Druid's Exclusive Spells
Spell level | Spell |
---|---|
1st | Hunter's Instinct, Thorns Spray |
2nd | Roots |
3rd | Roaring Tempest, Summon Plant |
4th | Summon Swarm |
5th | Summon Monstrosity |
6th | Corrosion |
7th | Stone Rain |
9th | Summon Titanic Monstrosity |
Hunter's Instinct
1st level divination
- Casting Time: 1 bonus action
- Range: self
- Components: S
- Duration: Concentration, up to 1 hour
For the duration of the spell, you can add your Wisdom modifier to your survival and stealth checks, and you can take the Hide or Search Actions as a Bonus Action.
In addition, when you cast that spell, you can immediately use the Hide or Search Actions as part of the same Bonus Action you used for the casting of the spell.
Art Credit : Wizards of the Coast
Thorns Spray
1st level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (the stem of a rose)
- Duration: Instantaneous
You extend your arms in front of you, and a torrent of thorns appears from your hands and rush through your enemies. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one.
In higher level. When you cast this spell using a 2nd-level spell slot or higher, the piercing damage increases by 2d4 for each spell level above 1st. Moreover, When you cast this spell using a 5th-level spell slot or higher, the area it affects becomes a 30-foot cone instead of a 15-foot one.
Roots
2nd level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
Long roots grow from your feet in the ground below you. If you are not on the ground when you cast this spell, the spell fails. For the duration, your speed becomes 0, and nothing can push, pull or move you in any direction. Moreover, you regain 2 hit points at the start of each of your turns.
In higher level. When you cast this spell using a 3rd-level spell slot or higher, you regain 1 more hit point at the start of each of your turns for each spell slot level above 2nd.
Roaring Tempest
3rd level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A storm rages inside of you for the duration of the spell. Your eyes start shining blue. Once per round when you hit a target with a melee attack, you can choose that a bolt of lightning comes out of your body to strike your target. You can then choose to make it bounce on a second creature of your choice within 10 feet of your first target. Both your first and secondary targets take 2d6 lightning damage.
In higher level. 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 3rd.
Summon Plant
3rd level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a fig leaf, a cherry blossom, and a piece of willow bark inside a leather pouch marked with the runes of the spring spirits of the feywild worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You call forth the spirit of an ancient plant. It manifests in an unoccupied space on the ground that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a type of plant : flowering tree, giant mushroom, or treant. The creature resembles a plant of your choice of this type, 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 4th level or higher, use the higher level where the spell’s level appears in the stat block.
Plant Spirit
Large Plant
- Armor Class 12 + the level of the spell (natural armor)
- Hit Points 30 (flowering tree and giant mushroom only) or 40 (treant only) + 10 for each spell level above 3rd
- Speed 20 ft. (treant only)
STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 15 (+2) 4 (-3) 10 (+0) 5 (-3)
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Piercing
- Damage Immunities Poison (giant mushroom only)
- Condition Immunities Poisoned (giant mushroom only), Forced movements (flowering tree and giant mushroom only), Prone (flowering tree and giant mushroom only)
- Senses passive Perception 10
- Languages understands the languages you speak
Dangerous Spores.(giant mushroom only) Any creature, other than you, that starts its turn within 10 feet of the spirit must make a Constitution saving throw against your spell save DC, taking 1d6 poison damage for each spell level and being poisoned until the start of its next turn on a fail, or taking half damage without being poisoned on a success.
Bless of Rejuvenation.(flowering tree only) When one of the spirit's allies (it can be you) starts its turn within 10 ft. of the spirit, it can choose to to gain temporary hit points equal to 1d6 + the spell level, or to make a saving throw to end an ongoing poison or disease on itself.
False Appearance. While the spirit remains motionless, it is indistinguishable from a normal tree.
Just a Plant.(flowering tree and giant mushroom only) The spirit is permanently blinded and incapacitated.
