Expanded Floran Spells
Expanded Floran Spells
Expanded Floran Spells
Vine Tether
1st Level Conjuration
Vine Whip Casting Time: 1 Action
Transmutation Cantrip Range: 30ft
Casting Time: 1 action Components: V, S
Range: 5ft. Duration: Concentration, up to one minute
Components: V, M(a weapon) Classes: Druid, Ranger
Duration: 1 Round You can conjure magical vines to wrap around a creature or
Classes: Druid object locking it into place. You can conjure a magical vine to
As part of the action used to cast the spell, you must make a grow in a location that you can see within range. As an
melee attack with a weapon against one creature within the action, you can command the vine to make a melee spell
spell's range, otherwise it fails. When you make this attack, attack against a creature or object within range on a hit.
the weapon's reach increases by 10ft. for the duration of the Upon a hit, the creature becomes grappled by the vine.
spell round. If the target attempts to move more than 30ft. from the
On a hit, the target suffers the attacks normal effects. vine, it must succeed a Strength saving throw equal to your
At Higher Levels The spell's damage increases when you spell save DC to break free from the vine grasp.
reach higher levels. At 5th level, the melee attack deals an If a creature escapes the vine, you can use your bonus
additional 1d8 piercing damage. The damage roll increases action to grapple another creature within range of the vine.
to 2d8 at 11th level, and 3d8 at 17th level. 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.
Casti
2nd Level Spells Fungal Wand Rang
2nd Level Conjuration Spell Comp
Brambleseed Mace Casting Time: 1 Bonus Action Dura
2nd Level Conjuration Spell Range: Self Class
Casting Time: 1 Bonus Action Components: V, S You c
Range: Touch Duration: Concentration, up to 1 Minute it a lif
Components: V, S Classes: Druid, Ranger incre
Duration: Concentration, up to 1 Minute You can create a wand made of fungi and spores. This magic prope
Classes: Druid, Ranger smad
staff lasts until the spell ends. This wand counts as an arcane
You can create a colossal mace made of twisted vines and focus. is cov
thorny seeds. Upon hitting you foes, the seed splinters nearby While the spell lasts, you can use your action to force a magi
creatures with a storm of needles. This magic mace lasts creature within 120ft. of you to make a Constitution saving At
until the spell ends. It counts as a martial melee weapon with throw. On a failed saving throw, the creature takes 2d6 slot o
which you are proficient. It deals 4d4 piercing damage on a poison damage and is poisoned until the end of its next turn. When
hit and has the heavy and two-handed property. On a successful save, it takes half damage and is not incre
In addition, when you hit a target with the mace, creatures poisoned. inc
(excluding yourself and the target) within 10ft. of you must In addition, whenever you deal poison damage, you can level,
succeed a Dexterity saving throw or taking 2d4 piercing ignore natural resistance to poison damage and you can treat using
damage on a failed saving throw. natural immunity to poison as resistance. Creatures cannot to 10
If you drop the weapon or throw it, it withers into a pile of benefit from natural advantage on saving throws against your
dead seeds or vines at the end of the turn. Thereafter, while poison effects. Creatures with natural immunity to the
the spell persists, you can use a bonus action to cause the poisoned condition must make a saving throw with advantage
mace to reappear in your hand. against your poison effects.
At Higher Levels When you cast this spell using a spell At Higher Levels When you cast this spell using a spell
slot of 3rd or 4th level spell slot, the initial damage increases slot of 4th level or higher, the damage increases to 4d6. When
to 6d4 and the area of effect damage increases to 3d4. When you use a spell slot of 6th level or higher, the increases to 6d6.
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 Vine Blade
Range: Self 2nd Level Transmutation Spell
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
3
Leaf Storm
Third Level 3rd Level Conjuration Spell
Conjure Lesser Plants Casting Time: 1 Action
3rd Level Conjuration Spell Range: Self(60ft. cone)
Casting Time: 1 Action Components: V, S, M (a handful of leaves)
Range: 60ft. Duration: Instantaneous
Components: V, S Classes: Druid, Ranger
Duration: Concentration, up to 1 Hour You can surround yourself with a swirling cyclone of leaves
Classes: Druid, Ranger unleashing them in a devasting torrent of blade-like leaves.
