Druid D&D 5th Edition Spells Guide

Cantrips (Level 0)

  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 236 

 

Druidcraft Read More

  • Level: Cantrip
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • School: Divination
  • Source: Players Handbook, Page 248

 

Guidance Read More

  • Level: Cantrip
  • Casting time: 1 Minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 259

 

Mending Read More

  • Level: Cantrip
  • Casting time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Conjuration
  • Source: Players Handbook, Page 266  

 

Poison Spray Read More

  • Level: Cantrip
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • School: Conjuration
  • Source: Players Handbook, Page 269

 

Produce Flame Read More

  • Level: Cantrip
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 1 minute.
  • School: Abjuration
  • Source: Players Handbook, Page 272

 

Resistance Read More

  • Level: Cantrip
  • Casting time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute
  • School: Transmutation
  • Source: Players Handbook, Page 275

 

Shillelagh Read More

1st LEVEL

  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
  • School: Enchantment
  • Source: Players Handbook, Page 212

 

Animal Friendship Read More

  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • School: Enchantment
  • Source: Players Handbook, Page 221 

 

Charm Person Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 229

 

Create Or Destroy Water Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 230

 

Cure Wounds Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Source: Divination
  • Source: Players Handbook, Page 231 

 

Detect Magic Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 minutes
  • School: Divination
  • Source: Players Handbook, Page 231

 

Detect Poison And Disease Read More 

  • Casting time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • School: Conjuration
  • Source: Players Handbook, Page 238

 

Entangle Read More

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 239 

 

Faerie Fire Read More

  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 243

 

Fog Cloud Read More

  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 246

 

Goodberry Read More

  • Level: 1
  • Casting time: 1 Bonus Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 250  

 

Healing Word Read More

  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a grasshopper’s hind leg)
  • Duration: 1 minute
  • School: Transmutation
  • Source: Players Handbook, Page 254

 

Jump Read More

  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 256

 

Longstrider Read  More

  • Casting time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 270

 

Purify Food And Drink Read More

  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • School: Divination
  • Source: Players Handbook, Page 277

 

Speak With Animals Read More

  • Casting time: 1 Action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 282 

 

Thunder Wave Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
  • School: Enchantment
  • Source: Players Handbook, Page 212 

 

Animal Friendship Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • School: Enchantment
  • Source: Players Handbook, Page 221 

 

Charm Person Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 229

 

Create Or Destroy Water Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 230

 

Cure Wounds Read More

  • Level: 1
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • School: Divination
  • Source: Players Handbook, Page 231 

 

Detect Magic Read More

2nd LEVEL

  • Level: 2
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
  • School: Enchantment 
  • Source: Players Handbook, Page 212 

 

Animal Messenger Read More

  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (A handful of oak bark)
  • Duration: Concentration, up to 1 hour
  • School: Transmutation 
  • Source: Players Handbook, Page 217 

 

Barkskin Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 hours
  • School: Transmutation
  • Source: Players Handbook, Page 230 

 

Darkvision Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Touch
    Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 237

 

Enhance Ability Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Divination 
  • Source: Players Handbook, Page 241

 

Find Traps Read More

  • Casting time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes
  • School: Evocation
  • Source: Players Handbook, Page 242

 

Flame Blade Read More

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute
  • School: Conjuration
  • Source: Players Handbook, Page 242

 

Flaming Sphere Read More

  • Casting time: 1 Action
  • Range: Self (60-foot line)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 248

 

Gust Of Wind Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute
  • School: Transmutation 
  • Source: Players Handbook, Page 250 

 

Heat Metal Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
  • School: Enchantment
  • Source: Players Handbook, Page 251 

 

Hold Person Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • School: Abjuration
  • Source: Players Handbook, Page 255

 

Lesser Restoration Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Instantaneous
  • School: Divination
  • Source: Players Handbook, Page 256

 

Locate Animals Or Plants Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (a forked twig)
  • Duration: Concentration, up to 10 minutes
  • School: Divination
  • Source: Players Handbook, page 256

 

Locate Object Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 261 

 

Moonbeam Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Duration: Concentration, up to 1 hour
  • School: Abjuration
  • Source: Players Handbook, Page 264 

 

Pass Without Trace Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • School: Abjuration
  • Source: Players Handbook, Page 270 

 

Protection From Poison Read More

  • Level: 2
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes
  • School: Transmutation
  • Source: Players Handbook, Page 277

 

Spike Growth Read More

3rd LEVEL

  • Level: 3
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • School: Conjuration
  • Source: Players Handbook, Page 220

 

Call Lightning Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 225 

 

Conjure Animals   Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour
  • School: Evocation
  • Source: Players Handbook, Page 230

 

Daylight Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Source: Abjuration
  • Source: Players Handbook, Page 234 

 

Dispel Magic Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • School: Transmutation
  • Source: Players Handbook, Page 259

 

Meld Into Stone Read More

  • Level: 3
  • Casting time: Special
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Transmutation
  • Source:  Players Handbook, Page 266 

 

Plant Growth Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Source: Abjuration
  • Source: Players Handbook, Page 270 

 

Protection From Energy Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute
  • School: Conjuration
  • Source: Players Handbook, Page 276 

 

Steel Storm Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 10 minutes
  • School: Transmutation
  • Source: Players Handbook, Page 277

 

Speak With Plants Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a short reed or piece of straw)
  • Duration: 24 hours
  • School: Transmutation
  • Source: Players Handbook, Page 287 

 

Water Breathing Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a piece of cork)
  • Duration: 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 287

 

Water Walk Read More

  • Level: 3
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a tiny fan and a feather of exotic origin)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 288 

 

Wind Wall Read More

Source: PHB

Ability : Cha + 1

In this session, you get so many deals for your entertainment, and you just do not enjoy it. But you see different types of specialty about the game.

