Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Absorb
|
|
Action |
5 ft |
Instantaneous |
1d4 |
PP 15 |
Grass |
| | Notes: | You attempt to absorb some of a target’s health. Make a melee attack. On a hit, the creature takes grass damage. Half the damage done is restored by the user. |
|
Tackle
|
|
Action |
5 ft |
Instantaneous |
1d6 |
PP 20 |
Normal |
| | Notes: | You rush forward and slam into a creature. Make a melee attack roll against a target, doing normal damage on a hit. |
|
Growth
|
+5 |
Action |
30 ft |
1 min, Concentration |
1d4 |
PP 20 |
Normal |
| | Notes: | You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration |
|
Stun Spore
|
+8 |
Reaction |
5 ft |
Instantaneous |
1d4 |
PP 3 |
Grass |
| | Notes: | When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail. |
|
Leech Seed
|
|
Action |
80 ft |
Instantaneous |
1d4 |
PP 5 |
Grass |
| | Notes: | You send a seed at a creature in range that implants itself in their hide. Make a ranged attack roll. On a hit, a seed implants into their skin. The target takes grass damage at the end of each of its subsequent turns until it faints or is switched out. Half of the damage is restored by the attacker, or any other active creature the trainer has in battle, even if the original attacker faints or is returned to its Pokéball. Only one creature can be seeded by the attacker at a time. Grass-type creatures are immune to the damage from this move. |
|
Mega Drain
|
|
Action |
50 ft |
Instantaneous |
1d6 |
PP 10 |
Grass |
| | Notes: | You attempt to drain the life force of a target. Make a ranged attack on a target, doing grass damage on a hit. Half of the damage dealt is restored to the user. |
|
Rock Throw
|
|
Action |
100 ft |
Instantaneous |
1d8 |
PP 10 |
Rock |
| | Notes: | You hurl a rock at a target in range. Make a ranged attack roll, doing rock damage on a hit. |
|
Wake Up Slap
|
|
Action |
5 ft |
Instantaneous |
1d12 |
PP 5 |
Fighting |
| | Notes: | You attack with a jolting slap from your palms. Make a melee attack on a creature, dealing fighting damage on a hit. If the target is asleep, double your move modifier when adding damage, but the target automatically wakes up. (Half the damage if you hit an ally) |
|
Seed Bomb
|
|
Action |
30 ft |
Instantaneous |
2d8 |
PP 10 |
|
| | Notes: | You fire a series of hard seeds that crash down on top of a creature in range. Make a ranged attack, dealing 2d6+MOVE grass damage on a hit. At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10 and 6d6 at level 17. |
|
Druidcraft
|
+5 |
Action |
30 ft |
Instantaneous |
|
VS |
|
| | Notes: | Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire. |
|
Spare the Dying
|
+5 |
Action |
15 ft |
Instantaneous |
|
VS |
|
| | Notes: | Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). |
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Alarm
|
+5 |
1 min or Ritual |
30 ft |
8 hours |
|
VSM |
|
| | Notes: | You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep. |
|
Clue
|
+5 |
Action or Ritual |
Self |
10 min |
|
|
|
| | Notes: | When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects within the Emanation will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area. |
|
Conjur Cover
|
+5 |
Bonus Action |
10 ft |
Concentration up to 1 hour |
1d8 |
VSM |
|
| | Notes: | You conjure a low cobblestone wall along the ground at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot-long, 3-foot-high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has Half Cover, and a Small creature that hunkers behind it has Three-Quarters Cover. The wall can be leapt over without spending any additional movement. Each segment has AC 10 and 30 Hit Points. Reducing a segment of the wall to 0 Hit Points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends. |
|
Detect Magic
|
+5 |
Action or Ritual |
Self |
Concentration up to 10 min |
|
VS |
|
| | Notes: | For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
|
Whispering Wind
|
+5 |
Action |
1 mile |
1 round |
|
VSM |
|
| | Notes: | This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. |
|
Unseen Servant
|
+5 |
Action or Ritual |
60 ft |
1 hour |
|
VSM |
|
| | Notes: | This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. |
|
Goodberry
|
+5 |
Action |
Touch |
24 hours |
1d10 |
VSM |
|
| | Notes: | Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends. |
|
Faerie Fire
|
+5 |
Action |
60 ft |
Concentration up to 1 minute |
|
V |
|
| | Notes: | Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it. |
|
Detect Poison and Disease
|
+5 |
Action or Ritual |
Self |
Concentration up to 10 min |
|
VSM |
|
| | Notes: | For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
|
Entangle
|
+5 |
Action |
90 ft |
Concentration up to 1 min |
|
VS |
|
| | Notes: | Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them. |
|
Wither and Bloom
|
+5 |
Action |
60 ft |
Instantaneous |
|
VSM |
|
| | Notes: | You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. |
|
Cure Wounds
|
+5 |
Action |
Touch |
Instantaneous |
|
VS |
|
| | Notes: | A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. |
Level 2 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Spider Climb
|
+5 |
Action |
Touch |
Concentration up to 1 hour |
1d6 elemental |
VSM |
|
| | Notes: | Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. |
|
Locate Object
|
+5 |
Action |
Self |
Concentration up to 10 min |
|
VSM |
|
| | Notes: | Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object. |