Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mending
|
|
1 Action |
Touch |
Instant |
|
VSM |
|
| Notes: | This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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 |
Guidance
|
|
1 Action |
Touch |
Concentration 1 Minute |
|
|
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Druidcraft
|
|
1 Action |
30 ft |
Instant |
|
|
|
| Notes: | Whispering to the spirits of nature, you create one of the following effects within range: 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. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. |
Guiding Bolt
|
|
1 Action |
120 Feet |
1 Round |
4d6 |
|
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mending
|
|
1 Action |
Touch |
Instant |
|
VSM |
|
| Notes: | This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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 |
Guidance
|
|
1 Action |
Touch |
Concentration 1 Minute |
|
|
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Guiding Bolt
|
|
1 Action |
120 Feet |
1 Round |
4d6 + |
|
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Healing Word
|
|
1 Bonus Action |
60 ft |
Instant |
1d4 |
|
|
| Notes: | A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Longstrider
|
|
1 Action |
Touch |
1 Hour |
|
|
|
| Notes: | You touch a creature. The target's speed increases by 10 feet until the spell ends. |
Speak with Animals
|
|
1 Action |
Self |
10 Minutes |
|
|
|
| Notes: | 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. |
Faerie Fire
|
|
1 Action |
60 ft |
1 Minute |
|
|
|
| Notes: | 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. |
Goodberry
|
|
1 Action |
Touch |
Instant |
1 HP |
|
|
| Notes: | 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. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mending
|
|
1 Action |
Touch |
Instant |
|
VSM |
|
| Notes: | This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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 |
Guidance
|
|
1 Action |
Touch |
Concentration 1 Minute |
|
|
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Guiding Bolt
|
|
1 Action |
120 Feet |
1 Round |
4d6 + |
|
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Healing Word
|
|
1 Bonus Action |
60 ft |
Instant |
1d4 + |
|
|
| Notes: | A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Bark Skin
|
|
1 Action |
Touch |
Concentration 1 Hour |
|
|
|
| Notes: | 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. |
Healing Spirit
|
|
1 Bonus Action |
30 ft |
Concentration 1 Minute |
1d6 |
|
|
| Notes: | 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. |