  • The features of this game are charisma (deception) and Charisma performances and the charisma can be stretched up to 1 to 20.
  • Here you can even mimic the speech of your sounds which have been created by entirely other characters.

Source: PHB

Ability : Cha + 1

In this session, you get so many deals for your entertainment, and you just do not enjoy it. But you see different types of specialty about the game.

  • The features of this game are charisma (deception) and Charisma performances and the charisma can be stretched up to 1 to 20.
  • Here you can even mimic the speech of your sounds which have been created by entirely other characters.

Source: PHB

This game is a little more exciting but not surprising for your surprise at the same time. In this, you gain 5+ bonuses to the initiative.

  • Dealing with this and dealing with other creatures, they are not that lucky enough in earning advantage of it, and that is its plus point.
  • It wins in the attacking mode, and others do not roll, maybe this feature sets it different from others.
  • Well, Alert is known for looking out for endangerment and becoming a tough challenge even.

Prerequisite: Halfling

Source: XGE

Well, the last one is from the dynasty of Hafling, and whenever you would ally you will be able to see 30 feet of you.

  • The ability of this one is in rerolling, and other features are also there, which makes it a perfect one.
  • Your reaction is valuable here to ally and reroll. So use that wisely.

Source: PHB

Every edition of this 5e dungeon and dragon has come up with something exciting, and this crossbow expert is also one of them.

  • Well then, this creature is featured with the advantage of having a one-handed weapon. So whenever any attacks take place on this creature, it will handle with its one-hand and enjoy your crossbow fight.
  • That is why, it has been even given the name of a crossbow expert as it can handle the fight with its single hand.
  • It can even use a bonus action with a loaded hand crossbow.

Prerequisite: Dex 13+

Source: PHB

Defensive duelist is famous for its protective nature and it can easily keep you safe.

  • Whenever it faces any attack, any melee attack, then defensive duelist is a proficient one.
  • And it even protects itself from the attack.
  • But every game has this quality where it can attack or lose the game.

Ability : Choose str, con or cha +1

Prerequisite: Dragonborn

Source: XGE

The charisma score can be increased up to 20 maximum. This one is a little more special.

  • As it has this quality of using weapon differently so rather of exhaling some destructive energy weapon and this can also be used for expanding breadth weapon traits to roar.
  • But there is a consequence in the game if the target is not being able or hearing or reaching you. Then it has the power to win automatically.
  • And on a failed to save target even gets threaten from you for a minute. If in those afraid times, if it courage for any action, then the consequence will be against it and it gets fail.

Ability : Choose str, con or cha +1

Prerequisite: Dragonborn

Source: XGE

Now, this is one another perfect creature or character in the DND game, where this inherited the power and majesty from its dragon ancestor. So it has some other kind of features that helps a player in winning the game, and it has this weird ability to grow its claws.

  • It grows from the tip of the finger and it utterly works in attacking your target with less action.
  • The claws are their natural weapon and outside weapon.
  • In this case, it is not required and can be used for unarmed strikes. So here is one advice for this creature and that is instead of bludgeoning damage typical for not armed strike.
  • If you play without being armed, you earn an extra point then.

Prerequisite: Elf ( Drow )

Source: XGE

It belongs to the prerequisite Elf (drow) and all the qualities of that are already inside this creature. So here the innate quality of this one is that it learns lots of spells for its people.

  • Here, the other attributes of high magic are that it even detect magic and allowed to cast or spell that on the will and this is actionless.
  • It can be done without expending a spell slot. It regains its ability to cast the spell, and this is how it even survives for a more extended period.
  • Charisma is one of spell casting thought the battle and that is how it wins with its unique quality.

Source: PHB

Well, if you have ever played this dungeon and dragon, you must be well aware of this munchkin. It is a bomb, it has this ability to fight with two weapons at one time.

  • It is so active that whoever plays this they enjoy a lot; the whole experience of them is non- negotiable with any other alternative.
  • Here, with this one, the player also gets a profit of a + bonus to AC when dual wielder will be wielding an individual melee weapon in each hand.
  • The wielder is energetic and survives for a more extended period.
  • But if it remains unsuccessful at using both guns at the right time, it might even get defeated. You might get disappointed, but this was not the usual case so you can indeed play this and enjoy a little more for your benefit.

Source: PHB

If you are making your choice with dungeon delivery, then you are going to alert for the fake traps.

