Expanded Floran Spells

by Sonixerse

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Expanded Floran Spells

Cantrips

Leaf Blade

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 5ft.
  • Components: V, M(a leaf)
  • Duration: Instantanous
  • Classes: Druid

You can imbue a leaf with magical energy forming a leaf blade. You can make a melee spell attack against a creature. On a hit, the target takes slashing damage equal to 1d4+ your spell casting modifier

At Higher Levels The spell becomes deadlier as your become stronger when you reach higher levels. You can hit a creature twice at 5th level, three times at 11th level, and four times at 17th level. You can target the same target or different one. You make a separate attack roll for each strike.

Vine Whip

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 5ft.
  • Components: V, M(a weapon)
  • Duration: 1 Round
  • Classes: Druid

As part of the action used to cast the spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise it fails. When you make this attack, the weapon's reach increases by 10ft. for the duration of the spell round.

On a hit, the target suffers the attacks normal effects.

At Higher Levels The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an additional 1d8 piercing damage. The damage roll increases to 2d8 at 11th level, and 3d8 at 17th level.

1st Level Spells

Thorn Shield

1st Level Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V
  • Duration: Instantanous
  • Classes: Druid, Ranger

You surround yourself with a shield of thorns that explodes upon impact. Creatures (other than you) within a 10ft. radius of you must succeed a Dexterity saving throw or take 2d4 piercing damage on a failed saving throw. Upon a successful saving throw, they take half damage.

At Higher Levels When you cast this spell using a spell slot of 2nd level spell slot, the initial damage increases to 4d4. For each level above 1st that you cast the spell, the damage increases by 2d4.

Vine Tether

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration, up to one minute
  • Classes: Druid, Ranger

You can conjure magical vines to wrap around a creature or object locking it into place. You can conjure a magical vine to grow in a location that you can see within range. As an action, you can command the vine to make a melee spell attack against a creature or object within range on a hit. Upon a hit, the creature becomes grappled by the vine.

If the target attempts to move more than 30ft. from the vine, it must succeed a Strength saving throw equal to your spell save DC to break free from the vine grasp.

If a creature escapes the vine, you can use your bonus action to grapple another creature within range of the vine.

Alternatively, the creature can attempt to destroy the vine by damaging it. The vine has 20 hitpoints, an armor class equal to your spell save DC, and immunity psychic damage as well as all conditions. If the vine drops to 0 hitpoints, it is destroyed and the spell ends.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, its hitpoint maximum increases to 20. For each level above 1st, the vine's hitpoints increases by 10.

2nd Level Spells

Brambleseed Mace

2nd Level Conjuration Spell


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Minute
  • Classes: Druid, Ranger

You can create a colossal mace made of twisted vines and thorny seeds. Upon hitting you foes, the seed splinters nearby creatures with a storm of needles. This magic mace lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 4d4 piercing damage on a hit and has the heavy and two-handed property.

In addition, when you hit a target with the mace, creatures (excluding yourself and the target) within 10ft. of you must succeed a Dexterity saving throw or taking 2d4 piercing damage on a failed saving throw.

If you drop the weapon or throw it, it withers into a pile of dead seeds or vines at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the mace to reappear in your hand.

At Higher Levels When you cast this spell using a spell slot of 3rd or 4th level spell slot, the initial damage increases to 6d4 and the area of effect damage increases to 3d4. When you cast the spell at 5th or 6th level, the damage increases to 8d4 and 4d4. When you cast it using a spell slot of 7th level or higher, the damage increases to 10d4 and 5d4 respectively.

Flower Caduecus

2nd Level Conjuration Spell


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Minute
  • Classes: Druid

You can create a wand made of flowers and petals. This magic staff lasts until the spell ends. This wand counts as an arcane focus.

While the spell lasts, you can use your action to cause a creature within 60ft. of you to regain a number of hitpoints equal to 1d8 + your spellcasting modifier. This feature has no effect on constructs or undead.

Whenever you heal a creature in this manner, you can grant it temporary hitpoints equal to the amount healed and can end one of the following effects on that creature: blinded, deafened, or diseased. poisoned,

For the duration of this effect, you can reroll any 1s or 2s when healing a creature. You must take the new result.

Additionally any healing from your spells are unaffected by effects that prevent a creature from recovering hitpoints.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the amount of hitpoints increases to 2d8. When you use a spell slot of 6th level or higher, the increases to 3d8.

