Natural 1st Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClasses Available
Absorb ElementsAbjuration1 ReactionSelf1 roundSDruid, Ranger
AlarmAbjuration1 Action R30 feet8 HoursV, S, MRanger
Animal FriendshipEnchantment1 Action10m24 hoursV, S, MBard, Druid, Ranger
Beast BondDivination1 ActionTouchConcentration, up to 1 minuteV, S, MBard, Druid, Ranger
Burning StrikeEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVRanger
Charm PersonEnchantment1 Action10m1 hourV, SBard, Druid
Create or Destroy WaterTransmutation1 Action10mInstantaneousV, S, MDruid
Cure WoundsEvocation1 ActionTouchInstantaneousV, SBard, Druid, Ranger
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, SBard, Druid, Ranger
Detect Poison and DiseaseDivination1 ActionSelfConcentration, up to 10 minutesV, S, MDruid, Ranger
Earth TremorEvocation1 ActionSelf (5m radius)InstantaneousV, SDruid
Ensnaring StrikeConjuration1 Bonus ActionSelfConcentration, up to 1 minuteVRanger
EntangleConjuration1 Action30mConcentration, up to 1 minuteV, SDruid, Ranger
Faerie FireEvocation1 Action20mConcentration, up to 1 minuteVBard, Druid
Fog CloudConjuration1 Action40mConcentration, up to 1 hourV, SDruid, Ranger
GoodberryTransmutation1 ActionTouchInstantaneousV, S, MDruid, Ranger
Guiding HandDivination1 Minute R5 feetConcentration, up to 8 hoursV, S, MDruid
Healing WordEvocation1 Bonus Action20mInstantaneousVBard, Druid
Ice SpikeConjuration1 Action20mInstantaneousS, MDruid
JumpTransmutation1 ActionTouch1 minuteV, S, MDruid, Ranger
LongstriderTransmutation1 ActionTouch1 hourV, S, MDruid, Ranger
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, MDruid
Purify Food and DrinkTransmutation1 Action R10 feetInstantaneousV, SDruid
SnareAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, MDruid, Ranger
Speak with AnimalsDivination1 Action RSelf10 minutesV, SDruid, Ranger
ThunderwaveEvocation1 ActionSelf (5m cube)InstantaneousV, SDruid
Wild CunningTransmutation1 Action R40mInstantaneousV, SDruid, Ranger
Zephyr StrikeTransmutation1 Bonus ActionSelfConcentration, up to 1 minuteVRanger
  • Absorb Elements - When you take Acid, Cold, Fire, Lightning, or Thunder Damage you can use this Spell as a Reaction to reduce the Damage taken by ½. In doing so your next Melee Weapon Attack (if made within 1 minute) deals an additional 1d10 Damage of that type

  • Alarm - You launch a string in the designated area and if a Creature (that isn’t on the list of ones you allow to pass) enters the area you receive an Alarm in your mind and immediately know where this occurred

  • Animal Friendship - 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 Will Save or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. For each additional Spell Level above 1st you can target an additional beast with this spell

  • Beast Bond - You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

  • Burning Strike - The next time you hit a creature with a Melee Weapon Attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to gain the Ignited Condition. The target Ignited in this way takes an additional 1d4 Fire Damage at the start of each of its turns. If the target or a creature that can touch it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each higher level slot.

  • Charm Person - Select a person you can see within range and who understands your language. They must make a Will Save. On a Failure they are charmed by you for the duration and you have Advantage on all Charisma Checks against them. When the spell ends the Creature knows what you did to it and will likely become hostile. Creatures who pass the save know that a spell was cast but not of what would’ve happened to them upon a Failure unless they already understand the spell. You can spend additional Mana to increase the number of people affected by 1. 

  • Create or Destroy Water - Choose 1 of the following effects to cause; Create Water: (You create up to 20L of clean distilled water within range in an open container. Alternatively, the water falls as rain in a 10m cube within range, extinguishing exposed flames in the area. Or you can Destroy Water: (You destroy up to 20L of water in an open container within range. Alternatively, you destroy fog in a 10m cube within range.)

  • Cure Wounds - Touch a Creature, they regain 1d8 + your Spellcasting Modifier HP. You gain an additional 1d8 Healing for every Spell Slot you spend above 1st. 

  • Detect Magic - For the duration you can detect the presence of magical elements within 120ft, if you can see it you can observe how powerful the magic is. 

  • Detect Poison and Disease - For the duration, you sense the presence of Poisons or Diseases within 10m of you. If you sense one of those in this way, you can use your action to see a faint aura around any creature or object in the area that bears a Poison or Disease (that you can see), and you learn its type and if you know its name you also know how to cure it (if there already is one).