  • You will also be informed about the secretive rooms, doors in the dungeons. But out of all the deal here is what would make you pick up this one. While playing and when it rolls a Hit die for collecting the hit points, and it regains double of its constitution modifier (minimum of 2).
  • This creature has a profit of having wisdom (perception) as it allows you to know about hidden doors and sort of things.
  • The other gain of it is its intelligence (investigation), and that is how you even detect the doors, woooo…. So you enter that comfortably.
  • It has even this quality of resisting the damage dealt by the traps.
  • Now here is one more quality of it which is as follows: you can do this search part, search for the traps when on the way, to some normal pace rather than to the slow pace.

Ability: Con +1

Source: PHB

The list of dungeons and dragons is not complete without this one, and it can be left as this one is also a little more special.

  • The name of this creature is suggesting quite some guessing features of it.
  • At first, know about whom it does belongs to, it belongs to the hardy and resilient, and here are some of the benefits which you get while choosing it.
  • It let you increase your constitution score which can be done up to t to 20, and that is a maximum stretch.
  • Here this one is dealing with a hitting system for gaining hit points and it even multiplies the constitution modifier.
  • Every little creature is best here with its sort of consequences. That is what is most lovable about this dungeon and dragon game. 

Ability : Choose str, con or cha +1

Prerequisite: Dwarf

Source: XGE

Belongs to the family of dwarf and so it has blood and nature of dwarf.

  • When choosing this one, you earn some unimaginable sort of profit, and that is you are allowed to increase your constitution score, and that is up to 1 to 20.
  • It is a maximum score that can be earned by the characters of dungeons and dragons.
  • There is a rule in every game but whenever it comes about this one while fighting any battle.
  • If you take a dodging step, you will spend it on one hit die for healing yourself.
  • When you roll your die, add your constitution modifier, that is how it let you regain the hit points, and that would be equilibrium to the total.

Ability: Choose Dex, Int,Wise Or Cha +1

Prerequisite: Elf / half-elf

Source: XGE

So your dynasty is Elf or half-Elf, and this one has an uncanny aim.

  • It has a dexterity score which is stretchable up to 1 to 20. If you get attacked on yourself you always have the advantage of rerolling one of your dice and that is how you got saved.
  • But this can be done once at a time, although the game is quite enjoyable and comfortable.
  • Dungeon and dragons are known for their ability to bring such unimaginable characters at one table and you have a choice of picking any of them.

Prerequisite: SpellCasting

Source: PHB

Elemental adept is famous for casting at least one spell.

  • If you are going to be part of this one then please pick either of them acid, lightning, cold, fire, or the thunder.
  • With this creature, you are allowed or featured his power of saving one damage die and you can treat that one.
  • The best part about this one is that you can pick up this feature as much as you want but when you choose.
  • Every time you will have to choose different damage that is the deal of this game. 

Ability: Choose Dex/Int +1

Prerequisite: Gnome

Source: XGE

Bow you have arrived at the dynasty of Gnome and it has some powerful ability which makes it one of the most demanding characters under the game dungeon and dragon.

  • This one is powered by the magical power of creating an escape in the time of endangerment.
  • You can create a home or heritage sort of thing and that is how you escape and save yourself.
  • Now here is another deal of this creature catch this one, it has this ability to become invisible until your next turn does not come and until you are not attacking, deal the damage or force someone to save you.
  • But then to use this one power of yourself again, you will have to wait for the more extended period or long rest.

Ability: Choose Int/Cha +1

Prerequisite: Elf ( High )

Source: XGE

This one is of the best character whose power of considerable for winning the game.

  • Elf is the ancestor of the Fey Teleportation that is why it knows how to teleport.
  • You are allowed to use your intelligence score up to 1 to 20 and 20 is the maximum stretch of this creature.
  • It can cast a spell on anyone without expending the spell slot. It is like the previous ones, it also can use its power of intelligence after a more extended period of rest. 

Ability: Choose Int +1 Or Cha+1

Prerequisite: Tiefling

Source: XGE

Your ancestors are Tiefling, and it belongs to them, the fame of Phlegethos is one of the best deals.

  • Hellfire serves on your command, and there are some benefits so you can increase your charisma and intelligence quality up to 20, and as you know, it is the maximum.
  • When you cast, spell it deals fire damage.
  • The flames are known for its ability of not harming your possessions.

Prerequisite: Ster 13+

Source: PHB

Grappler is all about to cast a spell in the dungeons and dragons game respectively that simply helps you as the first player if you are pinned in the ground of the silence.

  • This also works as the strongest wielder whenever you see yourself in the game in any kind of danger.
  • Well, this particular grappling mechanic simply makes it easier for you to stand straight denying and defeating your enemies or probably your opponents using their strengths itself against them, which is surely a great feature or the strength or you can also call it as a power to survive in the game.

Source: PHB

No doubt, the dungeons, and dragons have got a great load of weapons and tools that can never be ignored in the game and of course by the players as well.

  • Yes, you can simply see the strengths that you have along with the weakness for that matter and that will also help you to empower all your strikes as well, which is simply a great way and a perfect deal for those who want to win their enemies with the help of the weapons that one has in the game with them also you should know your weakness as well.

Source: PHB

Well, when it comes to healing, it simply means that you can cure or heal anyone mentally, emotionally, or even physically, it usually means this way.