Fungal Wand

2nd Level Conjuration Spell


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Minute
  • Classes: Druid, Ranger

You can create a wand made of fungi and spores. This magic staff lasts until the spell ends. This wand counts as an arcane focus.

While the spell lasts, you can use your action to force a creature within 120ft. of you to make a Constitution saving throw. On a failed saving throw, the creature takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

In addition, whenever you deal poison damage, you can ignore natural resistance to poison damage and you can treat natural immunity to poison as resistance. Creatures cannot benefit from natural advantage on saving throws against your poison effects. Creatures with natural immunity to the poisoned condition must make a saving throw with advantage against your poison effects.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases to 4d6. When you use a spell slot of 6th level or higher, the increases to 6d6.

Vine Blade

2nd Level Transmutation Spell


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M(a weapon)
  • Duration: Concentration, up to 1 Hour
  • Classes: Druid, Ranger

You can wrap living vines around a weapon you touch giving it a life of its own. Until the spell the ends, the weapon has an increased reach of 10ft. for the duration as animate vines propels it towards your foes. In addition, weapon attack smade with it deal an extra 1d4 piercing damage on a hit as it is covered with thorny vines. If the weapon isn't already a magic weapon, it becomes one for the duration.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage bonus increases to 2d4. When you use a spell slot of 6th level or higher, the bonus increases to 3d4.

increases to 3d4. When you cast the spell at 5th or 6th level, the damage increases to 8d4 and 4d4. When you cast it using a spell slot of 7th level or higher, the damage increases to 10d4 and 5d4 respectively.

Third Level

Conjure Lesser Plants

3rd Level Conjuration Spell


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Hour
  • Classes: Druid, Ranger

You summon plants to come to your appearing appearing in an unoccupied spot you can see within range.

Choose one of the following options for what appears:

  • One plant of challenge rating 2 or lower
  • Two plants of challenge rating 1 or lower
  • Four Plants of challenge rating 1/2 or lower
  • Eight Plants of challenge rating 1/4 or lower Each plant disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

Leaf Storm

3rd Level Conjuration Spell


  • Casting Time: 1 Action
  • Range: Self(60ft. cone)
  • Components: V, S, M (a handful of leaves)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

You can surround yourself with a swirling cyclone of leaves unleashing them in a devasting torrent of blade-like leaves. Each creature in a 60ft. cone must succeed a Dexterity saving throw. A creature takes 6d4 slashing damage and is blinded until the end of its next turn on a failed saving throw. On a successful saving throw, creatures take half damage and are not blinded.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Petal Shield

3rd Level Abjuration Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a flower)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger

You can conjure a colossal flower to protect you from harm with its large blade-like petals granting a +2 bonus to AC for the duration.

Whenever you are hit with an attack or an effect such as magic missile, a petal of the flower can break off to be launched at the attack. You can use your reaction to make a ranged spell attack against a creature within 60ft. Upon a hit, the target take piercing damage equal to 1d8 + your spellcasting modifier.

At Higher Levels When you cast this spell using a spell slot of 5th level or 6th level spell slot, you can use your reaction to launch two petals. When you cast it uses a spell slot of 7th level or higher, you can fire up to three petals.

Rune of Nature

3rd Level Transmutation Spell


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M(plant seeds, nuts, or herbs worth at least 200gp that the spell consumes)
  • Duration: 24 hours
  • Classes: Druid, Ranger

You can touch a point and infuse an area around it with a surge of nature magic. The area can have a 30ft. radius and the spell fails if the radius includes an area already under the effect of a Rune of Nature. The affected area is subject to one of the following traits of your choice.

  • Abundant Overgrowth Plants with this are becomes extremely overgrown. Nonmagical plants increase by one size and this area is considered magical difficult terrain. Additionally, creatures of your choice have their vision heavily obscured by the overgrowth of plants.

These plants can aid an conceal the location of creatures of your choice in this area. While in range, creatures cannot track you by non-magical means and you can use your bonus action to Hide or Disengage as plants aid your movement. Additionally, you can ignore difficult terrain generated by this terrain.

  • Blighted Bloom Plants cannot grow in this area except by magical means. Existing plants become withered and frail and yield half the normal amount of food normally. Nonmagical plants in this area decrease by one size. Tiny plants are instantly illed Any food produced is diseased and rotting and does not provide nourishment.

Any healing from creatures of your choice in this area is halved for the duration. Additionally, whenever creatures deal necrotic damage, it can roll for the maximum value instead of rolling.

