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# Revised Druid
##### From a person that believed the Druid needed an update ##### By RM1220 or u/Rapidmaelstrom1220
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##### Druid | Level | Proficiency Bonus | Features |Wild Shapes| Cantrips Known| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Druidic, Spellcasting |─| 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─| | 2nd | +2 | Wild Shape, Druid Circle |2| 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | ─ |2| 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Wild Shape Improvement, Ability Score Improvement |2| 4 | 4 | 3 | ─ | ─ | ─ | ─ | — | — | — | | 5th | +3 | Beast Spells (1st) |2| 4 | 4 | 3 | 2 | ─ | ─ | ─ | — | — | — | | 6th | +3 | Druid Circle feature, Wild Speech |2| 4 | 4 | 3 | 3 | ─ | ─ | ─ | — | — | — | | 7th | +3| ─ |2| 4 | 4 | 3 | 3 | 1 | ─ | ─ | — | — | — | | 8th | +3 | Wild Shape Improvement, Ability Score Improvement |3| 4 | 4 | 3 | 3 | 2 | ─ | ─ | — | — | — | | 9th | +4 | Beast Spells (2nd) |3| 4 | 4 | 3 | 3 | 3 | 1 | ─ | — | — | — | | 10th | +4 | Druid Circle feature |3| 5 | 4 | 3 | 3 | 3 | 2 | ─ | — | — | — | | 11th | +4 | ─ |3| 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement, Wild Speech Improvemen |3| 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Beast Spells (3rd) |3| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Druid Circle feature |4| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Beast Spells (4th) |4| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement |4| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Beast Spells (5th) |4| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Timeless Body, Beast Spells (All) |4| 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement |4| 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archdruid |Unlimited| 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a druid, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per druid level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields (Druids will use metal armor or shields) - **Weapons:** Simple weapons, scimitars - **Tools:** Herbalism kit ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a wooden shield or *(b)* any simple weapon - *(a)* a scimitar or *(b)* any simple melee weapon - Leather armor, an explorer's pack, and a druidic focus ### Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. \pagebreak ### Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of the document for the druid spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. #### Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a druidic focus(see chapter 5 in the Player's Handbook) as a spellcasting focus for your druid spells. ### Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before, you can use this feature equal to amount shown for your druid level in the Wild Shapes column in the Druid table. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes Table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. #### Beast Shapes |Level|Max CR|Limitations|Example |:---:|:-----------:|:--:|:-: | 2 | 1/4 |No swimming or flying speed|Wolf | 4 |1/2|No flying speed|Crocodile | 8 |1|--|Giant Eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: * Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. * When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to O hit points, any excess damage carries over to your normal form. For example, if you take lO damage in animal form and have only 5 hit points left, you revert and take 5 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. * You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. * While in your wild shape form, you can only speak Druidic or any languages the creature can. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. * You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. \pagebreak ### Druid Circle At 2nd level, you choose to identify with a circle of druids, which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Beast Spells Starting at 5th level, you can cast a limited number of your druid spells in any shape you assume using Wild Shape. You can perform the verbal and somatic components of a druid spell while in wild shape form, but you aren’t able to provide material components unless it's physically on you. You are limited to casting cantrips and 1st level spells. At 9th level, you can cast a 2nd level spells. At 13th, 3rd level spells. At 15th, 4th level spells. At 17th, 5th level spells. At 18th, you can cast any number of cantrips and spells of any level. ### Wild Speech At 6th level, you have learned how to speak Common while in your Wild Shape form. At 12th level, you have expanded your speaking capability while in your Wild Shape form and can speak any language you know while transformed. ### Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### Archdruid