Expanded Primal Spells

by CassBrews

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Expanded Primal Spells

This document brings a new selection of spells available to druids and rangers. Some of these spells are adaptations of spells from prior editions and Pathfinder, while others are my own designs.

Aspect of the Falcon

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gilded raptor feather, worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

You take on an aspect of the falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. For the duration of the spell, you gain the following benefits:

  • You have advantage on Wisdom (Perception) checks relying on sight.
  • You gain a +1 bonus to ranged weapon attacks.
  • You score a critical hit with ranged weapons on a roll of 19 or 20, and your critical hits with ranged weapons deal an additional die of damage.

Classes: Ranger

Aspect of the Wolf

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gilded canine fang, worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

You take on an aspect of the wolf. Your ears become furred and wolf-like, and you grow fur along your limbs. For the duration of the spell, you gain the following benefits:

  • You have advantage on Wisdom (Perception) checks relying on hearing.
  • You gain a +1 bonus to melee weapon attacks.
  • You score a critical hit with melee weapons on a roll of 19 or 20, and your critical hits with melee weapons deal an additional die of damage.

Classes: Ranger

Boar's Charge

2nd-level conjuration


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

You conjure the spectral form of a boar around you, before charging forward in a straight line, up to 30 feet long, passing through creature's spaces as you move. When you enter a creature's space, it must make a Strength saving throw, taking 3d8 bludgeoning damage on a failure, or half as much damage on a success. A creature that fails its saving throw is also knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.

Classes: Druid, Ranger

Cape of Wasps

4th-level conjuartion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a wasp or similar insect trapped in amber, worth at least 150 gp)
  • Duration: Concentration, up to 1 minute

You summon a swarm of wasps to cloak your form, obscuring you slightly and providing a nasty surprise for creatures that strike you. For the duration of the spell, ranged attacks have disadvantage against you. Additionally, whenever a creature within 10 feet of you hits you with a melee attack, it takes 2d6 piercing damage and 1d6 poison damage.

Classes: Druid, Ranger

Ember Cleave

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon unleashes a wave of roiling flames. The attack deals an additional 5d12 fire damage, and each creature in a 30-foot cone originating from you in the direction of the creature you hit must make a Dexterity saving throw or take the same amount of fire damage. A creature that takes fire damage from this spell is also ignited for the spell's duration.

At the start of each of an ignited creature's turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 2d12 fire damage. On a successful save, it is no longer ignited.

Classes: Ranger

Feather Step

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You bestow the creature you touch with an animal's grace. For the spell's duration, the creature ignores the reduced movement of difficult terrain.

Classes: Druid, Ranger

Fire Snake

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a ruby worth at least 350 gp)
  • Duration: Instantaneous

You summon forth a massive blazing snake that weaves around your allies, avoiding harming them. Each creature of your choice in a 60-foot long, 5-foot wide line must make a Dexterity saving throw. On a failure, a creature takes 8d6 fire damage, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage it deals increases by 1d6 for each slot level above 5th.

Classes: Druid

Frigid Touch

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You coat your hand in blisteringly cold ice and strike a creature. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 cold damage, and has disadvantage on the next attack roll it makes before the end of its next turn. On a critical hit, the creature instead has disadvantage on attack rolls until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage it deals increases by 1d6 for each slot level above 2nd.

Classes: Druid

Fulminating Strike

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon surges with the power of a storm, and the attack deals an extra 4d6 lightning damage to the target. The target must make a Constitution saving throw. On a failed save, it is stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d6 for each slot level above 4th.

Classes: Ranger

Hoarfrost Slash

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon unleashes a burst of wind and ice. The attack deals an additional 2d6 cold damage, and each creature in a 15-foot cone originating from you in the direction of the creature you hit must make a Constitution saving throw or take the same amount of cold damage. A creature that takes cold damage from this spell also has its speed reduced by half until the spell ends, as ice and frost clings to it, hindering its movement.

At the end of each of its turns until the spell ends, a creature hindered by frost may make a Constitution saving throw. On a success, their speed is no longer reduced.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage it deals increases by 1d6 for each slot level above 2nd.

Classes: Ranger

Hurricane Shot

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself, if it's a thrown weapon, unleashes gale winds. Make the attack roll as normal. The target takes 3d6 force damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. If the creature is hit, it is also knocked prone.

Whether you hit or miss, each creature within 20 feet of the target must make a Strength saving throw. Each of these creatures takes 1d6 force damage and is pushed up to 20 feet away on a failed save, or half as much damage and not pushed on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for both effects of the spell increases by 1d6 for each slot level above 2nd.

Classes: Ranger

Magic Fang

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, that creature's natural weapons and unarmed strikes become magic weapons with a +1 bonus to attack rolls and damage rolls.

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

Classes: Druid, Ranger

Obsidian Flow

4th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of polished obsidian inlaid with gold, worth at least 500 gp)
  • Duration: 1 hour

Choose a point on the ground within range that you can see. You convert a thin layer of the earth in a 20-foot radius centered on that point into molten glass that cools quickly. Each creature on the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the spell's duration. A creature takes half as much damage and isn't restrained on a success. A restrained creature can make a Strength saving throw at the end of each of its turns, freeing itself on a success.

The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect is difficult terrain. A creature that falls prone in the area takes 2d6 piercing damage from sharp obsidian.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage it deals increases by 1d6 for each slot level above 4th.

Classes: Druid

Roar of the Bear

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You conjure the spectral form of a bear, which lets out a primal, morale shattering roar. Each creature within 15 feet of you must make a Wisdom saving throw. On a failure, a creature takes 5d8 thunder damage and is frightened of you for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat its save at the end of each of its turns, ending the effect on itself a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage it deals increases by 1d8 for each slot level above 3rd.

Classes: Druid, Ranger

Sirocco

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of furnace-hot wind blasts downward, striking each creature in a 20-foot radius, 60-foot high cylinder centered on a point you can see within range. Each creature in the cylinder must make a Constitution saving throw. Plants and water elementals make this saving throw with disadvantage. On a failure, a creature takes 7d8 fire damage and is knocked prone, or half as much damage and not knocked prone on a success.

A creature that takes damage from this spell also suffers a level of exhaustion.

Classes: Druid

Spit Venom

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a venom sac from a spitting cobra)
  • Duration: Instantaneous

You spit a stream of venom at a creature you can see within range. Make a ranged spell attack. On a hit, the creature takes 4d12 poison damage and is poisoned for 1 minute. While poisoned by this spell, the creature is blinded, and takes 2d6 poison damage at the start of each of its turns. At the end of a poisoned creature's turn, it can make a Constitution saving throw, ending the poison on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d12 for each slot level above 3rd.

Classes: Druid, Ranger

Stone Fists

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

This spell transforms your hands into living stone. For the duration of the spell, your hands are considered simple melee weapons that deal 1d10 bludgeoning damage on a hit and use Strength for their attack and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration is 10 minutes. When you use a spell slot of 5th level or higher, its duration is 1 hour.

Classes: Druid, Ranger

 

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