  • Spore Garden Fungal growth explodes in the affected area coating in a cloud of spores. Any creature of your choice that dies are decomposed within 1 minute after death(this does not affect components for resurrection). While in this area, corpses cannot become resurrected or become undead.

Creatures also cannot benefit from any resistances it has to poison damage or any advantages it has against being poisoned. Creatures with immunity to poison or the poisoned condition can only benefit from resistance and must make saves with advantage to resist the poison effect.

  • Vibrant Animus Creatures can recover an additional hit die during a short long rest (even if it does not have an remaining hitdie.) If this area is in daylight, creatures can recover two additional hit die instead of one.

Upon using hit die, creatures can use the maximum total instead of rolling.

Creatures can also end one of the following effects upon completing a short or long rest: blinded, deafened, diseased, or poisoned.

You can the effects of this rune permanent by casting this spell in the same manner at the same Location every day for one year.

Seed of Blighted

3rd Level Transmutation Spell


  • Casting Time: 1 Minute
  • Range: 10ft.
  • Components: V, S, M(a single plant seed)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

This spell plants a blighted seed that germinates within the corpse of a creature bringing it to life. You animate a number of corpses you can see that have a collective CR pool of 1. Each creature must come from a different corpse.

The creatures cannot be a construct or undead. Your spells gives the seed a spark of life as it germinates within the corpse raising it as plant. The creature retains its original statistics excluding any class levels, the Spellcasting or Pact Magic Trait, Legendary Actions or Resistances. The DM has the statistics of the creature. Upon raising it in this manner, the creature gains the following additional features if it does not already possess it.

  • It has a blindsight of 60ft.
  • The creature gains immunity to necrotic and poison damage.
  • Upon being hit with its attacks, creatures must succeed a Constitution saving throw equal to your spell save DC. Upon a failed saving throw, it cannot regain hitpoints until the end of its next turn.

On each of your turns, you can use a bonus action to mental command any creature raised by this spell (if you control multiple creature, you can command any or all of them at the same time issue the same command to each one).

You decide what action the creature will take during its next turn or you can issue a general command such as guard a door. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.

The creature is under your control for 24 hours after which it stops obeying any command you've given it as it returns to a corpse as the life giving magic animating the seed fades.

To rejuvinate the creature for another 24 hours, you must cast this spell on the creature again before the 24 hour period ends. This use of the spell reainimates each respective creature rather than animating a new one.

If you cast this spell again while maintaining control on another set of creatures, the original affect fades favoring the second casting of this spell. For example if you spend a 3rd level spell slot to animate a creature and use a separate casting of the spell to target another, the effects of the first spell fades.

You can permanently animate creatures in this manner by casting this spell on the same set of creatures every day for one month.

At Higher Levels When you cast this using a spell slot of 3rd level or higher, the CR pool of creatures that you can animate or control increases by 1.

Seed of Bloomplague

3rd Level Transmutation Spell


  • Casting Time: 1 Minute
  • Range: 10ft.
  • Components: V, S, M(a single plant seed)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

This spell plants a seed that germinates within the corpse of a creature bringing it to life. You animate a number of corpses you can see that have a collective CR pool of 1. Each creature must come from a differnet corpse.

The creatures cannot be a construct or undead. Your spells gives the seed a spark of life as it germinates within the corpse raising it as plant. The creature retains its original statistics excluding any class levels, the Spellcasting or Pact Magic Trait, Legendary Actions or Resistances. The DM has the statistics of the creature. Upon raising it in this manner, the creature gains the following additional features if it does not already possess it.

  • As long as it has at least 1 hitpoint and hasn't taken fire damage on its turn, it regains 5 hitpoints at the start of each of its turns.
  • It has a blindsight of 60ft.
  • The reach of its melee attacks increases by 5ft.
  • It has advantage on Stealth checks in terrain with ample plant cover. While these conditions are met, it can use its bonus action to Hide.

On each of your turns, you can use a bonus action to mental command any creature raised by this spell (if you control multiple creature, you can command any or all of them at the same time issue the same command to each one).

You decide what action the creature will take during its next turn or you can issue a general command such as guard a door. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.

The creature is under your control for 24 hours after which it stops obeying any command you've given it as it returns to a corpse as the life giving magic animating the seed fades.

To rejuvinate the creature for another 24 hours, you must cast this spell on the creature again before the 24 hour period ends. This use of the spell reainimates each respective creature rather than animating a new one.