  • However, healing in dungeons and dragons means the same as it involves healing yourself and the others in the game, maybe your friends and soldiers to be healed in the game.
  • Well, you need to know that you can have these healing properties that will help you to go on with the game and in the different levels and stages as well.
  • You can always find out your strengths in the game. 

Ability: Str+1

Prerequisite: Prof m Armor

Source: PHB

Yes, this is another major aspect or you can call it a character in this particular game dungeons and dragons that simply just goes on with making use of these heavily armored weapons or the characters that are available in the game.

  • You can simply use these armors in the game that will be useful for you in various manners and styles as well.
  • You have to choose the right armor for your game that would also suit your game level and your strengths for that matter.

Ability: Str+1

Prerequisite: Prof m Armor

Source: PHB

If you see within the game, you will see that there are various armors in the game that would be useful for anyone or even the first player to go on with the game making it easier for the player to win the levels accordingly without losing on the lives.

  • This also means that you can use these armors to deflect the available strikes within the game and that would be useful to defeat your enemies and to kill others.
  • This will also help you to increase the strength within the game making it simple for you to damage the enemy strength and then go ahead in the game.

Ability: Con+1

Prerequisite: Tiefling

Source: XGE

This is a great power to have inside the player or you as you can simply go on with using this particular power or the strength to beat down or probably to kill the enemies at every different level and the stages within the game.

  • You will also see that the blood simply runs very much strong in you that would unlock the powers of damaging the resistance and the poison and the damages that have affected you or your soldiers or even your allies in the game, as you can destroy or damage these poisons with the help of this power and then go on with the game at the same or the next level. 

Prerequisite: Cha13+

Source: PHB

The strength or the power name itself tells you about the strength and the power that it would give you when you are the first player in the game, which is simply about the inspiring your allies and the friends within the game as it would be helpful for you get along with certain levels without any issue and of course this would be helpful for you to go on with the game inspiring others to win the enemies by strategically beating them or winning up against them, which is a great tool or the strength again. 

Ability: Int+1

Source: PHB

Keep mind is simply another power that helps you to be and work according to the stats and the logic that needs to be applied in the game.

  • If you see that such powers that are related to mind are very much important as they help you to go on with the application of perfect logic that is required in the game to win the enemies and it is also useful if you don’t overuse the power in the game.
  • This also means that you should not overuse any power in the game than is required or necessary.

Ability: Choose str or Dex +1

Source: PHB

Armors are very much important in the game that comes in the dungeons and dragons though as it simply a great deal when it comes to defeating these enemies in the game and winning against them otherwise it could be difficult for the players to win the enemies and move on the in the game to the next level.

  • You can make use of both light armors that protect you but not in deep, and you can also use heavy armors that would protect no matter what with all the protection you need.

Source: PHB

Lucky is among those 5 feats which will be going to kick your luck in just the right moment.

  • Here, you will be going to get three points, and whenever you make an attack roll, a saving throw, and ability check, a player can easily spend one bonus point.
  • Moreover, they will be able to spend one of their points on the die roll. The outcomes will not be determined before.
  • Also, if an attack is made against the player, they will be able to spend one more luck point as well.
  • They can choose whether they will be going to attack the attacker role, or they wish to use it on their own.
  • Also, when the long rest gets to finish, a user will regain their expended luck points and use them further.

Ability: Int+1

Source: PHB

Being linguistic is a great gift, especially if you have this particular power in the game then you will be able to know and learn a lot of languages in the game that would be easier for you to know wherever you would require a certain set of languages to be spoken in the game to move along in the game.

  • You need to be very sure of the languages that you are learned and then only go on in the game using those languages you learnt for sure.

Source: PHB

Against the spell casters, a player has practiced the useful techniques in melee combat.

  • Whenever a creature will lie within 5 feet when you cast a spell, your player will be able to use the reaction and also make a weapon that will help them to attack against that creature.
  • When a player damages the features, it will be going to concentrate on the spell, and the disadvantage will be noticed on saving throws.
  • One will be able to take advantage of saving throws whenever they will be going to cast a spell within 5 feet.

Source: PHB

Now the time has come when a player is supposed to choose Warlock, Wizard, bard, cleric, and druid: Sorcerer class.

  • The player will be able to learn two centrips of their own choice from the spelling list available with the class.
  • Also, whenever they choose a first level spell from the same list, they will be going to learn additional features linked with it.
  • Also, when they cast that, they need to finish the long rest. Until and unless the long rest is not finished, a player cannot cast again.
  • The spellcasting ability depends on the class the player will be going to choose.
  • For bard, Sorcerer and warlock Charisma is there, and for cleric and druid wisdom and wizard, intelligence is there.

Source: PHB

Michael training is given to the player, and it will allow them to perform the special combat maneuvers.

  • It is interesting to see that one will be able to learn two maneuvers of their own choice available to the battle master archetype.
  • The same will be available in a fighter class.
  • Also, if one is available with superiority dice, they will be going to gain one more, and it must also be a D6. One will be able to gain their expanded superiority again when they will finish the short or long rest.

