Druid Level 4 Spells

B l i g h t
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature o f your
choice that you can see within range, draining moisture
and vitality from it. The target must make a Constitution
saving throw. The target takes 8d8 necrotic damage on
a failed save, or half as much damage on a successful
one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the spell
deals maximum damage to it.
If you target a nonmagical plant that isn’t a creature,
such as a tree or shrub, it doesn’t make a saving throw;
it simply withers and dies.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

C o n f u s io n
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds,
spawning delusions and provoking uncontrolled action.
Each creature in a 10-foot-radius sphere centered on
a point you choose within range must succeed on a
Wisdom saving throw when you cast this spell or be
affected by it.
An affected target can’t take reactions and must roll
a d 10 at the start o f each o f its turns to determine its
behavior for that turn.d10 Behavior
1 The creature uses all its movement to move in a
random direction. To determine the direction, roll
a d8 and assign a direction to each die face. The
creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack
against a randomly determined creature within its
reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10 The creature can act and move normally.
At the end o f each o f its turns, an affected target can
make a W isdom saving throw. If it succeeds, this effect
ends for that target.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the radius of the sphere
increases by 5 feet for each slot level above 4th.

C o n j u r e M in o r E l e m e n t a l s
4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied
spaces that you can see within range. You choose one
the following options for what appears:
• One elemental o f challenge rating 2 or lower
• Two elementals o f challenge rating 1 or lower
• Four elementals o f challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when
it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your
companions. Roll initiative for the summoned creatures
as a group, which has its own turns. They obey any
verbal commands that you issue to them (no action
required by you). If you don’t issue any commands to
them, they defend themselves from hostile creatures,
but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one o f the
summoning options above, and more creatures appear:
twice as many with a 6th-level slot and three times as
many with an 8th-level slot.

C o n j u r e W o o d l a n d B e in g s
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per
creature summoned)
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied
spaces that you can see within range. Choose one o f the
following options for what appears:
• One fey creature o f challenge rating 2 or lower
• Two fey creatures o f challenge rating 1 or lower
• Four fey creatures o f challenge rating 1/2 or lower
• Eight fey creatures o f challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit
points or when the spell ends.
The summoned creatures are friendly to you and your
companions. Roll initiative for the summoned creatures
as a group, which have their own turns. They obey any
verbal commands that you issue to them (no action
required by you). If you don’t issue any commands to
them, they defend themselves from hostile creatures,
but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one o f the
summoning options above, and more creatures appear:
twice as many with a 6th-level slot and three times as
many with an 8th-level slot.

C o n t r o l W a t e r
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S , M (a drop o f water and a
pinch o f dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water
inside an area you choose that is a cube up to 100 feet
on a side. You can choose from any o f the following
effects when you cast this spell. As an action on your
turn, you can repeat the same effect or choose a
different one.
Flood. You cause the water level o f all standing water in
the area to rise by as much as 20 feet. If the area includes
a shore, the flooding water spills over onto dry land.
If you choose an area in a large body o f water, you
instead create a 20-foot tall wave that travels from one
side o f the area to the other and then crashes down. Any
Huge or smaller vehicles in the wave’s path are carried
with it to the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends
or you choose a different effect. If this effect produced
a wave, the wave repeats on the start o f your next turn
while the flood effect lasts.
Part Water. You cause water in the area to move
apart and create a trench. The trench extends across
the spell’s area, and the separated water forms a wall to
either side. The trench remains until the spell ends or
you choose a different effect. The water then slowly fills
in the trench over the course o f the next round until the
normal water level is restored.
Redirect Flow. You cause flowing water in the area
to move in a direction you choose, even if the water has
to flow over obstacles, up walls, or in other unlikely
directions. The water in the area moves as you direct
it, but once it moves beyond the spell’s area, it resumes
its flow based on the terrain conditions. The water
continues to move in the direction you chose until the
spell ends or you choose a different effect.
Whirlpool. This effect requires a body o f water
at least 50 feet square and 25 feet deep. You cause
a whirlpool to form in the center o f the area. The
whirlpool forms a vortex that is 5 feet w ide at the
base, up to 50 feet w ide at the top, and 25 feet tall. Any
creature or object in the water and within 25 feet o f the
vortex is pulled 10 feet toward it. A creature can swim
away from the vortex by m aking a Strength (Athletics)
check against your spell save DC.
When a creature enters the vortex for the first time on
a turn or starts its turn there, it must make a Strength
saving throw. On a failed save, the creature takes 2d8
bludgeoning damage and is caught in the vortex until
the spell ends. On a successful save, the creature takes
half damage, and isn’t caught in the vortex. A creature
caught in the vortex can use its action to try to swim
away from the vortex as described above, but has
disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning damage; this
damage occurs each round it remains in the vortex.

D o m in a t e B e a s t
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within
range. It must succeed on a W isdom saving throw or be
charmed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the
saving throw.
While the beast is charmed, you have a telepathic link
with it as long as the two o f you are on the same plane
o f existence. You can use this telepathic link to issue
commands to the creature while you are conscious (no
action required), which it does its best to obey. You can
specify a simple and general course o f action, such as
“Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order and doesn’t
receive further direction from you, it defends and
preserves itself to the best o f its ability.
You can u se your action to take total and precise
control o f the target. Until the end o f your next turn, the
creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this
time, you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up
to 10 minutes. When you use a 6th-level spell slot,
the duration is concentration, up to 1 hour. When you
use a spell slot o f 7th level or higher, the duration is
concentration, up to 8 hours.