If you cast this spell again while maintaining control on another set of creatures, the original affect fades favoring the second casting of this spell. For example if you spend a 3rd level spell slot to animate a creature and use a separate casting of the spell to target another, the effects of the first spell fades.

You can permanently animate creatures in this manner by casting this spell on the same set of creatures every day for one month.

At Higher Levels When you cast this using a spell slot of 3rd level or higher, the CR pool of creatures that you can animate or control increases by 1.

Spore of Assimilation

3rd Level Transmutation Spell


  • Casting Time: 1 Minute
  • Range: 10ft.
  • Components: V, S, M(a single plant seed)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

This spell plants a seed that germinates within the corpse of a creature bringing it to life. You animate a number of corpses you can see that have a collective CR pool of 1. Each creature must come from a different corpse.

The creatures cannot be a construct or undead. Your spells gives the spore a spark of life as it germinates within the corpse raising it as plant. The creature retains its original statistics excluding any class levels, the Spellcasting or Pact Magic Trait, Legendary Actions or Resistances. The DM has the statistics of the creature. Upon raising it in this manner, the creature gains the following additional features if it does not already possess it.

  • It has a blindsight of 60ft.
  • The creature gains immunity to poison and necrotic damage
  • Creatures that first enter or starts its turn within 5ft. of the the fungi, it must succeed a Constitution saving throw or become poisoned until the end of its next turn. Upon a successful saving throw, creatures are immune to being poisoned in this manner for 24 hours.

On each of your turns, you can use a bonus action to mental command any creature raised by this spell (if you control multiple creature, you can command any or all of them at the same time issue the same command to each one).

You decide what action the creature will take during its next turn or you can issue a general command such as guard a door. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.

The creature is under your control for 24 hours after which it stops obeying any command you've given it as it returns to a corpse as the life giving magic animating the seed fades.

To rejuvinate the creature for another 24 hours, you must cast this spell on the creature again before the 24 hour period ends. This use of the spell reainimates each respective creature rather than animating a new one.

If you cast this spell again while maintaining control on another set of creatures, the original affect fades favoring the second casting of this spell. For example if you spend a 3rd level spell slot to animate a creature and use a separate casting of the spell to target another, the effects of the first spell fades.

You can permanently animate creatures in this manner by casting this spell on the same set of creatures every day for one month.

At Higher Levels When you cast this using a spell slot of 3rd level or higher, the CR pool of creatures that you can animate or control increases by 1.

Summon Plant

3rd Level Conjuration Spell


  • Casting Time: 1 action
  • Range: 90ft.
  • Components: V, S, M (a flower, seed, bark, mushroom worth at least 200 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Ranger, Druid

You can call forth a plant based spirit. It manifests itself in an unoccupied space that you see within range. This incorporeal form uses the Plant Statblock. When you cast the spell, choose an variant: Blighted, Floran, or Fungal. The creatures resemles a plant of that respecitve vairant, which determines certain traits in its stat block.

The creature disappears when it drops to 0 hitpoints or when the spell ends.

The creature is an ally to you and your companions. In combat it shares your initiative count, but 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 movement to avoid danger.



Plant Spirit

Medium Plant


  • Armor Class 10 + spell level
  • Hit Points 30 (Fungal and Blighted only), 40 (Floran only) +15 for each level above 3rd
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Damage Immunities Poison and Necrotic (Blighted and Fungal Only)
  • Condition Immunities Blinded, Exhausted, Paralyzed, Poisoned(Blighted and Fungal Only), Stunned
  • Senses blindsight 30ft., passive Perception 10
  • Languages Understands language you speak
  • Challenge Challenge and Xp

Regeneration(Floran Only) If the Floran has at least 1 hitpoint and hasn't taken fire damage on its turn, it regains 5 hitpoints at the start of its turn.

Spore Cloud(Fungal Only) Creatures that first enter within 5ft. of the plant must succeed a Constitution saving throw equal to your spell save DC. On a failed save, creatures are poisoned until the end of its next turn

Blighted Hunger(Blight Only) If the target is a beast, plant, or humanoid, its attacks have advantage.

Actions

Multiattack. The Creature makes Number of attacks equal to half the spell's level rounded down

Blighted Touch. (Blighted Only) Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., Hit: 1d4 + 3 + the spell’s level bludgeoning damage + 1d4 necrotic damage. The blight recovers a number of hitpoints equal to the amount of necrotic damage dealt.

