Druid Spell List

* Resistance - Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.

***Conjuration***

* Poison Spray - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
* Produce Flame - The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

***Divination***

* Guidance - Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

***Transmutation***

* Druidcraft - Whispering to the spirits of nature, you create one of the following effects within range:
* Mending - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
* Shillelagh - The wood of a club or quarterstaff you are holding is imbued with nature's power.

### 1st-Level Spells

***Conj***

* Entangle - Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
* Fog Cloud - You create a 20-foot-radius sphere of fog centered on a point within range.

***Div***

* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Detect Poison and Disease - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
* Speak with Animals - You gain the ability to comprehend and verbally communicate with beasts for the duration.

***Ench***

* Animal Friendship - This spell lets you convince a beast that you mean it no harm.
* Charm Person - You attempt to charm a humanoid you can see within range.

***Evoc***

* Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
* Faerie Fire - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
* Healing Word - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
* Thunderwave - A wave of thunderous force sweeps out from you.

***Trans***

* Create or Destroy Water - You either create or destroy water.
* Goodberry - Up to ten berries appear in your hand and are infused with magic for the duration.
* Jump - You touch a creature. The creature's jump distance is tripled until the spell ends.
* Longstrider - You touch a creature. The target's speed increases by 10 feet until the spell ends.
* Purify Food and Drink - 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.

### 2nd-Level Spells

***Abjur***

* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Pass without Trace - A veil of shadows and silence radiates from you, masking you and your companions from detection.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.

***Conj***

* Flaming Sphere - A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.

***Div***

* Find Traps - You sense the presence of any trap within range that is within line of sight.
* Locate Animals or Plants - Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
* Locate Object - You sense the direction to an object's location, as long as that object is within 1,000 feet of you.

***Ench***

* Animal Messenger - By means of this spell, you use an animal to deliver a message.
* Hold Person - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.

***Evoc***

* Flame Blade - You evoke a fiery blade in your free hand.
* Gust of Wind - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
* Moonbeam - A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range.

***Trans***

* Barkskin - Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
* Darkvision - You touch a willing creature to grant it the ability to see in the dark.
* Enhance Ability - You touch a creature and bestow upon it a magical enhancement.
* Heat Metal - Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.
* Spike Growth - The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.

### 3rd-Level Spells

***Abjur***

* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Protection from Energy - For the duration, the willing creature you touch has resistance to one damage type of your choice:

***Conj***

* Call Lightning - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
* Conjure AnimalsEx - You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
* Sleet Storm - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.

***Evoc***

* Daylight - A 60-foot-radius sphere of light spreads out from a point you choose within range.
* Wind Wall - A wall of strong wind rises from the ground at a point you choose within range.

***Necro***

* Feign Death - You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

***Trans***

* Meld into Stone - You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
* Plant Growth - This spell channels vitality into plants within a specific area.
* Speak with Plants - You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
* Water Breathing - This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
* Water Walk - This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground

### 4th-Level Spells

***Abjur***

* Freedom of Movement - For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
* Stoneskin - This spell turns the flesh of a willing creature you touch as hard as stone.

***Conj***

* Conjure Minor ElementalsEx - You summon elementals that appear in unoccupied spaces that you can see within range.
* Conjure Woodland BeingsEx - You summon fey creatures that appear in unoccupied spaces that you can see within range.

***Div***

* Locate Creature - You sense the direction to a creature's location, as long as that creature is within 1,000 feet of you.

***Ench***

* Confusion - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
* Dominate Beast - You attempt to beguile a beast that you can see within range.

***Evoc***

* Ice Storm - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
* Wall of Fire - You create a wall of fire on a solid surface within range.

***Illus***

* Hallucinatory Terrain - You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain.

***Necro***

* Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.

***Trans***

* Control Water - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
* Giant Insect - You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.
* Polymorph - This spell transforms a creature that you can see within range into a new form.
* Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

### 5th-Level Spells

***Abjur***

* Antilife Shell - A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
* Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect.
* Planar BindingEx - With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.

***Conj***

* Conjure ElementalEx - You call forth an elemental servant.
* Insect Plague - Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
* Tree Stride - You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.

***Div***

* Commune with Nature - You briefly become one with nature and gain knowledge of the surrounding territory.
* Scrying - You can see and hear a particular creature you choose that is on the same plane of existence as you.

***Ench***

* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.

***Evoc***

* Mass Cure Wounds - A wave of healing energy washes out from a point of your choice within range.
* Wall of Stone - A nonmagical wall of solid stone springs into existence at a point you choose within range.

***Necro***

* Contagion - Your touch inflicts disease.

***Trans***

* Awaken - A Beast of plant gains an Intelligence of 10. The target also gains the ability to speak one language you know.
* Reincarnate - Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.

### 6th-Level Spells

***Conj***

* Conjure FeyEx - You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.
* Heroes' Feast - You bring forth a great feast, including magnificent food and drink.
* Transport via Plants - Any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
* Wall of Thorns - You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.

***Div***

* Find the Path - This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.

***Evoc***

* Heal - A surge of positive energy washes through the creature, causing it to regain 70 hit points.
* Sunbeam - A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line.

***Trans***

* Move Earth - You can reshape dirt, sand, or clay in the area in any manner you choose for the duration.
* Wind Walk - You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.

### 7th-Level Spells

***Conj***

* Plane ShiftEx - You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.

***Evoc***

* Fire Storm - A storm made up of sheets of roaring flame appears in a location you choose within range.

***Illus***

* Mirage Arcane - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.

***Trans***

* Regenerate - You touch a creature and stimulate its natural healing ability.
* Reverse Gravity - This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.

### 8th-Level Spells

***Ench***

* Antipathy/Sympathy - This spell attracts or repels creatures of your choice.
* Feeblemind - You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.

***Evoc***

* Earthquake - You create a seismic disturbance at a point on the ground that you can see within range.
* Sunburst - Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.

***Trans***

* Animal Shapes - Your magic turns others into beasts.
* Control Weather - You take control of the weather within 5 miles of you for the duration.

### 9th-Level Spells

***Conj***

* Storm of Vengeance - A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.

***Div***

* Foresight - You touch a willing creature and bestow a limited ability to see into the immediate future.

***Necro***

* True Resurrection - You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.

***Trans***

* Shapechange - You assume the form of a different creature for the duration.