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# Ravnica: Druid spells
##### Cantrips (0 Level) - Reaver's touch - Pinishing strike ##### 1st Level - Easy Trail - Great Watcher Spirit - Ironbreaker Claws - Wailing Wind - Vigor \columnbreak ##### 2nd Level - Binding Winds - Creeping Cold - Daggerspell Stance - Decomposition - Kelpstrand - Lifetap - Listening Lorecall \columnbreak ##### 3rd Level - Control temperature - Poison - Shroud of Undeath ##### 4th Level ##### 5th Level ##### 6th Level \columnbreak ##### 7th Level ##### 8th Level ##### 9th Level
> #### Дисклеймер > Все заклинания являеются пробными. Мастер оставляет за собой право менять или полностью убирать их во время игры. ### Cantrips #### Reaver's touch *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instant ___ The touch of your hand drains a target’s life energy, allowing you to sacrifice animals or sometimes other creatures to make their vitality your own. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Punishing Strike *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. ### 1-st level #### Easy Trail *1-st level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (40 foot radius) - **Components:** V, S - **Duration:** 8 hours ___ When you cast this spell, heavy undergrowth parts as you approach, the moves back after you pass. For the duration, your speed and that of creatures within 40 feet of you isn’t reduced by difficult terrain caused by any kind of plants or vegetable matter, and any creature attempting to track you has disadvantage on survival checks to find or follow your trail. #### Great Watcher Spirit *1-st level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a peacock feather) - **Duration:** 1 round ___ A great spirit watches over a creature you choose within range, warning it of danger and helping it to take advantage of opportunities. The creature’s next weapon attack that hits before the end of its next turn inflicts an additional 2d6 psychic damage. In addition, until the end of the creature's next turn, attack rolls against it are made with disadvantage and it has resistance to necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the psychic damage increases by 1d6 for each slot level above 1st. \pagebreak #### Ironbreaker Claws *1-st level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (the claw of a predator) - **Duration:** Instant ___ You summon the spirit of a clawed predator, which latches onto your foe and twists it off balance, leaving it open to an ally’s attack. Choose one creature in range, which must make a Dexterity saving throw. The creature takes 2d10 slashing damage on a failure, or half as much on a success. If it fails, it also provokes an opportunity attack from one or two creatures of your choice within 5 feet of it. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 for each slot level above 3rd. #### Wailing Wind *1st-level abjuration (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V - **Duration:** 8 hours ___ When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit within a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area. You do not have to be in the area to receive theknowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell. #### Vigor *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1st. \columnbreak ### 2-nd level #### Binding Winds *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ You cause howling winds to surround a creature of Large size or smaller that you can see within range. The creature must make Dexterity saving throw or it is restrained by the winds. In addition, an affected creature is considered deafened to any sounds originating from outside its space and it must make a Constitution saving throw (concentration check) to cast spells with somatic components, as the winds hinder its gestures. The creature can use its action to attempt to break free of the winds by succeeding on a Strength check against your spell save DC. On a success, it breaks free, and the spells ends. #### Creeping Cold *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ You point to a target that you can see within range, and cold mists envelop it. The target must make a Constitution saving throw or take 1d4 cold damage and its movement speed is halved for the duration. The creature makes a new saving throw at the end of each of its turns, and on a success, the spell ends. On a failure, the effects continue with the creature taking cold damage at the start of each of its turns and suffering slowed movement for the duration. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d4 for every two slot levels above 2nd. #### Daggerspell Stance *2nd-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 min ___ You create a powerful barrier of silver force that protects your weapons and the arms that bear them. For the duration, you gain the following benefits: - You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using one-handed weapons that inflict piercing or slashing damage. - You cannot be forced to drop a one-handed weapon you are holding. - Once on each of your turns when you hit with a melee attack using a one-handed weapon that inflicts piercing or slashing damage, you inflict an additional 1d4 force damage. - You gain a +1 bonus to AC while you are wielding a light or simple melee weapon in each hand. \pagebreak - Whenever you inflict piercing or slashing damage on a creature more than once during your turn, you gain advantage on saving throws against spells cast by that creature until the start of your next turn. