Druid Level 1 Spells

Animal Friendship
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel o f food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no
harm. Choose a beast that you can see within range.
It must see and hear you. If the beast’s Intelligence is
4 or higher, the spell fails. Otherwise, the beast must
succeed on a Wisdom saving throw or be charmed
by you for the spell’s duration. If you or one of your
companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional beast for each slot level above 1st.

Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a W isdom saving throw, and does
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until
the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the
creature knows it w as charmed by you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.

Create or Destroy Water
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f water if creating water
or a few grains o f sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons o f clean
water within range in an open container. Alternatively,
the water falls as rain in a 30-foot cube within range,
extinguishing exposed flames in the area.
D estroy Water. You destroy up to 10 gallons o f water
in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range.
A t Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you create or destroy
10 additional gallons of water, or the size of the cube
increases by 5 feet, for each slot level above 1st.

Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f 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 o f 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence o f magic
within 30 feet o f you. If you sense magic in this way, you
can use your action to see a faint aura around any visible
creature or object in the area that bears magic, and you
learn its school o f magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot o f stone, 1 inch o f common metal, a thin sheet
of lead, or 3 feet o f wood or dirt.

Detect Poison and Disease
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and
location o f poisons, poisonous creatures, and diseases
within 30 feet o f you. You also identify the kind of
poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked
by 1 foot o f stone, 1 inch o f common metal, a thin sheet
o f lead, or 3 feet o f w o od or dirt.

Entangle
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping w eeds and vines sprout from the ground in a
20-foot square starting from a point within range. For
the duration, these plants turn the ground in the area
into difficult terrain.
A creature in the area when you cast the spell must
succeed on a Strength saving throw or be restrained
by the entangling plants until the spell ends. A creature
restrained by the plants can use its action to make
a Strength check against your spell save DC. On a
success, it frees itself.
When the spell ends, the conjured plants wilt away.

Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in
blue, green, or violet light (your choice). Any creature in
the area when the spell is cast is also outlined in light if
it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.

Fog Cloud
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere o f fog centered on a
point within range. The sphere spreads around corners,
and its area is heavily obscured. It lasts for the duration
or until a wind o f moderate or greater speed (at least 10
miles per hour) disperses it.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the radius o f the fog
increases by 20 feet for each slot level above 1st.

Good berry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused
with magic for the duration. A creature can use its
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.
The berries lose their potency if they have not been
consumed within 24 hours o f the casting o f this spell.

Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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 o f 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.

Jump
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature’s jump distance is
tripled until the spell ends.

Long strider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch o f dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10
feet until the spell ends.At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Purify Food and Drink
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius
sphere centered on a point o f your choice within range is
purified and rendered free o f poison and disease.

Speak with Animals
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited
by their intelligence, but at minimum, beasts can
give you information about nearby locations and
monsters, including whatever they can perceive or have
perceived within the past day. You might be able to
persuade a beast to perform a small favor for you, at the
DM’s discretion.

Thunder wave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave o f thunderous force sweeps out from you. Each
creature in a 15-foot cube originating from you must
make a Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is pushed 10
feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely
within the area o f effect are automatically pushed 10 feet
away from you by the spell’s effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Druid Level 1 Spells

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