D&D Spellcards (DRUID)
D&D Spellcards (DRUID)
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 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 (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 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 (*)(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
Druid 2nd level Divination Druid (Coast) 2nd level Conjuration Druid 2nd level Evocation
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.