0% found this document useful (0 votes)
31 views15 pages

D&D Spellcards (DRUID)

spellcards

Uploaded by

ludvigsmidl80
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views15 pages

D&D Spellcards (DRUID)

spellcards

Uploaded by

ludvigsmidl80
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

DRUIDCRAFT GUIDANCE MAGIC STONE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action Touch 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S 1 minute
minute
Whispering to the spirits of nature, you create You touch one to three pebbles and imbue them
one of the following effects within range. You touch one willing creature. Once before the with magic. You or someone else can make a
• You create a tiny, harmless sensory effect that spell ends, the target can roll a d4 and add the ranged spell attack with one of the pebbles by
predicts what the weather will be at your number rolled to one ability check of its choice. throwing it or hurling it with a sling. lf thrown, a
location for the next 24 hours. The effect might It can roll the die before or after making the pebble has a range of 60 feet. If someone else
manifest as a golden orb for clear skies, a cloud ability check. The spell then ends. attacks with a pebble, that attacker adds your
for rain, falling snowflakes for snow, and so on. spellcasting ability modifier, not the attacker's,
This effect persists for 1 round. to the attack roll. On a hit, the target takes
• You instantly make a flower blossom, a seed bludgeoning damage equal to 1d6 +your
pod open, or a leaf bud bloom. spellcasting ability modifier. Whether the attack
• You create an instantaneous, harmless sensory hits or misses, the spell then ends on the stone.
effect, such as falling leaves, a puff of wind, the If you cast this spell again, the spell ends on any
sound of a small animal, or the faint odor of pebbles still affected by your previous casting.
skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a
torch, or a small campfire.

Druid Transmutation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip

MENDING
CASTING TIME RANGE
1 minute Touch
COMPONENTS DURATION
V, S, M Instantaneous
two lodestones
This spell repairs a single break or tear in an
object you touch, such as broken chain link, two
halves of a broken key, a torn clack, or a leaking
wineskin. As long as the break or tear is no larger
than 1 foot in any dimension, you mend it,
leaving no trace of the former damage.
This spell can physically repair a magic item or
construct, but the spell can't restore magic to
such an object.

Druid Transmutation cantrip


POISON SPRAY SHAPE WATER SHILLELAGH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S Instantaneous or 1 hour V, S, M 1 minute
(see below)
You extend your hand toward a creature you can The wood of a club or quarterstaff you are
see within range and project a puff of noxious You choose an area of water that you can see holding is imbued with nature's power. For the
gas from your palm. The creature must succeed within range and that fits within a 5-foot cube. duration, you can use your spellcasting ability
on a Constitution saving throw or take 1d12 You manipulate it in one of the following ways: instead of Strength for the attack and damage
poison damage. • You instantaneously move or otherwise rolls of melee attacks using that weapon, and the
This spell's damage increases by 1d12 when you change the flow of the water as you direct, up to weapon's damage die becomes a d8. The weapon
reach 5th level (2d12), 11th level (3d12), and 17 5 feet in any direction. This movement doesn't also becomes magical, if it isn't already. The spell
level (4d12). have enough force to cause damage. ends if you cast it again or if you let go of the
• You cause the water to form into simple shapes weapon.
and animate at your direction. This change lasts
for 1 hour.
• You change the water's color or opacity. The
water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.

Druid Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip

THORN WHIP
CASTING TIME RANGE
1 action 30 feet
COMPONENTS DURATION
V, S, M Instantaneous
the stem of a plant with thorns
You create a long, vine-like whip covered in
thorns that lashes out at your command toward
a creature in range. Make a melee spell attack
against the target. If the attack hits, the creature
takes 1d6 piercing damage, and if the creature is
Large or smaller, you pull the creature up to 10
feet closer to you.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid Transmutation cantrip