You summon plants to come to your appearing appearing Each creature in a 60ft. cone must succeed a Dexterity saving
in an unoccupied spot you can see within range. throw. A creature takes 6d4 slashing damage and is blinded
Choose one of the following options for what appears: until the end of its next turn on a failed saving throw. On a
successful saving throw, creatures take half damage and are
One plant of challenge rating 2 or lower not blinded.
Two plants of challenge rating 1 or lower At Higher Levels When you cast this spell using a spell
Four Plants of challenge rating 1/2 or lower slot of 4th level or higher, the damage increases by 2d4 for
Eight Plants of challenge rating 1/4 or lower Each plant each slot level above 3rd.
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 Petal Shield
group, which has its own turns. They obey any verbal 3rd Level Abjuration Spell
commands that you issue to them (no action required by you). Casting Time: 1 bonus action
If you don’t issue any commands to them, they defend Range: Self
themselves from hostile creatures, but otherwise take no Components: V, S, M (a flower)
actions. The DM has the creatures’ statistics. 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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
4
Cre
comp
or po
You
spell
one y
Rune of Nature Blighted Bloom Plants cannot grow in this area except by
3rd Level Transmutation Spell magical means. Existing plants become withered and frail
Casting Time: 1 Hour and yield half the normal amount of food normally.
Range: Touch Nonmagical plants in this area decrease by one size. Tiny
Components: V, S, M(plant seeds, nuts, or herbs worth at plants are instantly illed Any food produced is diseased
least 200gp that the spell consumes) and rotting and does not provide nourishment.
Duration: 24 hours Any healing from creatures of your choice in this area is
Classes: Druid, Ranger halved for the duration. Additionally, whenever creatures deal
You can touch a point and infuse an area around it with a necrotic damage, it can roll for the maximum value instead of
surge of nature magic. The area can have a 30ft. radius and rolling.
the spell fails if the radius includes an area already under the Spore Garden Fungal growth explodes in the affected
effect of a Rune of Nature. The affected area is subject to one area coating in a cloud of spores. Any creature of your
of the following traits of your choice. choice that dies are decomposed within 1 minute after
Abundant Overgrowth Plants with this are becomes death(this does not affect components for resurrection).
extremely overgrown. Nonmagical plants increase by one While in this area, corpses cannot become resurrected or
size and this area is considered magical difficult terrain. become undead.
Additionally, creatures of your choice have their vision Creatures also cannot benefit from any resistances it has to
heavily obscured by the overgrowth of plants. poison damage or any advantages it has against being
These plants can aid an conceal the location of creatures of poisoned. Creatures with immunity to poison or the poisoned
your choice in this area. While in range, creatures cannot condition can only benefit from resistance and must make
track you by non-magical means and you can use your bonus saves with advantage to resist the poison effect.
action to Hide or Disengage as plants aid your movement. Vibrant Animus Creatures can recover an additional hit
Additionally, you can ignore difficult terrain generated by this die during a short long rest (even if it does not have an
terrain. 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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
5
Seed of Blighted On each of your turns, you can use a bonus action to mental
3rd Level Transmutation Spell command any creature raised by this spell (if you control
Casting Time: 1 Minute multiple creature, you can command any or all of them at the
Range: 10ft. same time issue the same command to each one).
Components: V, S, M(a single plant seed) You decide what action the creature will take during its
Duration: Instantaneous next turn or you can issue a general command such as guard
Classes: Druid, Ranger a door. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
This spell plants a blighted seed that germinates within the creature continues to follow it until the task is complete.
corpse of a creature bringing it to life. You animate a number The creature is under your control for 24 hours after which
of corpses you can see that have a collective CR pool of 1. it stops obeying any command you've given it as it returns to a
Each creature must come from a different corpse. corpse as the life giving magic animating the seed fades.
The creatures cannot be a construct or undead. Your spells To rejuvinate the creature for another 24 hours, you must
gives the seed a spark of life as it germinates within the cast this spell on the creature again before the 24 hour
corpse raising it as plant. The creature retains its original period ends. This use of the spell reainimates each respective
statistics excluding any class levels, the Spellcasting or Pact creature rather than animating a new one.