Fungal Slam. (Fungal Only) Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage + 1d4 poison damage. Creatures hit by this attack cannot recover hitpoints until the end of its next turn.

Vine Lash. (Floran Only) Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d4 + 3 + the spell’s level piercing damage. Creatures hit by this effect are considered grapple (escape DC equals your spell save DC) by the creature. Until this grapple ends, the creature can't use this attack on another target.

4th Level Spells

Battle Grove

4th Level Conjuration Spell


  • Casting Time: 1 action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You can alter the terrain around you calling forth plants to aid your allies or hinder your enemies. You can cause this growth in a location you choose within range. The area of this growth consists of up to five 10ft. cubes which you can arrange as you wish Each cube must have at least one face adjacent to the other. You can create one of the following effects in each cube.

Each cube lasts for the duration spell.

This overgrowth conjured to appear natural. Any creature that see the spell at the time it was cast must make a Wisdom(Perception) check against your spell save DC to recognize the terrain before entering it.

  • Binding Weeds Creatures of your choice that first enters or starts its turn in this space must succeed a Strength saving throw or become grappled and restrained. It can use its action to make a successful Strength saving throw to break free from these vines .
  • Briar Patch Creatures of your choice that first enters or starts its turn in this space must succeed a Dexterity saving throw or take 4d4 piercing damage. On a successful saving throw, creatures take half damage. Creatures must treat this area as magical difficult terrain.
  • Healing Meadow Creatures of your choice that starts its turn within this space regains 1d4 + your spellcasting modifier hitpoints. It must have at least 1 hitpoint go benefit from this feature. Creatures in this area also have advantage on saving throw to resist the effects of being blinded, deafened, poisoned, or diseased.
  • Spore Cloud Creatures of your choice that first enters or starts its turn in this space must succeed a Constitution saving throw or become poisoned until the end of it next turn. Creatures poisoned in this manner cannot regain hitpoints.
  • Verdant Overgrowth You can conjure an tangled overgrowth of small tree that obscures vision and hinders the movement of your enemies. Creatures of your choice must treat this area as magical difficult terrain and the area is considered heavily obscured.

Allied creatures of your choice that are in this area are unaffected by these penalties and can use their bonus action to Disengage or Hide as the magical plants hides their presence from your foes.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can create an additional cube for each spell slot level above 4th.

Conjure Greater Plant

4th Level Conjuration Spell


  • Casting Time: 1 Minute
  • Range: 90ft.
  • Components: V, S, M(a vine, mushroom, leaf, or other piece of flora)
  • Duration: Concentration, up to 1 Hour
  • Classes: Druid, Ranger

You are able call forth a plant or fungi to come to your aid which fills an unoccupied space within range. The plant must be challenge rating 4 or lower.

The plant is friendly to you and your companions for the duration. The summoned plant acts on your initiative after your turn. It obeys any verbal commands that you issue to the, (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

A summoned plant disappears when it drops to 0 hitpoints or when the spell ends.

The DM has the plants's statistics.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Impaling Vines

4th Level Conjuration Spell


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You can call forth colossal roots, vines, or trees to erupt from the ground impaling creatures in range. Creatures within a 30ft. cube originating from a spot that you can in range must succeed a Strength saving throw or take 3d12 piercing damage.

On a failed saving throw, creatures are suspending 30ft. into the air and are restrained on a floran spike. These spikes remain suspended for one minute before withering as the magic fades.

Restrained creatures must use its action to escape upon succeeding a Strength saving throw against your spell save DC. Upon escaping, creatures fall from 30ft. taking damage as normal unless they have a means of keeping themselves aloft.

If the vines are conjured in a location where the creatures collide with a ceiling, they take an additional 1d12 piercing damage.

On a successful saving throw, creatures take half damage and are not restrained.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage dealt by this spell increases by 1d12 for each level above 4th.

5th Level Spells

Anima Seed

5th Level Conjuration Spell


  • Casting Time: 1 action
  • Range: Touch (3 seeds)
  • Components: V, S, M( 3 nonmagical seeds which spell consumes upon use)
  • Duration: 24 hours
  • Classes: Druid, Ranger

You can imbue three seeds mundane, non-magical seeds with nature magic. This magic remains in the seeds for up to 24 hours after which it fades returning the seeds to their non-magical state. If this spell is cast again on other seeds while this spell is already active, the effect ends on the first set of seeds ends as your magic is transfered upon a second casting.

Upon casting this spell, you can choose one of the following effects to imbue the seeds. These seeds can be used as a bonus action by any creature holding them.