Your unyielding devotion to nature impresses the ancients and, in turn, bless you with otherworldly wisdom. Your Wisdom score increases by 2. Your Wisdom score maximum is now 22. Also, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. \pagebreak ## Druid Circles ### Circle of Dreams (XGE) | Level | Feature| |:---:|:-----------:| | 2nd | Balm of the Summer Court | | 6th | Hearth of Moonlight and Shadow | | 10th | Hidden Paths | | 14th | Walker in Dreams | #### Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest. #### Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, etc.) isn't visible outside of it. The sphere vanishes at the end of the rest or when you leave the sphere. #### Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to transverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you can touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. #### Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through the dreamlands. When you finish a short rest, you can cast one of the following spells, without spending a spell slot or requiring material components: *dream* (with you as the messenger), *scrying*, or *teleportation circle*. This use of *teleportation circle* is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane of existence, the spell fails but isn't wasted. Once you use this feature, you can't use it again until you finish a long rest. ### Circle of the Land (PHB) | Level | Feature| |:---:|:-----------:| | 2nd | Bonus Cantrip, Natural Recovery | | 3rd | Circle Spells | | 6th | Land's Stride | | 10th | Nature's Ward | | 14th | Nature's Sanctuary | #### Bonus Cantrip When you pick this circle at 2nd level, you learn one additional druid cantrip of your choice. #### Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. #### Circle Spells Your mystic connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land (arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark) and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Arctic | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *hold person, spike growth* | | 5th| *sleet storm, slow* | | 7th| *freedom of movement, ice storm* | | 9th| *commune with nature, cone of cold* | \pagebreak ##### Coast | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *mirror image, misty step* | | 5th| *water breathing, water walk* | | 7th| *control water, freedom of movement* | | 9th| *conjure elemental, scrying* | ##### Desert | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *blur, silence* | | 5th| *create food and water, protection from energy* | | 7th| *blight, hallucinatory terrain* | | 9th| *insect plague, wall of stone* | ##### Forest | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *barkskin, spider climb* | | 5th| *call lightning, plant growth* | | 7th| *divination, freedom of movement* | | 9th| *commune with nature, tree stride* | ##### Grassland | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *invisibility, pass without trace* | | 5th| *daylight, haste* | | 7th| *divination, freedom of movement* | | 9th| *dream, insect plague* | ##### Mountain | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *spider climb, spike growth* | | 5th| *lightning bolt, meld into stone* | | 7th| *stone shape, stoneskin* | | 9th| *passwall, wall of stone* | ##### Swamp | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *darkness, Melf's acid arrow* | | 5th| *water walk, stinking cloud* | | 7th| *freedom of movement, locate creature* | | 9th| *insect plague, scrying* | \columnbreak ##### Underdark | Druid Level | Circle Spells | |:---:|:-----------:| | 3rd| *spider climb, web* | | 5th| *gaseous form, stinking cloud* | | 7th| *greater invisibility, stone shape* | | 9th| *cloudkill, insect plague* | #### Land's Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell #### Nature's Ward When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison to disease. #### Nature's Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. ### Circle of the Moon (PHB) | Level | Feature| |:---:|:-----------:| | 2nd | Combat Wild Shape, Circle Forms | | 6th | Primal Strike | | 10th | Elemental Wild Shape | | 14th | Thousand Forms | #### Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. \pagebreak #### Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. #### Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. #### Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the *alter self* spell at will. ### Circle of the Shepherd (XGE) | Level | Feature| |:---:|:-----------:| | 2nd | Speech of the Woods, Spirit Totem | | 6th | Mighty Summoner | | 10th | Guardian Spirit | | 14th | Faithful Summons | #### Speech of the Woods At 2nd level, you gain the abilty to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any NPC. #### Spirit Totem At 2nd level, you call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has a spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below. **Bear Spirit.