Spell list

Druidcraft
30 ft.

Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}.

Fire Play You light or snuff out a candle, a torch, or a campfire.

Elementalism
30 ft.

You exert control over the elements, creating one of the following effects within range.

Beckon Air You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. Doors and shutters being held open by someone or something aren't affected.

Beckon Earth You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.

Beckon Water You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} to assume a crude shape (such as that of a creature) for 1 hour.

Guidance

You touch a willing creature and choose a skill. Until the spell ends, the creature adds {@dice 1d4} to any ability check using the chosen skill.

Mage Hand
30 ft.

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a {@action Magic|XPHB} action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Message
120 ft.
a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Starry Wisp
60 ft.

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} Radiant damage, and until the end of your next turn, it emits {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition.

Thorn Whip
30 ft.
the stem of a plant with thorns

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d6} Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Shillelagh
mistletoe

A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Faerie Fire
60 ft.

Objects in a 20-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} within range are outlined in blue, green, or violet light (your choice). Each creature in the {@variantrule Cube [Area of Effect]|XPHB|Cube} is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition.

{@action Attack|XPHB} rolls against an affected creature or object have {@variantrule Advantage|XPHB} if the attacker can see it.

Guiding Bolt
120 ft.

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 4d6} Radiant damage, and the next attack roll made against it before the end of your next turn has {@variantrule Advantage|XPHB}.

Ice Knife
60 ft.
a drop of water or a piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d6} Cold damage.

Speak with Animals

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the {@action Influence|XPHB} action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Thunderwave
15 ft.

You unleash a wave of thunderous energy. Each creature in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} originating from you makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the {@variantrule Cube [Area of Effect]|XPHB|Cube} are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Healing Word
60 ft.

A creature of your choice that you can see within range regains {@variantrule Hit Points|XPHB} equal to {@dice 2d4} plus your spellcasting ability modifier.

Aid
30 ft.
a strip of white cloth

Choose up to three creatures within range. Each target's {@variantrule Hit Points|XPHB|Hit Point} maximum and current {@variantrule Hit Points|XPHB} increase by 5 for the duration.

Enhance Ability
fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has {@variantrule Advantage|XPHB} on ability checks using the chosen ability.

Moonbeam
120 ft.
a moonseed leaf

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on a point within range. Until the spell ends, {@variantrule Dim Light|XPHB} fills the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder}, and you can take a {@action Magic|XPHB} action on later turns to move the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} up to 60 feet.

When the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d10} Radiant damage, and if the creature is shape-shifted (as a result of the {@spell Polymorph|XPHB} spell, for example), it reverts to its true form and can't shape-shift until it leaves the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder}. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.

Spike Growth
150 ft.
seven thorns

The ground in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within range sprouts hard spikes and thorns. The area becomes {@variantrule Difficult Terrain|XPHB} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} Piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a {@action Search|XPHB} action and succeed on a Wisdom ({@skill Perception|XPHB} or {@skill Survival|XPHB}) check against your spell save DC to recognize the terrain as hazardous before entering it.

Wither and Bloom
60 ft.
a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking {@damage 2d6} necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.