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration for 1 additional minute for each slot level above 1st. #### Decomposition *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ When you cast this spell, an aura of decay surrounds you. For the duration, whenever a hostile creature within range takes damage, it must make a Constitution saving throw. On a failed saving throw, it suffers a festering wound. This wound inflicts 5 necrotic damage on the creature at the start of each of its turns. A creature suffering from a festering wound can make a new Constitution saving throw at the end of each of its turns. A successful saving throw stops the ongoing necrotic damage from that wound and causes the creature to be immune to the effects of this spell for 1 minute. A creature can suffer from only one festering wound at a time. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the amount of necrotic damage increases by 5 for each slot level above 2nd. #### Kelpstrand *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of dried seaweed) - **Duration:** Instantaneous ___ You stretch out your hand and a long strand of wet kelp streaks out to envelop your foe and bring the creature to your grasp. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage, and you can pull it up to 30 feet closer to you. If the target ends this movement within 5 feet of you, the target is grappled by you, just as if you had made a successful grapple attack against it. A creature you grapple with this spell can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spellcasting DC. When you move, you can drag or carry the grappled creature at half your speed. You can move at your full speed if the creature is at least two sizes smaller than you. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by ld10 for each slot level above 2nd. \columnbreak #### Lifetap *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (two identical needles) - **Duration:** Instantaneous ___ You launch two magical darts at creatures within range, one at an ally and one at an adversary, and the foe’s dart transfers life force to your friend in a golden flash. Make a ranged spell attack against a hostile creature. On a hit, the target takes necrotic damage equal to 2d10 plus your spellcasting ability modifier, and a conscious friendly creature of your choice within range gains temporary hit points equal to half of the inflicted damage. If the attack misses, a conscious friendly creature of your choice within range gains temporary hit points equal to your spellcasting ability modifier. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd. #### Listening Lorecall *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a hollowed ram’s horn) - **Duration:** Concentration, up to 1 hour ___ Until the spell ends, you gain advantage on Wisdom (Perception) checks related to hearing, and gain proficiency in the Perception skill. In addition, being invisible doesn’t give a creature advantage on attack rolls against you unless that creature is over 30 feet away. #### Control Temperature *3rd-level transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self, 10 foot radius - **Components:** V, S, M (a vial of mercury) - **Duration:** Concentration, up to 1 hour ___ You control the ambient temperature in a 10-foot radius around you. You can use a bonus action to raise or lower the temperature by 10 degrees Fahrenheit every round for the duration of the spell. > “I once used this spell to walk through an arctic tundra wearing nothing but a loincloth.” \pagebreak #### Poison *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a fang or stinger from a venomous creature) - **Duration:** Conc, 1 min ___ You channel venom into your victim. The creature you touch takes 3d10 poison damage and is poisoned until the end of its next turn. Until the spell ends, the creature must make a Constitution saving throw at the end of each of its turns. If the target fails the save, it takes 3d10 damage and remains poisoned until the end of its next turn. If it succeeds, the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 4th or higher level, the duration increases by 1 minute for each slot level above 3rd. #### Shroud of Undeath *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (dust or bone fragments from any destroyed undead creature) - **Duration:** Concentration, up to 1 hour ___ You shroud yourself in necrotic energy, temporarily gaining the traits of undeath. Your appearance does not change except for a very slight pallor, but your creature type changes to undead for the duration of the spell. Nonintelligent undead creatures perceive you as one of their kind, ignoring you. Intelligent undead do not immediately recognize you as alive, but may question whether you are undead. Any ability check made to determine that you are not truly undead is made with disadvantage, and you have advantage on all Charisma checks to convince others of your undead nature. If an undead creature does target you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw (an undead needn’t make the save when it includes you in an area effect, such as the explosion or fireball). On a failed saving throw, the creature must choose a new target or forfeit targeting someone else, potentially wasting the attack or spell. A creature automatically succeeds on this saving throw if it has made a successful saving throw against this effect within the last 24 hours or it has seen you target an undead creature with an attack or other harmful effect within the last 24 hours. Because you are undead, if a spell or other effect states that it does not affect undead, then it does not affect you for the spell’s duration. Conversely, effects that do affect undead (such as the Turn Undead class feature) affect you as such.