Prerequisite: Prof medium Armor

Source: PHB

They will be available with medium armor, and they need to practice in medium armor to gain all the benefits linked with it.

  • When one is wearing the medium armor, it will not be going to impose any disadvantage on dexterity checks.
  • When they are wearing the medium armor, they can add 3 or 2 to AC, and the dexterity becomes 16 or higher.

Source: PHB

As the name suggests, you will be going to have exceptional speed and Agile.

  • The increase will be going to increase by 10 feet, and with the use of dash action, all the difficulties will turn out to be a very simple one.
  • It will not cost any extra movement on that return at all whenever you are dealing with dash action.
  • Also, it is quite interesting to see that when you are going to make a melee attack against the creature, the opportunity will not get provoked at any cost, and also, it doesn’t depend on the fact whether you will be going to hit it or not.

Ability: Choose Str or Dex +1

Prerequisite: Porf I. Armor

Source: PHB

In moderately armored, light armor will be available.

  • There will be an increment in strength order excretory score, which will be going to one, and the maximum is 20.
  • Also, they will be going to get Shields with medium armor, which will help them be in the game for a longer duration.
  • It will save them from danger and increase their chances of being in a game for a longer duration.

Source: PHB

When a player is mounted, they are very dangerous to face, and when they are mounted and are not incapacitated, they will get a lot of benefits.

  • Here the advantage will be available on melee attack includes the role against any of the unarmed creatures, but it is necessary to be smaller.
  • Also, there will be a force attack available that will help you to mount the target easily.
  • Moreover, no effect will be allowed to the dexterity saving throw when you go for half damage.
  • It is quite interesting to see that instead, it will take no damage in return, and when it gets to succeed, with half damage, it will get fall.

Ability: Choose Int or Wis +1

Source: PHB

As the name suggests, you will have the intelligence or wisdom through which you can notice every detail of your environment.

  • Multiple benefits will be linked to the particular feet, and it will increase your intelligence or wisdom score by one.
  • The maximum score, which can be increased, is up to 20.
  • If you have seen the creature’s mouth while they are speaking the language, you will be able to understand, and by reading their lips, you can interpret it. +5 bonuses to your passive wisdom are also available along with passive intelligence scores.

Ability: Choose Str or Con +1

Prerequisite: Half-orc

Source: XGE

The inner fairy available will get burnt tirelessly, and there will be an increment in strength or constitution score by one.

  • The maximum score decided is 20 again. One can easily roll the weapon damage on dice whenever you are going to hit an attack with the help of simple or material weapons.
  • Additionally, with addition in time, they will be going to get extra damage with weapon damage type. After using this ability, one will not be able to use it again until they finish the short or long rest.
  • Immediately after using your relentless endurance trait, your reaction is responsible for making one weapon attack accordingly.

Source: PHB

With the help of reach weapons, the player will be able to keep their animals at bay only. Here during the Attack action and attack with only a single weapon, when will be able to use a bonus action.

  • During the attack with the opposite and of the weapon, when will be able to gain the benefits linked with it.
  • Moreover, the weapon damage die for the attack is d4.
  • It will not only bring multiple benefits but will also let them deal with bludgeoning damage.
  • Other creatures will try to provoke the opportunity available to you whenever you are wearing the weapons, but when you will and tell you will reach the destination as well.

Prerequisite: Half-Elf/ Human/Half-Orc

Source: XGE

You have the enthusiasm to learn new things again and again. You will not only going to gain multiple benefits, but it will help you to choose the skill proficiency of your choice.

  • One tool proficiency and one fluency in language will be available as per you can understand it.
  • Whenever you choose a skill, it will come up with a particular proficiency, and you can easily expertise with it.
  • When you get expertise, it indicates a proficiency bonus will be doubled for any ability check.
  • Also, when you are going to choose the scale, it is not already benefiting from a feature, but it will double the proficiency bonus as well.
  • A player will not face any kind of trouble whenever they are using it.

Ability: Choose Str or Dex+1

Prerequisite: Elf

Source: ERLW

This will help you to deal with a lot of pictures with increments in scores. The dexterity and strengths will be increased by one and the maximum is 20.

  • Whenever you are dealing with a double-bladed weapon, and two hands are included, +1 AC you will be going to get.
  • It is quite interesting to see that the finest property you will wield is available again.

Ability: Choose Any 1

Source: PHB

In resilient, you are supposed to choose one ability accordingly. With the choice of one ability score, the abilities score will be increased by 1, and the maximum ability to get an increase is 20 only.

  • The proficiency in saving throws with the chosen ability will be going to increase, and it will let them become one of the most considered characters during the game.

Prerequisite: Int/wise 13+

Source: PHB

Ritual caster will bring out intelligence or wisdom which is more than 13 or higher.

  • Here you will be going to get multiple numbers of spells and all of them can be cast as rituals.
  • This is written in the ritual book so that you can easily understand that you are not holding onto something which is not bringing out benefits to you.
  • When you choose this particular character, a ritual book will get acquired gold in the first level spell of your choice again. Now within these two spells available, you can choose one class along with wall clock, Wizard, ok, so and so on available.
  • You need to choose a space from the list, and the value will be going to take must have a ritual tag available.
  • The class also determines your spell casting ability and it will help you to understand whether you are doing with it appropriately or not. It is quite interesting to see that whenever one comes across the spell in written form, the spells draw a Wizard spellbook is magical and it might be the same as the ritual book.
  • You just need to choose the spells available in the book so that you can do justice with it up to the mark.