Actions
Multiattack.(treant only) The spirit makes a number of Slam equal to half this spell’s level (rounded down).
Slam.(treant only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 2d6 + 4 + the spell’s level bludgeoning damage.
Rock Throw.(treant only) Range Weapon Attack: your spell attack modifier to hit, Range 40 ft., one target. Hit: 1d10 per spell level + 4 bludgeoning damage.
Summon Swarm
4th level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a silver flute worth at least 400 gp)
- Duration: Concentration, up to 1 hour
You call forth the spirits of many little creatures, that all share a same mind. The swarm manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarm Spirit stat block. When you cast the spell, choose a type of swarm : Insects, Rodents or Flyings. The creatures from the swarm resemble beasts of your choice of this type (birds, bats, spiders, rats, rabbits etc.), which determines certain traits in its stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.
The swarm is an ally to you and your companions. In combat, the swarm 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 5th level or higher, use the higher level where the spell’s level appears in the stat block.
Summon Monstrosity
5th level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a runes scribed tooth of a large creature worth at least 500 gp)
- Duration: Concentration, up to 1 hour
You call forth the spirit of a monstrosity. The creature manifests in an unoccupied space that you can see within range. This corporeal form uses the Monstrosity Spirit stat block. When you cast the spell, choose a type of monstrosity : Owlbear, Manticore, or Bulette. The creature resembles a monstrosity creature of this type, 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 swarm 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 6th level or higher, use the higher level where the spell’s level appears in the stat block.
Swarm Spirit
Large Swarm of Tiny beasts (the size of the swarm increases by one rank for every 2 spell level above 4th)
- Armor Class 10 + the level of the spell (natural armor)
- Hit Points 20 (Flyings only) or 30 (Insects and rodents only) + 5 for each spell level above 4th
- Speed 20 ft. or 30 ft.(rodents only), Climb 20ft. (Insects only), Fly 50ft. (Flyings only)
STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 10 (0) 2 (-4) 9 (-1) 4 (-3)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 30ft., passive Perception 9
- Languages understands the languages you speak
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Actions
Multiattack (swarm has more than half HP). The swarm makes a number of attacks equal to this spell’s level.
Multiattack (swarm has half HP or less). The swarm makes a number of attacks equal to half this spell’s level (rounded down).
Bite.(rodents and flyings only) Melee Weapon Attack: your spell attack modifier to hit, Reach 0 ft., one target in the swarm space. Hit: 1d4 + 2 + the spell's level piercing damage.
Venomous Bite.(insects only) Melee Weapon Attack: your spell attack modifier to hit, Reach 0 ft., one target in the swarm space. Hit: 2 piercing damage + 2d6 + the spell's level poison damage.
Monstrosity Spirit
Large Monstrosity
- Armor Class 10 + the level of the spell (natural armor)
- Hit Points 50 + 10 for each spell level above 5th
- Speed 40 ft., Fly 50 ft. (Manticore only), Burrow 40 ft. (Bulette only)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-4) 12 (+1) 8 (-1)
- Senses Darkvision 60ft., Tremor sense 60 ft. (Bulette only), passive Perception 11
- Magical Attacks The attacks of the spirit count as magical for the purpose of overcoming resistances
- Languages understands the languages you speak
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Tail Spike.(manticore only) Range Weapon Attack: your spell attack modifier to hit, Range 90 ft., one target. Hit: 1d8 + 2 + the spell’s level piercing damage.
Claws.(owlbear only) Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 2d6 + 4 + the spell’s level slashing damage, and the spirit has advantage on its next Bite against that target this turn.
Bite. Melee Weapon Attack: your spell attack modifier to hit, Range 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
Deadly Leap.(bulette only) If the spirit jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) against your spell save DC or be knocked prone and take 2d8 + 4 + the spell's level bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the spirit's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the spirit's space.
