain. A creature in the area when
duration. An airborne creature affected by this It also gains 2d6 temporary hit points, which you cast the spell must succeed on a Strength
spell safely descends at 60 feet per round until are lost when the spell ends. Bull's Strength. saving throw or be restrained by the
it reaches the ground or the spell ends. The target has advantage on Strength checks, entangling plants until the spell ends. A
and his or her carrying capacity doubles. Cat's creature restrained by the plants can use its
Grace. The target has advantage on Dexterity action to make a Strength check against your
checks. It also doesn't take damage from spell save DC. On a success, it frees itself.
falling 20 feet or less if it isn't incapacitated. When the spell ends, the conjured plants wilt
Eagle's Splendor. The target has advantage on away.
Charisma checks. Fox's Cunning. The target
has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
slot level above 2nd.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4


Page 2 (reverse)
Page 3

Level-1 evocation Level-2 divination Level-2 evocation


Faerie Fire Find Traps Flame Blade
1 act. 60 ft V Conc, 1 min 1 act. 120 ft V,S Inst 1 b.a. Self V,S,M Conc, 10 mins
Each object in a 20-foot cube within range is You sense the presence of any trap within You evoke a fiery blade in your free hand. The
outlined in blue, green, or violet light (your range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar,
choice). Any creature in the area when the the purpose of this spell, includes anything and it lasts for the duration. If you let go of the
spell is cast is also outlined in light if it fails a that would inflict a sudden or unexpected blade, it disappears, but you can evoke the
Dexterity saving throw. For the duration, effect you consider harmful or undesirable, blade again as a bonus action. You can use
objects and affected creatures shed dim light which was specifically intended as such by its your action to make a melee spell attack with
in a 10-foot radius. Any attack roll against an creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6
affected creature or object has advantage if the affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright
attacker can see it, and the affected creature or warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an
object can't benefit from being invisible. not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you
unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or
spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every
don't learn the location of each trap, but you two slot levels above 2nd.
do learn the general nature of the danger
posed by a trap you sense.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-2 conjuration Level-1 conjuration Level-1 transmutation


Flaming Sphere Fog Cloud Goodberry
1 act. 60 ft V,S,M Conc, 1 min 1 act. 120 ft V,S Conc, 1 hr 1 act. Touch V,S,M Inst
A 5-foot-diameter sphere of fire appears in an You create a 20-foot-radius sphere of fog Up to ten berries appear in your hand and are
unoccupied space of your choice within range centered on a point within range. The sphere infused with magic for the duration. A
and lasts for the duration. Any creature that spreads around corners, and its area is heavily creature can use its action to eat one berry.
ends its turn within 5 feet of the sphere must obscured. It lasts for the duration or until a Eating a berry restores 1 hit point, and the
make a Dexterity saving throw. The creature wind of moderate or greater speed (at least 10 berry provides enough nourishment to sustain
takes 2d6 fire damage on a failed save, or half miles per hour) disperses it. At Higher Levels. a creature for one day. The berries lose their
as much damage on a successful one. As a When you cast this spell using a spell slot of potency if they have not been consumed
bonus action, you can move the sphere up to 2nd level or higher, the radius of the fog within 24 hours of the casting of this spell.
30 feet. If you ram the sphere into a creature, increases by 20 feet for each slot level above
that creature must make the saving throw 1st.
against the sphere's damage, and the sphere
stops moving this turn. When you move the
sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet
wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright
light in a 20-foot radius and dim light for an
additional 20 feet. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for each
slot level above 2nd.
Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-1 divination Level-2 evocation Level-2 conjuration


Guiding Hand Gust of Wind Healing Spirit
1 min 5 ft V,S Conc, 8 hrs 1 act. Self V,S,M Conc, 1 min 1 b.a. 60 ft V,S Conc, 1 min
You create a Tiny incorporeal hand of A line of strong wind 60 feet long and 10 feet You call forth a nature spirit to soothe the
shimmering light in an unoccupied space you wide blasts from you in a direction you choose wounded. The intangible spirit appears in a
can see within range. The hand exists for the for the spell's duration. Each creature that space that is a 5-foot cube you can see within
duration, but it disappears if you teleport or starts its turn in the line must succeed on a range. The spirit looks like a transparent beast
you travel to a different plane of Strength saving throw or be pushed 15 feet or fey (your choice). Until the spell ends,
existence.When the hand appears, you name away from you in a direction following the whenever you or a creature you can see moves
one major landmark, such as a city, mountain, line. Any creature in the line must spend 2 feet into the spirit’s space for the first time on a
castle, or battlefield on the same plane of of movement for every 1 foot it moves when turn or starts its turn there, you can cause the
existence as you. Someone in history must moving closer to you. The gust disperses gas or spirit to restore 1d6 hit points to that creature
have visited the site and mapped it. If the vapor, and it extinguishes candles, torches, (no action required). The spirit can’t heal
landmark appears on no map in existence, the and similar unprotected flames in the area. It constructs or undead. As a bonus action on
spell fails. Otherwise, whenever you move causes protected flames, such as those of your turn, you can move the spirit up to 30
toward the hand, it moves away from you at lanterns, to dance wildly and has a 50 percent feet to a space you can see. At Higher Levels.
the same speed you moved, and it moves in chance to extinguish them. As a bonus action When you cast this spell using a spell slot of
the direction of the landmark, always on each of your turns before the spell ends, 3rd level or higher, the healing increases by
remaining 5 feet away from you. If you don’t you can change the direction in which the line 1d6 for each slot level above 2nd.
move toward the hand, it remains in place blasts from you.
until you do and beckons for you to follow
once every 1d4 minutes.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4