Source: PHB

Savage attackers, as a name suggests it will be going to bring out a lot of benefits whenever you are in a game.

  • Moreover, you will not feel like you are on weapon attack. You are not going to get the attack available.
  • Once per turn, when you will roll the damage for a weapon attack, you can enroll the weapon damage dice and use the total available.

Ability: Choose Dex, Con Or Cha +1

Prerequisite: Halfing

Source: XGE

Second Chance indicates that the fortunes favoring you and the constitution, dexterity, and Charisma will be going to increase by 1.

  • The maximum limit available is 20. Moreover, when a creative sees that they will be going to hit with an attack role they can easily use their reaction to force the creature.
  • When they will use this ability, one will not be able to see it until and unless they will cast it again.
  • Also, it is quite interesting to see that the chances of increment depend upon the player only.

Source: PHB

Every drop available will bring out some advantages to you.

  • This time, there will be a drop in any mail guard and you will be going to get benefits which include hitting a creature with an opportunity attack and the speed of the creator becomes zero forests off the turn.
  • Moreover, the creators will be available within 5 feet. You will be able to prevent the opportunity attack, and if you wish to get a disengaged, the action time will be available to you.
  • Also, the creature which is available within 5 feet will attack against and get, and also you can use your reaction accordingly.
  • For taking advantage is this necessary that the target is not available with any particular feat.

Source: PHB

You will be going to a Sharpshooter and here when you make shots it will become impossible for others to find it.

  • It is quite interesting to see that whenever you are attacking at long range, it will not import any particular disadvantage at all. Moreover, with the ranged weapon attack rules, the advantages will be brought back to you.
  • Also, not even a single attack will be missed and three quarters will get covered with the Sharpshooter.
  • When you make an attack, you can choose a penalty to the attack roll.
  • It is quite interesting to see with Sharpshooter, + 10 will be added to the attack damage and -5 will be a penalty to the attack roll.

Source: PHB

Now the shields are available that will help you to protect yourself from the offense.

  • It will not only bring out multiple benefits but when you will be going to make available.
  • Within the five feet, you will be able to Shield oneself and with their defensive Shield, they will be going to get some benefits.
  • Also when you are not incapacitated you will be able to add an AC bonus and to any of the dexterity saving throw, you can make a spell against.
  • When you are subjected to an effect, it will help you get saved through any of the halves damaging the dexterity saving throw.

Source: PHB

Here, you will get 3 skills and tools of your choice that will help you easily be in the game.

  • It will not only help you to play the game effectively but you will be going to gain some proficiency which lets you stand in the game more easily.

Prerequisite: Dex 13+

Source: PHB

Multiple benefits are available, and you can try to hide whenever you feel like a creature that will attack you.

  • When you will get hidden, no one will be going to ever find you out.
  • Moreover, here the dexterity score is 13 or it may be higher as well. Whenever you get hidden from a creature, you will miss a ranged weapon attack, and the attack will not reveal your position at all.
  • This will help you to save yourself and will not let you face any kind of trouble at all.

Prerequisite: Spellcasting

Source: PHB

Spell Sniper as well you can cast a spell that will help you to make an attack roll and the range will get double.

  • When the spell attack ignores half cover, three-quarters will get covered And the cantrips require The Attack roll.
  • When will be able to choose the cantrips accordingly and the spellcasting ability will depend upon the spell list of the players will be going to choose.
  • For every class, there is a different ability available and a player can choose accordingly.

Ability: Choose Str or Dex+1

Prerequisite: Small Race/Dwarf

Source: XGE

With square nimbleness, the strength order status code will get increased and the walking speed will be going to increase by 5 feet.

  • Here the score will be going to increase by one, and the maximum will be 20, and the proficiency in the acrobatics and athletics will come as complementary.
  • Here the advantage related to strength is there, and the acrobatics will help you to check whether you can escape from being grappled or not.

Prerequisite: Deep( Gnome )

Source: MTF

Here the spellcasting ability is innate from your ancestors, and it will help you to cast non-detection on yourself as well.

  • Here you will not be going to need any material component whenever you wish to cast the spell.
  • You can also cast each of the following spells on ability, and the result will be going to appear as you have expected.
  • There will be no need for you to feel like things will not work in your favor.

Ability: Choose Str or Con+1

Source: PHB

In Tavern Brawler, during a rough and Tumble fighting will be able to use whatever the weapon they like.

  • With the same, they will be going to get benefits including the increment in strength or constitution score, which is by 1, and the maximum can be 20.
  • Along with them, they will become proficient, and the unarmed strike and improvised weapons will be available.
  • An unarmed Strike can use D4 damage.

Source: PHB

This is a somewhat different pic you might not have expected.