F r e e d o m o f M o v e m e n t
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the
arm or a similar appendage)
Duration: 1 hour
You touch a willing creature. For the duration, the
target’s movement is unaffected by difficult terrain, and
spells and other magical effects can neither reduce
the target’s speed nor cause the target to be paralyzed
or restrained.
The target can also spend 5 feet o f movement to
automatically escape from nonmagical restraints, such
as manacles or a creature that has it grappled. Finally,
being underwater imposes no penalties on the target’s
movement or attacks.

G i a n t In s e c t
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You transform up to ten centipedes, three spiders, five
wasps, or one scorpion within range into giant versions
o f their natural forms for the duration. A centipede
becomes a giant centipede, a spider becomes a giant
spider, a wasp becomes a giant wasp, and a scorpion
becomes a giant scorpion.
Each creature obeys your verbal commands, and
in combat, they act on your turn each round. The DM
has the statistics for these creatures and resolves their
actions and movement.
A creature remains in its giant size for the duration,
until it drops to 0 hit points, or until you use an action to
dismiss the effect on it.
The DM might allow you to choose different targets.
For example, if you transform a bee, its giant version
might have the same statistics as a giant wasp.

G r a s p in g V in e
4th-level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from the ground in an
unoccupied space o f your choice that you can see within
range. When you cast this spell, you can direct the vine
to lash out at a creature within 30 feet o f it that you can
see. That creature must succeed on a Dexterity saving
throw or b e pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out
at the same creature or another one as a bonus action
on each o f your turns.

H a l l u c i n a t o r y T e r r a in
4th-level illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit
o f green plant)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range
look, sound, and smell like some other sort of natural
terrain. Thus, open fields or a road can be made to
resemble a swamp, hill, crevasse, or some other difficult
or impassable terrain. A pond can be made to seem
like a grassy meadow, a precipice like a gentle slope,
or a rock-strewn gully like a wide and smooth road.
Manufactured structures, equipment, and creatures
within the area aren’t changed in appearance.
The tactile characteristics of the terrain are
unchanged, so creatures entering the area are likely to
see through the illusion. If the difference isn’t obvious
by touch, a creature carefully examining the illusion can
attempt an Intelligence (Investigation) check against
your spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a vague
image superimposed on the terrain.

I ce St o r m
4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch o f dust and a few
drops o f water)
Duration: Instantaneous
A hail o f rock-hard ice pounds to the ground in a
20-foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 2d8
bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult
terrain until the end o f your next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the bludgeoning damage
increases by 1d8 for each slot level above 4th.

L o c a t e C r e a t u r e
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You
sense the direction to the creature’s location, as long as
that creature is within 1,000 feet o f you. If the creature
is moving, you know the direction o f its movement.
The spell can locate a specific creature known to
you, or the nearest creature of a specific kind (such as
a human or a unicorn), so long as you have seen such a
creature up close—within 30 feet—at least once. If the
creature you described or named is in a different form,
such as being under the effects o f a polymorph spell,
this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at
least 10 feet w ide blocks a direct path between you and
the creature.

P o l y m o r p h
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see
within range into a new form. An unwilling creature
must make a W isdom saving throw to avoid the
effect. A shapechanger automatically succeeds on this
saving throw.
The transformation lasts for the duration, or until
the target drops to 0 hit points or dies. The new form
can be any beast whose challenge rating is equal to or
less than the target’s (or the target’s level, if it doesn’t
have a challenge rating). The target’s game statistics,
including mental ability scores, are replaced by the
statistics o f the chosen beast. It retains its alignment
and personality.
The target assumes the hit points o f its new form.
When it reverts to its normal form, the creature
returns to the number o f hit points it had before it
transformed. If it reverts as a result o f dropping to
0 hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it isn’t
knocked unconscious.
The creature is limited in the actions it can perform by
the nature o f its new form, and it can’t speak, cast spells,
or take any other action that requires hands or speech.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise benefit
from any o f its equipment.

St o n e Sh a p e
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (soft clay, which must be worked
into roughly the desired shape o f the stone object)
Duration: Instantaneous
You touch a stone object of Medium size or smaller or
a section o f stone no more than 5 feet in any dimension
and form it into any shape that suits your purpose. So,
for example, you could shape a large rock into a weapon,
idol, or coffer, or make a small passage through a wall,
as long as the wall is less than 5 feet thick. You could
also shape a stone door or its frame to seal the door
shut. The object you create can have up to two hinges
and a latch, but finer mechanical detail isn’t possible.

St o n e s k in
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp,
which the spell consumes)
Duration: Concentration, up to 1 hour
This spell turns the flesh o f a willing creature you touch
as hard as stone. Until the spell ends, the target has
resistance to nonmagical bludgeoning, piercing, and
slashing damage.

W a l l o f F ir e
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece o f phosphorus)
Duration: Concentration, up to 1 minute
You create a wall o f fire on a solid surface within
range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20 feet
in diameter, 20 feet high, and 1 foot thick. The wall is
opaque and lasts for the duration.
When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save, a
creature takes 5d8 fire damage, or half as much damage
on a successful save.
One side o f the wall, selected by you when you cast
this spell, deals 5d8 fire damage to each creature that
ends its turn within 10 feet o f that side or inside the
wall. A creature takes the same damage when it enters
the wall for the first time on a turn or ends its turn there.
The other side o f the wall deals no damage.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

Druid Level 4 Spells

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