** The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura **Hawk Spirit.** The hawk spirit is a consummate hunter aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage on the attack roll against a target in the spirit's aura. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. **Unicorn Spirit.** The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to you druid level. #### Mighty Summoner Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: * The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has * The damage from its natural weapons is considered magical for purpose of overcoming immunity and resistance to nonmagical attacks and damage. #### Guardian Spirit Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. #### Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are most defenceless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of *conjure animals* as if it were cast using a 9th level spell slot. It summons four beasts of your choice that are CR 2 or lower. The conjured animals appear within 20 feet of you. If they recieve no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ## Druid Spell List
##### Cantrips (0 Level) - Control Flames (XGE) - Create Bonfire (XGE) - Druidcraft (PHB) - Frostbite (XGE) - Guidance (PHB) - Gust (XGE) - Infestation (XGE) - Magic Stone (XGE) - Mending (PHB) - Mold Earth (XGE) - Poison Spray (PHB) - Primal Savagery (XGE) - Produce Flames (PHB) - Resistance (PHB) - Shape Water (XGE) - Shillelagh (PHB) - Thorn Whip (PHB) - Thunderclap (XGE) ##### 1st Level - Absorb Elements (XGE) - Animal Friendship (PHB) - Beast Bond (XGE) - Charm Person (PHB) - Create or Destroy Water (PHB) - Cure Wounds (PHB) - Detect Magic (PHB) - Detect Poison and Disease (PHB) - Earth Tremor (XGE) - Entangle (PHB) - Faerie Fire (PHB) - Fog Cloud (PHB) - Goodberry (PHB) - Healing Word (PHB) - Ice Knife (XGE) - Jump (PHB) - Longstrider (PHB) - Purify Food and Drink (PHB) - Snare (XGE) - Speak with Animals (PHB) - Thunderwave (PHB) \columnbreak ##### 2nd Level - Animal Messenger (PHB) - Barkskin (PHB) - Beast Sense (PHB) - Darkvision (PHB) - Dust Devil (XGE) - Earthbind (XGE) - Enhance Ability (PHB) - Find Traps (PHB) - Flame Blade (PHB) - Flaming Sphere (PHB) - Gust of Wind (PHB) - Healing Spirit (XGE) - Heat Metal (PHB) - Hold Person (PHB) - Lesser Restoration (PHB) - Locate Animals or Plants (PHB) - Locate Object (PHB) - Moonbeam (PHB) - Pass without Trace (PHB) - Protection from Poison (PHB) - Skywrite (XGE) - Spike Growth (PHB) - Warding Wind (XGE) ##### 3rd Level - Call Lightning (PHB) - Conjure Animals (PHB) - Daylight (PHB) - Dispel Magic (PHB) - Erupting Earth (XGE) - Feign Death (PHB) - Flame Arrows (XGE) - Meld into Stone (PHB) - Plant Growth (PHB) - Protection from Energy (PHB) - Sleet Storm (PHB) - Speak with Plants (PHB) - Tidal Wave (XGE) - Wall of Water (XGE) - Water Breathing (PHB) - Water Walk (PHB) - Wind Wall (PHB) \columnbreak ##### 4th Level - Blight (PHB) - Charm Monster (XGE) - Confusion (PHB) - Conjure Minor Elementals (PHB) - Conjure Woodland Animals (PHB) - Control Water (PHB) - Dominate Monster (PHB) - Elemental Bane (XGE) - Freedom of Movement (PHB) - Giant Insect (PHB) - Grasping Vine (PHB) - Guardian of Nature (XGE) - Hallucinating Terrain (PHB) - Ice Storm (PHB) - Locate Creature (PHB) - Polymorph (PHB) - Stone Shape (PHB) - Stoneskin (PHB) - Wall of Fire (PHB) - Watery Sphere (XGE) ##### 5th Level - Antilife Shell (PHB) - Awaken (PHB) - Commune with Nature (PHB) - Conjure Elemental (PHB) - Contagion (PHB) - Control Winds (XGE) - Geas (PHB) - Greater Restoration (PHB) - Insect Plague (PHB) - Maelstrom (XGE) - Mass Cure Wounds (PHB) - Planar Binding (PHB) - Reincarnate (PHB) - Scrying (PHB) - Transmute Rock (XGE) - Tree Stride (PHB) - Wall of Stone (PHB) - Wrath of Nature (XGE) \columnbreak ##### 6th Level - Bones of Earth (XGE) - Conjure Fey (PHB) - Druid Grove (XGE) - Find the Path (PHB) - Heal (PHB) - Heroes' Feast (PHB) - Investiture of Flame (XGE) - Investiture of Ice (XGE) - Investiture of Stone (XGE) - Investiture of Wind (XGE) - Move Earth (PHB) - Primordial Ward (XGE) - Sunbeam (PHB) - Transport via Planes (PHB) - Wall of Thorns (PHB) - Wind Walk (PHB) ##### 7th Level - Fire Storm (PHB) - Mirage Arcane (PHB) - Plane Shift (PHB) - Regenerate (PHB) - Reverse Gravity (PHB) - Whirlwind (XGE) ##### 8th Level - Animal Shapes (PHB) - Antipathy/Sympathy (PHB) - Control Weather (PHB) - Earthquake (PHB) - Feeblemind (PHB) - Sunburst (PHB) - Tsunami (PHB) ##### 9th Level - Foresight (PHB) - Shapechange (PHB) - Storm of Vengeance (PHB) - True Resurrection (PHB)
##### References * PHB = Player's Handbook * XGE = Xanathar's Guide to Everything
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Credits
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