Druid level 2 Spells

Animal Messenger
2nd-level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see within range,
such as a squirrel, a blue jay, or a bat. You specify a
location, which you must have visited, and a recipient
who matches a general description, such as “a man or
woman dressed in the uniform o f the town guard” or “a
red-haired dwarf wearing a pointed hat.” You also speak
a message o f up to twenty-five words. The target beast
travels for the duration o f the spell toward the specified
location, covering about 50 miles per 24 hours for a
flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your m essage
to the creature that you described, replicating the sound
o f your voice. The messenger speaks only to a creature
matching the description you gave. If the messenger
doesn’t reach its destination before the spell ends, the
message is lost, and the beast makes its way back to
where you cast this spell.

Barkskin
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour
You touch a w illing creature. Until the spell ends, the
target’s skin has a rough, bark-like appearance, and the
target’s AC can’t be less than 16, regardless of what kind
of armor it is wearing.

B e a s t Sense
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a w illing beast. For the duration o f the spell,
you can use your action to see through the beast’s eyes
and hear what it hears, and continue to do so until
you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain
the benefits o f any special senses possessed by that
creature, though you are blinded and deafened to your
own surroundings.

D a r k v i s i o n
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch o f dried
carrot or an agate)
Duration: 8 hours
You touch a willing creature to grant it the ability to
see in the dark. For the duration, that creature has
darkvision out to a range o f 60 feet.

E n h a n c e A b i l i t y
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical
enhancement. Choose one o f the following effects; the
target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on
Constitution checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends.
Bull’s Strength. The target has advantage
on Strength checks, and his or her carrying
capacity doubles.
Cat’s Grace. The target has advantage on Dexterity
checks. It also doesn’t take damage from falling 20 feet
or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on
Charisma checks.
Fox’s Cunning. The target has advantage on
Intelligence checks.
Owl’s Wisdom. The target has advantage on
Wisdom checks.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

F in d T r a p s
2nd-level divination
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense the presence o f any trap within range that
is within line o f sight. A trap, for the purpose o f this
spell, includes anything that w ould inflict a sudden or
unexpected effect you consider harmful or undesirable,
which w as specifically intended as such by its creator.
Thus, the spell w ould sense an area affected by the
alarm spell, a glyph o f warding, or a mechanical pit trap,
but it w ould not reveal a natural weakness in the floor,
an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You
don’t learn the location of each trap, but you do learn the
general nature o f the danger posed by a trap you sense.

F l a m e B l a d e
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (leaf o f sumac)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is
similar in size and shape to a scimitar, and it lasts for
the duration. If you let go o f the blade, it disappears, but
you can evoke the blade again as a bonus action.
You can use your action to make a melee spell
attack with the fiery blade. On a hit, the target takes
3d6 fire damage.
The flaming blade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the damage increases by
1d6 for every two slot levels above 2nd.

F l a m i n g Sp h e r e
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f tallow, a pinch of
brimstone, and a dusting o f powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere o f fire appears in an
unoccupied space o f your choice within range and lasts
for the duration. Any creature that ends its turn within 5
feet of the sphere must make a Dexterity saving throw.
The creature takes 2d6 fire damage on a failed save, or
half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30
feet. If you ram the sphere into a creature, that creature
must make the saving throw against the sphere’s
damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over
barriers up to 5 feet tall and jump it across pits up to
10 feet w ide. The sphere ignites flammable objects not
being w orn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

G u s t o f W in d
2nd-level evocation
Casting Time: 1 action
Range: Sel f (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line o f strong w ind 60 feet long and 10 feet wide
blasts from you in a direction you choose for the spell’s
duration. Each creature that starts its turn in the line
must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
closer to you.
The gust disperses gas or vapor, and it extinguishes
candles, torches, and similar unprotected flames in
the area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each o f your turns before the
spell ends, you can change the direction in which the
line blasts from you.

H e a t M e t a l
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal
weapon or a suit o f heavy or medium metal armor, that
you can see within range. You cause the object to glow
red-hot. Any creature in physical contact with the object
takes 2d8 fire damage when you cast the spell. Until the
spell ends, you can use a bonus action on each o f your
subsequent turns to cause this damage again.
If a creature is holding or wearing the object and
takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it can. If
it doesn’t drop the object, it has disadvantage on attack
rolls and ability checks until the start o f your next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.

H o l d P e r s o n
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece o f iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range.
The target must succeed on a W isdom saving throw
or be paralyzed for the duration. At the end o f 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 o f 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet o f each other when
you target them.

L e s s e r R e s t o r a t i o n
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.

L o c a t e A n im a l s o r P l a n t s
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit o f fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind o f beast or plant.
Concentrating on the voice of nature in your
surroundings, you learn the direction and distance to
the closest creature or plant of that kind within 5 miles,
if any are present.

L o c a t e O b je c t
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You
sense the direction to the object’s location, as long as
that object is within 1,000 feet o f you. If the object is in
motion, you know the direction of its movement.
The spell can locate a specific object known to you,
as long as you have seen it up close—within 30 feet—at
least once. Alternatively, the spell can locate the nearest
object o f a particular kind, such as a certain kind of
apparel, jewelry, furniture, tool, or w eapon.
This spell can’t locate an object if any thickness of
lead, even a thin sheet, blocks a direct path between you
and the object.

M o o n b e a m
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds o f any m oonseed
plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam o f pale light shines down in a 5-footradius,
40-foot-high cylinder centered on a point within
range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first
time on a turn or starts its turn there, it is engulfed
in ghostly flames that cause searing pain, and it must
make a Constitution saving throw. It takes 2d10 radiant
damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly reverts to its
original form and can’t assume a different form until it
leaves the spell’s light.
On each o f your turns after you cast this spell, you can
use an action to move the beam 60 feet in any direction.
At Higher Levels. W hen you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1dlO for each slot level above 2nd.

Pa s s w i t h o u t T r a c e
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of
mistletoe and a sprig o f spruce)
Duration: Concentration, up to 1 hour
A veil o f 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 m agical
means. A creature that receives this bonus leaves
behind no tracks or other traces o f its passage.

P r o t e c t io n f r o m P o i s o n
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the
poison. If more than one poison afflicts the target, you
neutralize one poison that you know is present, or you
neutralize one at random.
For the duration, the target has advantage on saving
throws against being poisoned, and it has resistance to
poison damage.

Sp ik e G r o w t h
2nd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven
small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
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 o f the ground is camouflaged to
look natural. Any creature that can’t see the area at the
time the spell is cast must make a Wisdom (Perception)
check against your spell save DC to recognize the
terrain as hazardous before entering it.

Druid level 2 Spells

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