Page 3 (reverse)
Page 4

Level-1 evocation Level-2 transmutation Level-2 enchantment


Healing Word Heat Metal Hold Person
1 b.a. 60 ft V Inst 1 act. 60 ft V,S,M Conc, 1 min 1 act. 60 ft V,S,M Conc, 1 min
A creature of your choice that you can see Choose a manufactured metal object, such as a Choose a humanoid that you can see within
within range regains hit points equal to 1d4 + metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom
your spellcasting ability modifier. This spell metal armor, that you can see within range. saving throw or be paralyzed for the duration.
has no effect on undead or constructs. At You cause the object to glow red-hot. Any At the end of each of its turns, the target can
Higher Levels. When you cast this spell using a creature in physical contact with the object make another Wisdom saving throw. On a
spell slot of 2nd level or higher, the healing takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher
increases by 1d4 for each slot level above 1st. Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell
action on each of your subsequent turns to slot of 3rd level or higher, you can target one
cause this damage again. If a creature is additional humanoid for each slot level above
holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of
damage from it, the creature must succeed on each other when you target them.
a Constitution saving throw or drop the object
if it can. If it doesn't drop the object, it has
disadvantage on attack rolls and ability checks
until the start of your next turn. At Higher
Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-1 conjuration Level-1 transmutation Level-2 abjuration


Ice Knife Jump Lesser Restoration
1 act. 60 ft S,M Inst 1 act. Touch V,S,M 1 min 1 act. Touch V,S Inst
You create a shard of ice and fling it at one You touch a creature. The creature's jump You touch a creature and can end either one
creature within range. Make a ranged spell distance is tripled until the spell ends. disease or one condition afflicting it. The
attack against the target. On a hit, the target condition can be blinded, deafened, paralyzed,
takes 1d10 piercing damage. Hit or miss, the or poisoned.
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 a spell slot of 2nd level or higher,
the cold damage increases by 1d6 for each slot
level above 1st.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-2 divination Level-2 divination Level-1 transmutation


Locate Animals or Plants Locate Object Longstrider
1 act. Self V,S,M Inst 1 act. Self V,S,M Conc, 10 mins 1 act. Touch V,S,M 1 hr
Describe or name a specific kind of beast or Describe or name an object that is familiar to You touch a creature. The target's speed
plant. Concentrating on the voice of nature in you. You sense the direction to the object's increases by 10 feet until the spell ends. At
your surroundings, you learn the direction location, as long as that object is within 1,000 Higher Levels. When you cast this spell using a
and distance to the closest creature or plant of feet of you. If the object is in motion, you know spell slot of 2nd level or higher, you can target
that kind within 5 miles, if any are present. the direction of its movement. The spell can one additional creature for each slot level
locate a specific object known to you, as long above 1st.
as you have seen it up close—within 30
feet—at least once. Alternatively, the spell can
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4


Page 4 (reverse)
Page 5

Level-2 evocation Level-2 abjuration Transmutation cantrip


Moonbeam Pass without Trace Primal Savagery
1 act. 120 ft V,S,M Conc, 1 min 1 act. Self V,S,M Conc, 1 hr 1 act. Self S Inst
A silvery beam of pale light shines down in a A veil of shadows and silence radiates from You channel primal magic to cause your teeth
5-footradius, 40-foot-high cylinder centered you, masking you and your companions from or fingernails to sharpen, ready to deliver a
on a point within range. Until the spell ends, detection. For the duration, each creature you corrosive attack. Make a melee spell attack
dim light fills the cylinder. When a creature choose within 30 feet of you (including you) against one creature within 5 feet of you. On a
enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks hit, the target takes 1d10 acid damage. After
turn or starts its turn there, it is engulfed in and can't be tracked except by magical means. you make the attack, your teeth or fingernails
ghostly flames that cause searing pain, and it A creature that receives this bonus leaves return to normal. The spell’s damage increases
must make a Constitution saving throw. It behind no tracks or other traces of its passage. by 1d10 when you reach 5th level (2d10), 11th
takes 2d10 radiant damage on a failed save, or level (3d10), and 17th level (4d10).
half as much damage on a successful one. A
shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly
reverts to its original form and can't assume a
different form until it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60
feet in any direction. At Higher Levels. When
you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d10 for
each slot level above 2nd.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-2 abjuration Level-1 transmutation Level-2 transmutation