Corrosion
6th level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pinch of rust dust)
- Duration: Concentration, up to 1 minute
Choose a point you can see within range. You create a 15-foot radius area of corrosion around that point. At the end of each of your turn for the duration of the spell, each non-magical object made of metal that is inside the corrosion area corrodes :
- If it is a weapon, it takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed.
- If it is a piece of ammunition, it is destroyed.
- If it is a piece of armor or a shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a Shield that drops to a +0 bonus is destroyed.
- If it is an other object, the spell destroys 1-foot cube of it.
Items that are completely covered by a thick layer of leather or fabric, like items carried in a backpack for instance, are not affected.
In higher level. When you cast this spell with a spell slot of 8th level or higher, the radius increases by 15 feet, and the cumulative malus for weapons, armors and shields becomes -2 (the minimum thresholds for the destruction of those objects stay the same).
Stone Rain
7th level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a perfectly round pebble of the size of your hand)
- Duration: Instantaneous
Choose a point within reach. Large rocks appears in the air above that point and fall on the creatures below. Each creature within 20 feet of the point you chose must make a dexterity saving throw, taking 6d10 bludgeoning damage and being knocked prone and buried on a fail, or taking half damage without being knocked prone nor buried on a success.
While it is buried, the creature's speed is reduced to 0, it has a 3/4 cover and it can't take the attack action. A buried creature can use an action to try to get out of the gravels. When it does so, it must make an athletic check against your spell save DC. On a success, it frees itself. A creature next to a buried creature can also use its action to make the athletic check to try to get the buried creature out of the gravels.
The area where the rocks have fallen remains a difficult terrain until a creature takes at least 1 hour to clean it up.
Summon Titanic Monstrosity
9th level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (the tooth or the claw of a gargantuan monstrosity, carefully carved and set with precious stones worth at least 2000 gp)
- Duration: Concentration, up to 1 hour
You call forth the spirit of a gigantic monstrosity. The creature manifests in an unoccupied space that you can see within range. This corporeal form uses the Titanic Monstrosity Spirit stat block.
When you cast the spell, choose a type of monstrosity : Giant Worm, Kraken, or Hydra. The creature resembles a monstrosity creature of this type, 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 swarm 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.
Titanic Monstrosity Spirit
Gargantuan Monstrosity
- Armor Class 18
- Hit Points 150
- Speed 30 ft., Burrow 30 ft. (Giant Worm only), Swim 60 ft. (Kraken only)
STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 26 (+8) 4 (-4) 12 (+1) 7 (-2)
- Condition Immunities Sleep (Hydra only)
- Senses Darkvision 60 ft., Tremor sense 60 ft. (Giant Worm only), passive Perception 11
- Languages understands the languages you speak
Siege Monster. The spirit deals double damage to objects and structures.
Magical Attacks The attacks of the spirit count as magical for the purpose of overcoming resistances
Amphibious. (Kraken only) The spirit can breathe air and water.
Tunneler. (Giant Worm only) The spirit can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Multiple Heads. (Hydra only) The spirit has five heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious; and it can take up to 5 reactions per round.
Actions
Multiattack. (Hydra only) The spirit make 5 Bite attacks.
Multiattack. (Kraken only) The spirit make 3 Tentacle attacks.
Bite.(Hydra Only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 1d10 + 10 piercing damage.
Swalow.(Giant Worm only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 3d8 + 10 piercing damage and 8d6 acid damage. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw against your spell save DC or be swallowed by the spirit. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the spirit, and it takes 8d6 acid damage at the start of each of the spirit's turns. If the spirit takes 30 damage or more on a single turn from a creature inside it, it regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the spirit.
Tentacle.(Kraken only) Melee Weapon Attack: your spell attack modifier to hit, Reach 30 ft., one target. Hit: 3d6 + 10 bludgeoning damage, and if the target is Large or smaller, it is grappled (the DC it must beat to escape is equal to your spell save DC). Until this grapple ends, the target is restrained. The spirit has ten tentacles, each of which can grapple one target.
Homebrew lovingly made by LeRoiDeCarreau
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