ABSORB ELEMENTS ANIMAL FRIENDSHIP CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 action 30 feet 1 action 30 feet
when you take acid, cold,
fire, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage V, S, M 24 hours V, S 1 hour
COMPONENTS DURATION a morsel of food You attempt to charm a humanoid you can see
S 1 round within range. It must make a Wisdom saving
This spell lets you convince a beast that you throw, and does so with advantage if you or your
The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can companions are fighting it. If it fails the saving
lessening its effect on you and storing it for your see within range. It must see and hear you. If the throw, it is charmed by you until the spell ends or
next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails. until you or your companions do anything
triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom harmful to it. The charmed creature regards you
next turn. Also, the first time you hit with a saving throw or be charmed by you for the spell's as a friendly acquaintance. When the spell ends,
melee attack on your next turn, the target takes duration. If you or one of your companions the creature knows it was charmed by you.
an extra 1d6 damage of the triggering type, and harms the target, the spell ends. At Higher Levels: When you cast this spell
the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can target one additional creature for each slot level
using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level above 1st. The creatures must be within 30 feet
damage increases by 1d6 for each slot level above 1st. of each other when you target them.
above 1st.

Druid (XGE) 1st level Abjuration Druid 1st level Enchantment Druid 1st level Enchantment

CURE WOUNDS
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S Instantaneous
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability
modifier. This spell has no effect on undead or
constructs.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level
above 1st.

Druid 1st level Evocation


ENTANGLE FOG CLOUD GOODBERRY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute hour
a sprig of mistletoe
Grasping weeds and vines sprout from the You create a 20-foot-radius sphere of fog
ground in a 20-foot square starting from a point centered on a point within range. The sphere Up to ten berries appear in your hand and are
within range. For the duration, these plants turn spreads around corners, and its area is heavily infused with magic for the duration. A creature
the ground in the area into difficult terrain. obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry
A creature in the area when you cast the spell of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides
must succeed on a Strength saving throw or be per hour) disperses it. enough nourishment to sustain a creature for
restrained by the entangling plants until the spell At Higher Levels: When you cast this spell one day.
ends. A creature restrained by the plants can use using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
its action to make a Strength check against your of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
spell save DC. On a success, it frees itself. above 1st. this spell.
When the spell ends, the conjured plants wilt
away.

Druid 1st level Conjuration Druid 1st level Conjuration Druid 1st level Transmutation

HEALING WORD
CASTING TIME RANGE
1 bonus action 60 feet
COMPONENTS DURATION
V Instantaneous
A creature of your choice that you can see within
range regains hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no
effect on undead or constructs.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
healing increases by 1d4 for each slot level
above 1st.

Druid 1st level Evocation


CURE WOUNDS
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S Instantaneous
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability
modifier. This spell has no effect on undead or
constructs.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level
above 1st.

