SPARE THE DYING

  • casting time1 Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Druid Necromancy cantrip

DRUIDIC

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Druid 1st

FIND FAMILIAR

  • casting time1 Hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

You summon a spirit familiar that takes the form of a CR 0 Beast (bat, cat, owl, etc.), appearing in an unoccupied space within range. It has the chosen creature’s stats but is a Celestial, Fey, or Fiend (your choice). The familiar acts on its own turn, can’t attack, but can take other actions. While within 100 feet, you can communicate telepathically, and as a Bonus Action, see and hear through it. When you cast a touch-range spell, the familiar can deliver it if within 100 feet, using its Reaction. You can dismiss the familiar to a pocket dimension or resummon it with a Magic action. If it drops to 0 HP, it vanishes, leaving behind anything it carried, and reappears when you recast the spell. You can only have one familiar at a time; recasting changes its form.

Druid 1st Conjuration

Resourceful

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationInstantaneous

You gain Heroic Inspiration whenever you finish a Long Rest. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.

Druid 1st

SPELLCASTING

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You have learned to cast spells through studying the mystical forces of nature. Wisdom is your spellcasting ability for your Druid spells (Spell DC 13, Spell Attack +5). You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Druid 1st

WILD COMPANION

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Druid 2nd

WILD SHAPE

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Druid 2nd

Title

  • casting timeTime
  • rangeRange

  • componentsComponent
  • durationDuration

Description

Class cantrip