Magic Trait, Legendary Actions or Resistances. The DM has If you cast this spell again while maintaining control on
the statistics of the creature. Upon raising it in this manner, another set of creatures, the original affect fades favoring the
the creature gains the following additional features if it does second casting of this spell. For example if you spend a 3rd
not already possess it. level spell slot to animate a creature and use a separate
It has a blindsight of 60ft. casting of the spell to target another, the effects of the first
The creature gains immunity to necrotic and poison spell fades.
damage. You can permanently animate creatures in this manner by
Upon being hit with its attacks, creatures must succeed a casting this spell on the same set of creatures every day for
Constitution saving throw equal to your spell save DC. one month.
Upon a failed saving throw, it cannot regain hitpoints until At Higher Levels When you cast this using a spell slot of
the end of its next turn. 3rd level or higher, the CR pool of creatures that you can
animate or control increases by 1.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
6
Seed of Bloomplague On each of your turns, you can use a bonus action to mental
3rd Level Transmutation Spell command any creature raised by this spell (if you control
Casting Time: 1 Minute multiple creature, you can command any or all of them at the
Range: 10ft. same time issue the same command to each one).
Components: V, S, M(a single plant seed) You decide what action the creature will take during its
Duration: Instantaneous next turn or you can issue a general command such as guard
Classes: Druid, Ranger a door. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
This spell plants a seed that germinates within the corpse creature continues to follow it until the task is complete.
of a creature bringing it to life. You animate a number of The creature is under your control for 24 hours after which
corpses you can see that have a collective CR pool of 1. Each it stops obeying any command you've given it as it returns to a
creature must come from a differnet corpse. corpse as the life giving magic animating the seed fades.
The creatures cannot be a construct or undead. Your spells To rejuvinate the creature for another 24 hours, you must
gives the seed a spark of life as it germinates within the cast this spell on the creature again before the 24 hour
corpse raising it as plant. The creature retains its original period ends. This use of the spell reainimates each respective
statistics excluding any class levels, the Spellcasting or Pact creature rather than animating a new one.
Magic Trait, Legendary Actions or Resistances. The DM has If you cast this spell again while maintaining control on
the statistics of the creature. Upon raising it in this manner, another set of creatures, the original affect fades favoring the
the creature gains the following additional features if it does second casting of this spell. For example if you spend a 3rd
not already possess it. level spell slot to animate a creature and use a separate
As long as it has at least 1 hitpoint and hasn't taken fire casting of the spell to target another, the effects of the first
damage on its turn, it regains 5 hitpoints at the start of spell fades.
each of its turns. You can permanently animate creatures in this manner by
It has a blindsight of 60ft. casting this spell on the same set of creatures every day for
The reach of its melee attacks increases by 5ft. one month.
It has advantage on Stealth checks in terrain with ample At Higher Levels When you cast this using a spell slot of
plant cover. While these conditions are met, it can use its 3rd level or higher, the CR pool of creatures that you can
bonus action to Hide. animate or control increases by 1.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
7
Spore of Assimilation On each of your turns, you can use a bonus action to mental
3rd Level Transmutation Spell command any creature raised by this spell (if you control
Casting Time: 1 Minute multiple creature, you can command any or all of them at the
Range: 10ft. same time issue the same command to each one).
Components: V, S, M(a single plant seed) You decide what action the creature will take during its
Duration: Instantaneous next turn or you can issue a general command such as guard
Classes: Druid, Ranger a door. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
This spell plants a seed that germinates within the corpse creature continues to follow it until the task is complete.
of a creature bringing it to life. You animate a number of The creature is under your control for 24 hours after which
corpses you can see that have a collective CR pool of 1. Each it stops obeying any command you've given it as it returns to a
creature must come from a different corpse. corpse as the life giving magic animating the seed fades.
The creatures cannot be a construct or undead. Your spells To rejuvinate the creature for another 24 hours, you must
gives the spore a spark of life as it germinates within the cast this spell on the creature again before the 24 hour
corpse raising it as plant. The creature retains its original period ends. This use of the spell reainimates each respective
statistics excluding any class levels, the Spellcasting or Pact creature rather than animating a new one.