Druid (Wildfire) 1st level Evocation


BARKSKIN DARKNESS ENHANCE ABILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, M Concentration, up to 10 V, S, M Concentration, up to 1
hour minutes hour
a handful of oak bark bat fur and a drop of pitch or piece of coal fur or a feather from a beast
You touch a willing creature. Until the spell ends, Magical darkness spreads from a point you You touch a creature and bestow upon it a magical
the target's skin has a rough, bark-like choose within range to fill a 15-foot radius enhancement. Choose one of the following effects -
appearance, and the target's AC can't be less sphere for the duration. The darkness spreads the target gains the effect until the spell ends.
than 16, regardless of what kind of armor it is around corners. A creature with darkvision can't Bear's Endurance: The target has advantage on
wearing. see through this darkness, and nonmagical light Constitution checks. It also gains 2d6 temporary hit
can't illuminate it. points, which are lost when the spell ends.
If the point you choose is on an object you are Bull's Strength: The target has advantage on
holding or one that isn't being worn or carried, Strength checks, and his or her carrying capacity
doubles.
the darkness emanates from the object and Cat's Grace: The target has advantage on Dexterity
moves with it. Completely covering the source of checks. It also doesn't take damage from falling 20
the darkness with an opaque object, such as a feet or less if it isn't incapacitated.
bowl or a helm, blocks the darkness. Eagle's Splendor: The target has advantage on
If any of this spell's area overlaps with an area of Charisma checks.
light created by a spell of or lower, the spell that Fox's Cunning: The target has advantage on
created the light is dispelled. Intelligence checks.
Owl's Wisdom: The target has advantage on
Wisdom checks.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Druid (*)(Forest) 2nd level Transmutation Druid (Swamp) 2nd level Evocation Druid 2nd level Transmutation
FIND TRAPS HEALING SPIRIT HEAT METAL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
You sense the presence of any trap within range
that is within line of sight. A trap, for the purpose You call forth a nature spirit to soothe the a piece of iron and a flame
of this spell, includes anything that would inflict wounded. The intangible spirit appears in a
space that is a 5-foot cube you can see within Choose a manufactured metal object, such as a
a sudden or unexpected effect you consider metal weapon or a suit of heavy or medium
harmful or undesirable, which was specifically range. The spirit looks like a transparent beast or
fey (your choice). metal armor, that you can see within range. You
intended as such by its creator. Thus, the spell cause the object to glow red-hot. Any creature in
would sense an area affected by the alarm spell, a Until the spell ends, whenever you or a creature
you can see moves into the spirit's space for the physical contact with the object takes 2d8 fire
glyph of warding, or a mechanical pit trap, but it damage when you cast the spell. Until the spell
would not reveal a natural weakness in the floor, first time on a turn or starts its turn there, you
can cause the spirit to restore 1d6 hit points to ends, you can use a bonus action on each of your
an unstable ceiling, or a hidden sinkhole. subsequent turns to cause this damage again.
This spell merely reveals that a trap is present. that creature (no action required). The spirit
can't heal constructs or undead. If a creature is holding or wearing the object and
You don't learn the location of each trap, but you takes the damage from it, the creature must
do learn the general nature of the danger posed As a bonus action on your turn, you can move the
spirit up to 30 feet to a space you can see. succeed on a Constitution saving throw or drop
by a trap you sense. the object if it can. If it doesn't drop the object, it
At Higher Levels. When you cast this spell has disadvantage on attack rolls and ability
using a spell slot of 3rd level or higher, the
healing increases by 1d6 for each slot level checks until the start of your next turn.
above 2nd. At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot above
2nd.

Druid 2nd level Divination Druid (XGE) 2nd level Conjuration Druid 2nd level Transmutation

HOLD PERSON LESSER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous
minute
You touch a creature and can end either one
a small, straight piece of iron disease or one condition afflicting it. The
Choose a humanoid that you can see within condition can be blinded, deafened, paralyzed, or
range. The target must succeed on a Wisdom poisoned.
saving throw or be paralyzed for the duration. At
the end of each of its turns, the target can make
another Wisdom saving throw. On a success, the
spell ends on the target.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can
target on additional humanoid for each slot level
above 2nd. The humanoids must be within 30
feet of each other when you target them.

