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Godwyn Oakvein

3 Level (925/2700 XP for level-up) Hermit Background Wood Elf Race / Species / Heritage Neutral Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
8
-1
DEX
15
+2
CON
13
+1
INT
12
+1
WIS
17
+3
CHA
0
-5
26
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
1 / 2
Wildshape
0 / 3
Balm of Summer Court
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+4 Dexterity
+2 Constitution
+6 Intelligence
+10 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+2 Arcana INT
-2 Athletics STR
-1 Deception CHA
+2 History INT
+10 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+10 Medicine WIS
+6 Nature INT
+10 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +8 DEX 1d6+2+2 slashing
 martial, finesse, light
BA Scimitar +8 DEX 1d6+2 slashing
 martial, finesse, light
Sling +8 DEX 1d4+2+2 bludgeoning
 simple, ammunition, range (30/120)
Unarmed +0 STR 0-1
Lightning Spear +10 WIS 1d8 lightning
 cantrip, somatic, range (60ft), movement (5-10ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lightning Spear +5 1 action 60 ft Instantaneous 1d8 S
 Notes:You summon a crackling spear of lightning in your hand and hurl it at your foe. Make a spell attack roll against a creature in range. On a hit, that creature takes 1d8 lightning damage and is pushed 5 feet away from you. On a critical hit, the target is pushed an additional 5 feet. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Gust +5 1 action 30 ft instantaneous VS
 Notes:ou seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Class:
Wild CompanionTCoE, pg. 35
As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 1 hours.
Wild ShapePHB, pg. 66
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.
You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

Balm of the Summer CourtXGtE, pg. 22
Fey Energy Pool - 3d6
As a bonus action, by spending dice from the pool, you can restore HP to one creature you can see within 120 ft. The creature also gains 1 temp HP per die spent.

Racial:
DarkvisionBR, pg. 23
You can see in darkness (shades of gray) up to 60 ft.

Keen SensesBR, pg. 23
You have proficiency in the Perception skill.

Fey AncestryBR, pg. 23
You have advantage on saves against being charmed, and magic can’t put you to sleep.

TranceBR, pg. 23
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon TrainingBR, pg. 24
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of FootBR, pg. 24
Your base walking speed increases to 35 feet.

Mask of the WildBR, pg. 24
You can attempt to hide even when you are only lightly obscured.

Feats:

HealerPHB, pg. 167
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 HP. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.

Features & Traits
Clothes, common
Healer's kit (9/10)
Herbalism Kit
Leather Armor (Ac 11+dex)
Druidic Focus (Wood Pipe)
2 Scimitars
Wooden Shield (Ac+2)
Sling
Pouch of 20 sling bullets
Waterskin
Scrollcase full of notes

Backpack:
Bedroll
Blanket
Bottle of Ogre Blood
2 Glass Bottles
Mess Kit
2 Potions of Healing
9 Rations
50ft Hemp Rope
Tinderbox
4 Torches
2 Vials
Waterskin
sack
sack (Petrichor kiln mud)

Component Pouch:
3 Firesnake Blood (Adv/dadv fire spells, reroll 1/2s)
2 Potion of Bestial Strength (str+4<=20 for 1 hr - cost 3sp+1 week)
25 Bardberry Smoking Mix
5 Cannabis
1 Potion of Healing (2d4+2 - cost 25sp sell 40/45)

The Grove
2 barrels
Alchemist's supplies
Brewer's supplies
4 Hammocks
1 Iron Cauldron (Infinity Stew)
3 2-person tents
6 torches

Equipment Copper: 31, Silver: 52, Electrum: 4, Gold: 5, Platinum: 0 Money
A - Light Armor, Medium Armor, Shields
W - Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
T - Brewer's Supplies, Herbalism Kit
L - Common, Druidic, Elvish, Sylvan

Languages & Proficiencies
I am utterly serene, even in the face of disaster.

Personality Traits
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)

Ideals
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
I entered seclusion because I loved someone I could not have.