Magic Trait, Legendary Actions or Resistances. The DM has If you cast this spell again while maintaining control on
the statistics of the creature. Upon raising it in this manner, another set of creatures, the original affect fades favoring the
the creature gains the following additional features if it does second casting of this spell. For example if you spend a 3rd
not already possess it. level spell slot to animate a creature and use a separate
It has a blindsight of 60ft. casting of the spell to target another, the effects of the first
The creature gains immunity to poison and necrotic spell fades.
damage You can permanently animate creatures in this manner by
Creatures that first enter or starts its turn within 5ft. of casting this spell on the same set of creatures every day for
the the fungi, it must succeed a Constitution saving throw one month.
or become poisoned until the end of its next turn. Upon a At Higher Levels When you cast this using a spell slot of
successful saving throw, creatures are immune to being 3rd level or higher, the CR pool of creatures that you can
poisoned in this manner for 24 hours. animate or control increases by 1.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
8
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
9
Conjure Greater Plant
4th Level Spells 4th Level Conjuration Spell
Battle Grove Casting Time: 1 Minute
4th Level Conjuration Spell Range: 90ft.
Casting Time: 1 action Components: V, S, M(a vine, mushroom, leaf, or other piece
Range: 30ft. of flora)
Components: V, S Duration: Concentration, up to 1 Hour
Duration: Concentration, up to 1 minute Classes: Druid, Ranger
Classes: Druid, Ranger You are able call forth a plant or fungi to come to your aid
You can alter the terrain around you calling forth plants to aid which fills an unoccupied space within range. The plant must
your allies or hinder your enemies. You can cause this growth be challenge rating 4 or lower.
in a location you choose within range. The area of this growth The plant is friendly to you and your companions for the
consists of up to five 10ft. cubes which you can arrange as duration. The summoned plant acts on your initiative after
you wish Each cube must have at least one face adjacent to your turn. It obeys any verbal commands that you issue to
the other. You can create one of the following effects in each the, (no action required by you). If you don't issue any
cube. commands to them, they defend themselves from hostile
Each cube lasts for the duration spell. creatures, but otherwise take no actions.
This overgrowth conjured to appear natural. Any creature A summoned plant disappears when it drops to 0 hitpoints
that see the spell at the time it was cast must make a or when the spell ends.
Wisdom(Perception) check against your spell save DC to The DM has the plants's statistics.
recognize the terrain before entering it. At Higher Levels When you cast this spell using a spell
slot of 5th level or higher, the challenge rating increases by 1
Binding Weeds Creatures of your choice that first enters for each slot level above 4th.
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 . Impaling Vines
Briar Patch Creatures of your choice that first enters or 4th Level Conjuration Spell
starts its turn in this space must succeed a Dexterity
saving throw or take 4d4 piercing damage. On a Casting Time: 1 action
successful saving throw, creatures take half damage. Range: 60ft.
Creatures must treat this area as magical difficult terrain. Components: V, S
Healing Meadow Creatures of your choice that starts its Duration: Instantaneous
turn within this space regains 1d4 + your spellcasting Classes: Druid
modifier hitpoints. It must have at least 1 hitpoint go You can call forth colossal roots, vines, or trees to erupt from
benefit from this feature. Creatures in this area also have the ground impaling creatures in range. Creatures within a
advantage on saving throw to resist the effects of being 30ft. cube originating from a spot that you can in range must
blinded, deafened, poisoned, or diseased. succeed a Strength saving throw or take 3d12 piercing
Spore Cloud Creatures of your choice that first enters or damage.
starts its turn in this space must succeed a Constitution On a failed saving throw, creatures are suspending 30ft.
saving throw or become poisoned until the end of it next into the air and are restrained on a floran spike. These spikes
turn. Creatures poisoned in this manner cannot regain remain suspended for one minute before withering as the
hitpoints. magic fades.
Verdant Overgrowth You can conjure an tangled Restrained creatures must use its action to escape upon
overgrowth of small tree that obscures vision and hinders succeeding a Strength saving throw against your spell save
the movement of your enemies. Creatures of your choice DC. Upon escaping, creatures fall from 30ft. taking damage
must treat this area as magical difficult terrain and the as normal unless they have a means of keeping themselves
area is considered heavily obscured. aloft.