Druid (*)(Arctic) 2nd level Enchantment Druid 2nd level Abjuration


LOCATE OBJECT MISTY STEP MOONBEAM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V Instantaneous V, S, M Concentration, up to 1
minutes minute
Briefly surrounded by silvery mist, you teleport
a forked twig up to 30 feet to an unoccupied space that you several seeds of any moonseed plant and a piece of opalescent
can see. feldspar
Describe or name an object that is familiar to
you. You sense the direction to the object's A silvery beam of pale light shines down in a 5-foot
location, as long as that object is within 1,000 radius, 40-foot-high cylinder centered on a point
feet of you. If the object is in motion, you know within range. Until the spell ends, dim light fills the
the direction of its movement. cylinder.
The spell can locate a specific object known to When a creature enters the spell's area for the first
you, as long as you have seen it up close - within time on a turn or starts its turn there, it is engulfed in
ghostly flames that cause searing pain, and it must
30 feet - at least once. Alternatively, the spell can make a Constitution saving throw. It takes 2d10
locate the nearest object of a particular kind, radiant damage on a failed save, or half as much
such as a certain kind of apparel, jewelry, damage on a successful one.
furniture, tool, or weapon. A shapechanger makes its saving throw with
This spell can't locate an object if any thickness disadvantage. If it fails, it also instantly reverts to its
of lead, even a thin sheet, blocks a direct path original form and can't assume a different form until it
between you and the object. leaves the spell's light.
On each of your turns after you cast this spell, you can
use an action to move the beam 60 feet in any
direction.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

Druid 2nd level Divination Druid (Coast) 2nd level Conjuration Druid 2nd level Evocation

PASS WITHOUT TRACE


CASTING TIME RANGE
1 action Self
COMPONENTS DURATION
V, S, M Concentration, up to 1
hour
ashes from a burned leaf of mistletoe and a sprig of spruce
A veil of shadows and silence radiates from you,
masking you and your companions from
detection. For the duration, each creature you
choose within 30 feet of you (including you) has
a +10 bonus to Dexterity (Stealth) checks and
can't be tracked except by magical means. A
creature that receives this bonus leaves behind
no tracks or other traces of its passage.

Druid (*)(Grassland) 2nd level Abjuration


SPIKE GROWTH
CASTING TIME RANGE
1 action 150 feet
COMPONENTS DURATION
V, S, M Concentration, up to 10
minutes
seven sharp thorns or seven small twigs, each sharpened to a
point
The ground in a 20-foot radius centered on a
point within range twists and sprouts hard spikes
and thorns. The area becomes difficult terrain
for the duration. When a creature moves into or
within the area, it takes 2d4 piercing damage for
every 5 feet it travels.
The transformation of the ground is
camouflaged to look natural. Any creature that
can't see the area at the time the spell is case
must make a Wisdom (Perception) check against
your spell save DC to recognize the terrain as
hazardous before entering it.

Druid (*)(Mountain)(Arctic) 2nd level Transmutation


CALL LIGHTNING CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 1
minutes hour
A storm cloud appears in the shape of a cylinder that is You summon fey spirits that take the form of beasts
10 feet tall with a 60-foot radius, centered on a point and appear in unoccupied spaces that you can see
you can see 100 feet directly above you. The spell fails within range. Choose one of the following options for
if you can't see a point in the air where the storm cloud what appears.
could appear (for example, if you are in a room that • One beast of challenge rating 2 or lower
can't accommodate the cloud). • Two beasts of challenge rating 1 or lower
When you cast the spell, choose a point you can see • Four beasts of challenge rating 1/2 or lower
within range. A bolt of lightning flashes down from the • Eight beasts of challenge rating 1/4 or lower
cloud to that point. Each creature within 5 feet of that Each beast is also considered fey, and it disappears
point must make a Dexterity saving throw. A creature when it drops to 0 hit points or when the spell ends.
takes 3d10 lightning damage on a failed save, or half The summoned creatures are friendly to you and your
as much damage on a successful one. On each of your companions. Roll initiative for the summoned
turns until the spell ends, you can use your action to creatures as a group, which has its own turns. They
call down lightning in this way again, targeting the obey any verbal commands that you issue to them (no
same point or a different one. action required by you). If you don't issue any
If you are outdoors in stormy conditions when you commands to them, they defend themselves from
cast this spell, the spell gives you control over the hostile creatures, but otherwise take no actions. The
existing storm instead of creating a new one. Under DM has the creatures' statistics.
such conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using
At Higher Levels: When you cast this spell using a certain higher-level spell slots, you choose one of the
spell slot of 4th level or higher level, the damage summoning options above, and more creatures appear
increases by 1d10 for each slot level above 3rd. - twice as many with a 5th-level slot, three times as
many with a 7th-level slot, and four times as many
with a 9th-level slot.
Druid (*)(Forest) 3rd level Conjuration Druid 3rd level Conjuration
DISPEL MAGIC
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S Instantaneous
Choose any creature, object, or magical effect
within range. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or
higher on the target, make an ability check using
your spellcasting ability. The DC equals 10 + the
spell's level. On a successful check, the spell
ends.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, you
automatically end the effects of a spell on the
target if the spell's level is equal to or less than
the level of the spell slot you used.