Bonds
Now that I’ve returned to the world, I enjoy its delights a little too much.

Flaws
Potion Prices:
Healing Potions - 9ep / 45sp
Beastial Strength -
Fire Essence -

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Gust

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Available for: Druid, Sorcerer, Wizard

Jams

Lightning Spear

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Somatic
Duration: Instantaneous
Damage/Effect: lightning
You summon a crackling spear of lightning in your hand and hurl it at your foe. Make a spell attack roll against a creature in range. On a hit, that creature takes 1d8 lightning damage and is pushed 5 feet away from you. On a critical hit, the target is pushed an additional 5 feet. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Wizard, Cleric, Druid

Level 1 Spells

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

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

SRD

Animal Friendship

1-level Enchantment

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

SRD

Beast Bond

1-level Divination

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

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

SRD

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A drop of water if creating water, or a few grains of sand if destroying it, or focus
Duration: instantaneous
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available for: Cleric, Druid

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Detect Magic

1-level Divination

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

SRD

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A yew leaf
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

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

SRD

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VS
Duration: up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Available for: Druid, Ranger

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A sprig of mistletoe, or focus
Duration: instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

SRD

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: SM
Materials: A drop of water, or a piece of ice, or focus
Duration: instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

SRD

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A grasshopper's hind leg, or focus
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of dirt, or focus
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Artificer, Bard, Druid, Ranger, Wizard

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Artificer, Cleric, Druid, Paladin

SRD

Snare

1-level Abjuration

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

Player's Handbook p277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 10 Minutes

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

Available for: Bard, Druid, Ranger, Nature Domain, Oath of the Ancients

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

Level 2 Spells

SRD

Animal Messenger

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A morsel of food, or focus
Duration: 24 hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the 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 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.
Available for: Bard, Druid, Ranger

SRD

Barkskin

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A handful of oak bark, or focus
Duration: Concentration, up to 1 hour
You touch a willing creature. 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.
Available for: Druid, Ranger

SRD

Beast Sense

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Available for: Druid, Ranger

Player's Handbook (Woc)

Darkvision

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Either a pinch of dried carrot or an agate
Duration: 8 hours
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Dust Devil

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A pinch of dust, or focus
Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself 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.
Available for: Druid, Sorcerer, Wizard

SRD

Earthbind

2-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on 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.
Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Find Traps

2-level Divination

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Available for: Cleric, Druid, Ranger

SRD

Flame Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: VSM
Materials: Leaf of sumac, or focus
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Available for: Druid, Sorcerer

SRD

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, or focus
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw 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.
Available for: Druid, Sorcerer, Wizard

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self (60 foot line)
Components: VSM
Materials: A legume seed, or focus
Duration: Concentration, up to 1 minute
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. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Healing Spirit

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your Spellcasting Ability modifier (minimum of twice). After Healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Available for: Druid, Ranger

SRD

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A piece of iron and a flame, or focus
Duration: Concentration, up to 1 minute
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. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on 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 above 2nd.
Available for: Artificer, Bard, Druid

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Locate Animals or Plants

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A bit of fur from a bloodhound, or focus
Duration: instantaneous
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.
Available for: Bard, Druid, Ranger

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A forked twig, or focus
Duration: Concentration, up to 10 mintutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long 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.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

SRD

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar, or focus
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or 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 up to 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.
Available for: Druid

SRD

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

SRD

Protection from Poison

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

SRD

Skywrite

2-level Transmutation

Casting Time: 1 action
Range/Area: sight
Components: VS
Duration: Concentration, up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Available for: Artificer, Bard, Druid, Wizard

SRD

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: Seven sharp thorns, or seven small twigs each sharpened to a point, or focus
Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 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 at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger

SRD

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Available for: Druid, Ranger

SRD

Warding Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Available for: Bard, Druid, Sorcerer, Wizard

SCC

Wither and Bloom

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: withered vine twisted into a loop
Duration: Instantaneous
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 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.
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 above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Available for: Druid, Sorcerer, Wizard

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