  • Restoration Seed You can suffuse this seed with life-giving magic and throw it to a spot that you can see within 60ft. Creatures within a 20ft. radius of that location must regain a number of hitpoints equal to 2d8 +your spellcasting modifier. Affected creatures can also end one of the following effects: blinded, deafened, diseased, or poisoned. This feature has no effect on constructs or undead.
  • Sunseed You can imbue a seed with the power of sunlight and throw this seed to a spot that you can see within 60ft. Creatures within a 20ft. radius of that location must succeed a Constitution saving throw or take 4d8 radiant damage and become blinded until the end of your next turn. On asuccessful saving throw, creatures take half damage and are not blinded.
  • Sporeshroom You can throw imbue a seed with virulent spores and throw it to a spot that you can see within 60ft. Creatures within a 20ft. radius of that location must succeed a Constitution saving throw or take 4d6 poison damage and become poisoned until the end of your next turn. This area becomes heavily obscured by a cloud of spores that lasts until the end of your next turn. On a successful saving throw, creatures take half damage and are not poisoned.
  • Tanglespike Seed You can throw this seed lined with hundreds of tiny spines and throw it to a spot that you can see within 60ft. Creatures within a 20ft. radius of that location must succeed a Dexterity saving throw or take 4d4 piercing damage. On a successful saving throw, creatures take half damage.

Creatures that fail this saving throw are impaled with tiny spiked seeds that immediately erupt with entangling vines.

That creature is considered restrained until it uses its action to break free upon making a successful Strength saving throw equal to your spell save DC.

These vines can restrain a creature for up to one minute before they wither away as the ambient magic that animates them fades away.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, you can create an additional seed for each spell slot level above 5th.

6th Level Spells

Animus Beam

6th Level Evocation Spell


  • Casting Time: 1 Action
  • Range: Self (60ft. line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Wizard

You are able to harness the power of the sun as well as channel the magic binding all life together to form a green concentrated beam of energy in a 5ft. wide and 60ft. long line. Each creature along the line must make a Constitution saving throw or take 2d8 radiant and 2d8 necrotic damage. On a successful saving throw, creatures take half damage.

For the duration of the spell, whenever you use your action to deal damage using this spell, you can use your bonus action to heal a creature you can see within 30ft. by a number of hitpoints equal to the necrotic damage dealt. This feature has no effect on constructs or undead.

If you cast this spell while in daylight, the spell can deal maximum radiant damage.

Leafy Shroud

6th Level Conjuration Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You can summon a vortex of leaves to surround you protecting from harm and lacerating any creature that comes too close.

For the duration of the spell, you gain the benefits of half cover and creatures that enter first enter or starts its turn within 10ft. of you must succeed a Dexterity saving throw or take 4d4 piercing damage and become blinded until the end of its next turn. Upon a successful saving throw, creatures take half damage.

This area also counts as difficult terrain for creatures within range.

As a bonus action on each of your turn, you can summon a swarm of leaves to attack creatures within 30ft. of you. Creatures with a 10ft. wide and 20ft column of a spot you can see within 30ft. must succeed a Dexterity saving throw. On a failed saving throw, it takes 4d4 piercing damage and is blinded until the end of its next turn. On a successful saving throw, it takes half damage and is not blinded.

At Higher Levels When you cast this spell using a spell slot of 8th level or higher, the damage dealt by this spell increases by 2d8 and the amount of hitpoints granted increases by 1d8.

7th Level Spells

Animus Bloom

7th Level Evocation Spell


  • Casting Time: 1 action
  • Range: Self (60ft. radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You can siphon the life force of creatures around you and use it to revitalize your allies. As an action, you can force creatures of your choice to make a Constitution saving throw. On a failed saving throw, creatures take 8d8 necrotic damage. On a successful saving throw, creatures take half damage.

As a part of this action, creatures of your choice within 60ft. of you regain a number of hitpoints equal to half the amount of damage rolled from this spell. Undead and constructs cannot benefit from this feature.

At Higher Levels When you cast this spell using a spell slot of 8th level or higher, the damage dealt by this spell increases by 2d8 and the amount of hitpoints granted increases by 1d8.

Art Credits

Cover Art: Wesley Burt

Rune of Nature: Jonas De Ro

Seed of the Blighted: Lucas Graciano

Seed of the Bloomplague: Slawomir Maniak

Spore of Assimilation: Nicolas Gregory

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