Protection from Poison Purify Food and Drink Skywrite
1 act. Touch V,S 1 hr 1 act. 10 ft V,S Inst 1 act. Sight V,S Conc, 1 hr
You touch a creature. If it is poisoned, you All nonmagical food and drink within a You cause up to ten words to form in a part of
neutralize the poison. If more than one poison 5-foot-radius sphere centered on a point of the sky you can see. The words appear to be
afflicts the target, you neutralize one poison your choice within range is purified and made of cloud and remain in place for the
that you know is present, or you neutralize rendered free of poison and disease. spell’s duration. The words dissipate when the
one at random. For the duration, the target spell ends. A strong wind can disperse the
has advantage on saving throws against being clouds and end the spell early.
poisoned, and it has resistance to poison
damage.

Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4

Level-1 abjuration Level-1 divination Level-2 transmutation


Snare Speak with Animals Spike Growth
1 min Touch S,M 8 hrs 1 act. Self V,S 10 mins 1 act. 150 ft V,S,M Conc, 10 mins
As you cast this spell, you use the rope to You gain the ability to comprehend and The ground in a 20-foot radius centered on a
create a circle with a 5-foot radius on the verbally communicate with beasts for the point within range twists and sprouts hard
ground or the floor. When you finish casting, duration. The knowledge and awareness of spikes and thorns. The area becomes difficult
the rope disappears and the circle becomes a many beasts is limited by their intelligence, terrain for the duration. When a creature
magic trap. This trap is nearly invisible, but at minimum, beasts can give you moves into or within the area, it takes 2d4
requiring a successful Intelligence information about nearby locations and piercing damage for every 5 feet it travels. The
(Investigation) check against your spell save monsters, including whatever they can transformation of the ground is camouflaged
DC to be discerned. The trap triggers when a perceive or have perceived within the past to look natural. Any creature that can't see the
Small, Medium, or Large creature moves onto day. You might be able to persuade a beast to area at the time the spell is cast must make a
the ground or the floor in the spell’s radius. perform a small favor for you, at the GM's Wisdom (Perception) check against your spell
That creature must succeed on a Dexterity discretion. save DC to recognize the terrain as hazardous
saving throw or be magically hoisted into the before entering it.
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
Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4
Page 5 (reverse)

Snare (reverse)
save DC. On a success, the restrained effect
ends. After the trap is triggered, the spell ends
when no creature is restrained by it.
Page 6

Level-1 evocation Level-2 evocation Level-1 transmutation


Thunderwave Warding Wind Wild Cunning
1 act. Self V,S Inst 1 act. Self V Conc, 10 mins 1 act. 120 ft V,S Inst
A wave of thunderous force sweeps out from A strong wind (20 miles per hour) blows You call out to the spirits of nature to aid you.
you. Each creature in a 15-foot cube around you in a 10-foot radius and moves with When you cast this spell, choose one of the
originating from you must make a you, remaining centered on you. The wind following effects: • If there are any tracks on
Constitution saving throw. On a failed save, a lasts for the spell’s duration. The wind has the the ground within range, you know where
creature takes 2d8 thunder damage and is following effects: • It deafens you and other they are, and you make Wisdom (Survival)
pushed 10 feet away from you. On a successful creatures in its area. • It extinguishes checks to follow these tracks with advantage
save, the creature takes half as much damage unprotected flames in its area that are for 1 hour or until you cast this spell again. • If
and isn't pushed. In addition, unsecured torch-sized or smaller. • It hedges out vapor, there is edible forage within range, you know
objects that are completely within the area of gas, and fog that can be dispersed by strong it and where to find it. • If there is clean
effect are automatically pushed 10 feet away wind. • The area is difficult terrain for drinking water within range, you know it and
from you by the spell's effect, and the spell creatures other than you. • The attack rolls of where to find it. • If there is suitable shelter for
emits a thunderous boom audible out to 300 ranged weapon attacks have disadvantage if you and your companions with range, you
feet. At Higher Levels. When you cast this the attacks pass in or out of the wind. know it and where to find. • Send the spirits to
spell using a spell slot of 2nd level or higher, bring back wood for a fire and to set up a
the damage increases by 1d8 for each slot level campsite in the area using your supplies. The
above 1st. spirits build the fire in a circle of stones, put
up tents, unroll bedrolls, and put out any
rations and water for consumption. • Have the
spirits instantly break down a campsite,
which includes putting out a fire, taking down
tents, packing up bags, and burying any
Druid DC 12 Mod +4 Druid DC 12 Mod +4 Druid DC 12 Mod +4
Page 6 (reverse)

Wild Cunning (reverse)


rubbish.

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