Allied creatures of your choice that are in this area are If the vines are conjured in a location where the creatures
unaffected by these penalties and can use their bonus action collide with a ceiling, they take an additional 1d12 piercing
to Disengage or Hide as the magical plants hides their damage.
presence from your foes. On a successful saving throw, creatures take half damage
At Higher Levels When you cast this spell using a spell and are not restrained.
slot of 5th level or higher, you can create an additional cube At Higher Levels When you cast this spell using a spell
for each spell slot level above 4th. slot of 5th level or higher, the damage dealt by this spell
increases by 1d12 for each level above 4th.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
10
Sporeshroom You can throw imbue a seed with virulent
5th Level Spells spores and throw it to a spot that you can see within 60ft.
Creatures within a 20ft. radius of that location must
Anima Seed succeed a Constitution saving throw or take 4d6 poison
5th Level Conjuration Spell damage and become poisoned until the end of your next
Casting Time: 1 action turn. This area becomes heavily obscured by a cloud of
Range: Touch (3 seeds) spores that lasts until the end of your next turn. On a
Components: V, S, M( 3 nonmagical seeds which spell successful saving throw, creatures take half damage and
consumes upon use) are not poisoned.
Duration: 24 hours Tanglespike Seed You can throw this seed lined with
Classes: Druid, Ranger hundreds of tiny spines and throw it to a spot that you can
You can imbue three seeds mundane, non-magical seeds with see within 60ft. Creatures within a 20ft. radius of that
nature magic. This magic remains in the seeds for up to 24 location must succeed a Dexterity saving throw or take
hours after which it fades returning the seeds to their non- 4d4 piercing damage. On a successful saving throw,
magical state. If this spell is cast again on other seeds while creatures take half damage.
this spell is already active, the effect ends on the first set of Creatures that fail this saving throw are impaled with tiny
seeds ends as your magic is transfered upon a second spiked seeds that immediately erupt with entangling vines.
casting. That creature is considered restrained until it uses its
Upon casting this spell, you can choose one of the following action to break free upon making a successful Strength
effects to imbue the seeds. These seeds can be used as a saving throw equal to your spell save DC.
bonus action by any creature holding them. These vines can restrain a creature for up to one minute
Restoration Seed You can suffuse this seed with life- before they wither away as the ambient magic that animates
giving magic and throw it to a spot that you can see within them fades away.
60ft. Creatures within a 20ft. radius of that location must At Higher Levels When you cast this spell using a spell
regain a number of hitpoints equal to 2d8 +your slot of 6th level or higher, you can create an additional seed
spellcasting modifier. Affected creatures can also end one for each spell slot level above 5th.
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
11
6th Level Spells 7th Level Spells
Animus Beam Animus Bloom
6th Level Evocation Spell 7th Level Evocation Spell
Casting Time: 1 Action Casting Time: 1 action
Range: Self (60ft. line) Range: Self (60ft. radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Druid, Wizard Classes: Druid
You are able to harness the power of the sun as well as You can siphon the life force of creatures around you and use
channel the magic binding all life together to form a green it to revitalize your allies. As an action, you can force
concentrated beam of energy in a 5ft. wide and 60ft. long creatures of your choice to make a Constitution saving throw.
line. Each creature along the line must make a Constitution On a failed saving throw, creatures take 8d8 necrotic damage.
saving throw or take 2d8 radiant and 2d8 necrotic damage. On a successful saving throw, creatures take half damage.
On a successful saving throw, creatures take half damage. As a part of this action, creatures of your choice within
For the duration of the spell, whenever you use your action 60ft. of you regain a number of hitpoints equal to half the
to deal damage using this spell, you can use your bonus amount of damage rolled from this spell. Undead and
action to heal a creature you can see within 30ft. by a number constructs cannot benefit from this feature.
of hitpoints equal to the necrotic damage dealt. This feature At Higher Levels When you cast this spell using a spell
has no effect on constructs or undead. slot of 8th level or higher, the damage dealt by this spell
If you cast this spell while in daylight, the spell can deal increases by 2d8 and the amount of hitpoints granted
maximum radiant damage. increases by 1d8.
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
12
Art Credits
Cover Art: Wesley Burt
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
WWW.GMBINDER.COM are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.