  • Hear the hit. It Will be going to increase by an equal amount, and it will be going to twice your level when one will be going to gain this Feat.
  • Also, when they gain a level thereafter, the head point available will be increased by an additional 2 hit points.

Prerequisite: Spellcasting

Source: PHB

This particular 5e Feat, a player, will be able to cast at least one spell.

  • They have already practiced how they will be able to cast a spell in the middle of combat and also now then know about the benefits linked with it.
  • It will not only let them learn about the techniques, but there will be an advantage on Constitution saving throws will be available.
  • This advantage will let them maintain concentration on a spell and is clearly linked with damage.
  • It is quite interesting to see that when a hostile creative movement provokes, the attack from you will be available as an opportunity, and one can use a reaction to cast the spell at the same creature.
  • They will not make an opportunity attack, and the spell casting time of one action will get targeted only to the particular creature.

Ability: Choose Str or Dex+1

Source: PHB

The weapon master, you know all the available weapons, and now you will be going to benefit from it.

  • You have already practiced all the weapons, and you will be going to see the increment within no time.
  • It will not only increase the strength, but the dexterity score will also get increased by 1. The maximum level available is 20.
  • One will be able to gain proficiency, and in the same 4 weapons of their own choice will be available.

Prerequisite: Elf ( Wood )

Source: XGE

A player will be able to learn about the magic from the primeval because they can also protect their people easily.

  • Moreover, people will be going to provide your protection, as well. One can learn about their favorite druid cantrips.
  • They will be going to learn long strider, and without trace spells, they will pass.
  • Also, it is quite interesting to know that when one casts the spell, they can do it once without expanding the cloud.
  • They will be going to get the ability through which they can cast the spell in the way that will help them to finish a long rest easily.
  • The ability of all three spells available is wisdom.

If you are aiming at playing the best all of these characters is a wonderful attempt towards what you might be seeking on your way. No qualm, why dungeon and dragon is one of the best and why people love this game.

  • The characters of it are somewhat so powerful and full of fun so play it.

4th LEVEL

  • Level: 4
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Necromancy
  • Source: Players Handbook, Page 219 

 

 

Blight Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute
  • School: Enchantment
  • Source: Players Handbook, Page 224

 

Confusion Read More

  • Level: 4
  • Casting time: 1 Minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 226 

 

Conjure Minor Elementals Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (one holly berry per creature summoned)
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 226 

 

Conjure Woodland Beings Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 300 feet
  • Components: V,S,M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes
  • School: Transmutation
  • Source: Players Handbook, Page 227 

 

Control Water Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • School: Enchantment
  • Source: Players Handbook, Page 234 

 

Dominate Beast Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour
  • School: Abjuration
  • Source: Players Handbook, Page 244

 

Freedom Of Movement Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • School: Transmutation
  • Source: Players Handbook, Page 245 

 

Giant Insect Read More

  • Level: 4
  • Casting time: 10 Minutes
  • Range: 300 feet
  • Components: V, S, M (a stone, a twig, and a bit of green plant)
  • Duration: 24 hours
  • School: Illusion
  • Source: Players Handbook, Page 249 

 

Hallucinatory Terrain Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 252 

 

Ice Storm Read More

  • Level: 4
    Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Concentration, up to 1 hour
  • School: Divination
  • Source: Players Handbook, Page 256

 

Locate Creature Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 266

 

Polymorph Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 278

 

Stone Shape Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • School: Abjuration
  • Source: Players Handbook, Page 278

 

Stoneskin Read More

  • Level: 4
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a small piece of phosphorus)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 285 

 

Wall Of  Fire Read More

5th LEVEL

  • Level: 5
  • Casting time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • School: Abjuration
  • Source: Players Handbook, Page 213 

 

Antilife Shell Read More

  • Level: 5
  • Casting time: 8 Hours
  • Range: Touch
  • Components: V, S, M (an agate worth at least 1,000 GP, which the spell consumes)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 216 

 

Awaken Read More

  • Level: 5
  • Casting time: 1 Minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • School: Divination
  • Source: Players Handbook, Page 224 

 

Commune With Nature Read More

  • Level: 5
  • Casting time: 1 Minute
  • Range: 90 feet
  • Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 225 

 

Conjure Elemental Read More

  • Level: 5
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 7 days
  • School: Necromancy
  • Source: Players Handbook, Page 227

 

Contagion Read More

  • Level: 5
  • Casting time: 1 Minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days
  • School: Enchantment
  • Source: Players Handbook, Page 245 

 

Geas Read More

  • Level: 5
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • School: Abjuration 
  • Source: Players Handbook, Page 246 

 

Greater Restoration Read More

  • Level: 5
  • Casting time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration, up to 10 minutes
  • School: Conjuration
  • Source: Players Handbook, Page 254 

 

Insect Plague Read More

  • Level: 5
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 258 

 

Mass Cure Wounds Read More

  • Level: 5
  • Casting time: 1 Hour
  • Range: 60 feet
  • Components: V, S, M (a jewel worth at least 1,000 GP, which the spell consumes)
  • Duration: 24 hours
  • School: Abjuration
  • Source: Players Handbook, Page 265 

 