Druid 3rd level Abjuration


SLEET STORM SPEAK WITH PLANTS
CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S 10 minutes
minute
You imbue plants within 30 feet of you with limited
a pinch of dust and a few drops of water sentience and animation, giving them the ability to
communicate with you and follow your simple
Until the spell ends, freezing rain and sleet fall in commands. You can question plants about events in
a 20-foot-tall cylinder with a 40-foot radius the spell's area within the past day, gaining
centered on a point you choose within range. information about creatures that have passed,
The area is heavily obscured, and exposed flames weather, and other circumstances.
in the area are doused. You can also turn difficult terrain caused by plant
The ground in the area is covered with slick ice, growth (such as thickets and undergrowth) into
making it difficult terrain. When a creature ordinary terrain that lasts for the duration. Or you can
enters the spell's area for the first time on a turn turn ordinary terrain where plants are present into
or starts its turn there, it must make a Dexterity difficult terrain that lasts for the duration, causing
saving throw. On a failed save, it falls prone. vines and branches to hinder pursuers, for example.
If a creature is concentrating in the spell's area, Plants might be able to perform other tasks on your
the creature must make a successful behalf, at the DM's discretion. The spell doesn't enable
Constitution saving throw against your spell plants to uproot themselves and move about, but they
save DC or lose concentration. can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate
with it as if you shared a common language, but you
gain no magical ability to influence it.
This spell can cause the plants created by the entangle
spell to release a restrained creature.

Druid (*)(Arctic) 3rd level Conjuration Druid 3rd level Transmutation


AURA OF VITALITY ELEMENTAL WEAPON REVIVIFY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute hour
diamonds worth 300 gp, which the spell consumes
Healing energy radiates from you in an aura with A nonmagical weapon you touch becomes a
a 30-foot radius. Until the spell ends, the aura magic weapon. Choose one of the following You touch a creature that has died within the last
moves with you, centered on you. You can use a damage types - acid, cold, fire, lightning, or minute. That creature returns to life with 1 hit
bonus action to cause one creature in the aura thunder. For the duration, the weapon has a +1 point. This spell can't return to life a creature
(including you) to regain 2d6 hit points. bonus to attack rolls and deals an extra 1d4 that has died of old age, nor can it restore any
damage of the chosen type when it hits. missing body parts.
At Higher Levels: When you cast this spell
using a spell slot of 5th or 6th level, the bonus to
attack rolls increases to +2 and the extra damage
increases to 2d4. When you use a spell slot of
7th level or higher, the bonus increases to +3 and
the extra damage increases to 3d4.

Druid (TCE) 3rd level Evocation Druid (TCE) 3rd level Transmutation Druid (TCE) 3rd level Necromancy

PLANT GROWTH
CASTING TIME RANGE
1 action or 8 hours 150 feet
COMPONENTS DURATION
V, S Instantaneous
This spell channels vitality into plants within a
specific area. There are two possible uses for the
spell, granting either immediate or long-term
benefits.
If you cast this spell using 1 action, choose a
point within range. All normal plants in a 100-
foot radius centered on that point become thick
and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1
foot it moves.
You can exclude one or more areas of any size
within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a
point within range become enriched for 1 year.
The plants yield twice the normal amount of
food when harvested.

Druid (Wildfire) 3rd level Transmutation

You might also like