Planar Binding Read More

  • Level: 5
  • Casting time: 1 Hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • School: Transmutation
  • Source: Players Handbook, Page 271 

 

Reincarnate Read More

  • Level: 5
  • Casting time: 10 Minutes
  • Range: Self
  • Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Concentration, up to 10 minutes
  • School: Divination
  • Source: Players Handbook, Page 273

 

Scrying Read More

  • Level: 5
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • School: Conjuration
  • Source: Players Handbook, Page 283 

 

Tree strider Read More 

  • Level: 5
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • School: Evocation
  • Source: Players Handbook, Page 287

 

Wall Of Stone Read More

6th LEVEL

  • Level: 6
  • Casting time: 1 Minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • School: Conjuration
  • Source: Players Handbook, Page 226 

 

Conjure Fey Read More

  • Level: 6
  • Casting time: 1 Minute
  • Range: Self
  • Components: V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 GP and an object from the location you wish to find)
  • Duration: Concentration, up to 1 day
  • School: Divination
  • Source: Players Handbook, Page 240

 

Find The Path Read More

  • Level: 6
  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 250 

 

Heal Read More

  • Level: 6
  • Casting time: 10 Minutes
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1,000 GP, which the spell consumes)
  • Duration: Instantaneous
  • School: Conjuration
  • Source: Players Handbook, Page 251 

 

Heroe’s Feast Read More

  • Level: 6
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
  • Duration: Concentration, up to 2 hours
  • School: Transmutation
  • Source: Players Handbook, Page 263 

 

Move Earth Read More

  • Level: 6
  • Casting time: 1 Action
  • Range: Self (60-foot line)
  • Components: V, S, M (a magnifying glass)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 279 

 

Sunbeam Read More

  • Level: 6
  • Casting time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 round
  • School: Conjuration
  • Source: Players Handbook, Page 283 

 

Transport Via Plants Read More

  • Level: 6
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a handful of thorns)
  • Duration: Concentration, up to 10 minutes
  • School: Conjuration
  • Source: Players Handbook, Page 287 

 

Wall Of Thorns Read More

  • Level: 6
  • Casting time: 1 Minute
  • Range: 30 feet
  • Components: V, S, M (fire and holy water)
  • Duration: 8 hours
  • School: Transmutation
  • Source: Players Handbook, Page 288 

 

Wind Walk Read More

7th LEVEL

  • Level: 7
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 241

 

Fire Storm Read More

  • Level: 7
  • Casting time: 10 Minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days
  • School: Illusion
  • Source: Players Handbook, Page 260

 

Mirage Arcane Read More

  • Level: 7
  • Casting time: 1 Action
  • Range: Touch
  • Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • School: Conjuration
  • Source: Players Handbook, Page 266

 

Plane Shift Read More

  • Level: 7
  • Casting time: 1 Minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water)
  • Duration: 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 271 

 

Regenerate Read More

  • Level: 7
  • Casting time: 1 Action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute
  • School: Transmutation
  • Source: Players Handbook, Page 272 

 

Reverse Gravity Read More

8th LEVEL

  • Level: 8
  • Casting time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours
  • School: Transmutation
  • Source: Players Handbook, Page 212 

 

Animal Shapes Read More

  • Level: 8
  • Casting time: 1 Hour
  • Range: 60 feet
  • Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
  • Duration: 10 days
  • School: Enchantment
  • Source: Players Handbook, Page 214 

 

Antipathy Read More

  • Level: 8
  • Casting time: 10 Minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M
  • Duration: Concentration, up to 8 hours
  • School: Transmutation
  • Source: Page 228 Players Handbook

 

Control Weather Read More

  • Level: 8
  • Casting time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (a pinch o f dirt, a piece o f rock, and a lump of clay)
  • Duration: Concentration, up to 1 minute
  • School: Evocation
  • Source: Players Handbook, Page 236

 

Earth Quake Read More

  • Level: 8
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • Duration: Instantaneous
  • School: Enchantment
  • Source: Players Handbook, Page 239

 

Feeblemind Read More

  • Level: 8
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (fire and a piece of sunstone)
  • Duration: Instantaneous
  • School: Evocation
  • Source: Players Handbook, Page 279 

 

Sunburst Read More

9th LEVEL

  • Level: 9
  • Casting time: 1 Minute
  • Range: Touch
  • Components: V, S, M (a hummingbird feather)
  • Duration: 8 hours
  • School: Divination
  • Source: Players Handbook, Page 244 

 

Foresight Read More

  • Level: 9
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M (a jade circlet worth at least 1,500 GP, which you must place on your head before you cast the spell)
  • Duration: Concentration, up to 1 hour
  • School: Transmutation
  • Source: Players Handbook, Page 274 

 

Shape Change Read More

  • Level: 9
  • Casting time: 1 Action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • School: Conjuration
  • Source: Players Handbook, Page 279 

 

Storm Of Vengeance Read More

  • Level: 9
  • Casting time: 1 Hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 GP, which the spell consumes)
  • Duration: Instantaneous
  • School: Necromancy
  • Source: Players Handbook, Page 284 

 

True Resurrection Read More

Class Features

As a druid, you gain the following class features.

Hit Points

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

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