  • Earth Tremor - Send out harsh movements under the ground 10m around you, all creatures in the area then making a Reflex Save. On a Failure they take 2d6 Bludgeoning Damage and are knocked prone, only taking ½ Damage and not falling on a Success

  • Ensnaring Strike - The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Fortitude Save or be Restrained by the magical vines until the spell ends. A Large or larger creature has Advantage on this Save. If the target succeeds on the save, the vines shrivel away as they take 1d6 Piercing Damage. While restrained by this spell (which occurs on a Failure), the target takes 1d6 Piercing Damage at the start of each of its turns. A creature Restrained by the vines or one that can touch the creature can use its Action to make a Athletics (Strength) Check against your Spell Save DC. On a success, the target is freed. For every Spell Level above 1st the Damage increases by 1d6. 

  • Entangle - Grasping weeds and vines sprout from the ground in a 5m square with its center at a point within range that you selected. For the duration, these plants turn the ground in the area into difficult terrain. Any creature in the area when you cast the spell must succeed on a Fortitude Save or be Restrained by the entangling plants until the spell ends. A creature Restrained in this way can use its Action to make an Athletics (Strength) Check against your Spell Save DC, freeing itself on a success

  • Faerie Fire - Pick a point you can see within range, causing any object within 10m to become outlined in a neon light (with your choice of color). Any Creature in the area when the spell is cast is also outlined in light if it fails a Reflex Save. For the duration, objects and affected creatures shed dim light in a 3m 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. If it was already Invisible (via an Ability or Spell) this spell ends it similar to Dispel Magic.

  • Fog Cloud - Target a point within Range, you create a 5m Radius Cloud of Dense Fog that cannot be easily seen through that you can move up to 10m as a Bonus Action on your subsequent turns

  • Goodberry - Up to ten berries appear in your hand that have been infused with your magic for the duration. A creature can use its Action to eat a berry. Eating one berry restores 1 HP, 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 of the casting of this spell, dissipating instantly. 

  • Guiding Hand (M* - A well made map of the area) - You focus for 1 Minute on a Map and a location on it you want to get to. After 1 Minute a golden hand appears over the map and points you in the direction that leads directly to it. This hand lasts for 10 minutes above the map while it is out. However you can instead spend the 10 minutes after the hand appears to have the hand reroute you on a better path if the direct path isn’t passable for you. 

  • Healing Word - Target a Creature you can see within Range, it regains 1d4 + your Spellcasting Modifier HP. You gain an additional 1d4 for every Spell Level used above 1st. 

  • Ice Spike - Send out an icicle to a Creature within Range and make a Spell Attack Roll, it deals 1d10 Piercing Damage on a hit. Either way when it hits its point all Creatures within 5m must make a Reflex Save or take 1d6 Cold Damage. This Damage increases by 1d10 and 1d6 for each extra Mana you spend on casting it. 

  • Jump - For the duration your Jumping distance (both forward and upward) is doubled and when you use your Bonus Action to set up a jump this is further increased by 10ft

  • Longstrider - You gain an additional 5m of Movement Speed until the Spell ends. You can select an additional Creature that you can touch to gain the benefits of this Spell when you cast it at 2nd Level and can target an additional Creature for each Spell Level higher than that used

  • Protection from Evil and Good - Select a type of Creature such as Demon or Undead, while the spell is active that type of Creature has Disadvantage on Attacks against you and you have Advantage on Saves against their effects.

  • Purify Food and Drink - All non-magical food and drink within a 3m sphere centered on a point of your choice within range is purified and rendered free of poisons or diseases.

  • Snare (M* - a sturdy hempen rope) - Spend 1 minute setting up a rope trap that becomes concealed after casting. This can be seen with a Investigation Check equal to your Spell Save DC. When an unaware creature activates this trap they must make a Reflex Save (with Disadvantage if unaware of the trap and Advantage if seen) and on a Failure they are pulled by the trap, restrained, and take 1d6 Bludgeoning Damage. They must make an Athletics or Acrobatics check to escape equal to your Spell Save DC. For each extra mana you spend on this spell the DC increases by 1 and the damage taken increases by 1d6. 

  • Speak with Animals - 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.

  • Thunderwave - All creatures within 5m of you must make a Fortitude Save as you send out a blast of cacophonous noise. On a failure they take 2d10 Thunder Damage and are pushed back 5m (unsecured objects within range that weigh less than 5kg are pushed back automatically by the same distance). On a Success they take half damage and are not pushed. You can spend an extra mana to increase this damage by 1d10 and push targets by an extra 3m. 

  • Wild Cunning - You call out to the spirits of nature to aid you, summoning for the duration a beast of your choice that takes the form of your magic to follow a command, choosing one one of the following effects for it to perform:

    • If there are any tracks on the ground within range, you know where they are, and you make a Survival (Wisdom) Check to follow these tracks with Advantage for 1 hour or until you cast this spell again.

    • If there is edible forage within range, you know it and where to find it.

    • If there is clean drinking water within range, you know it and where to find it.

    • If there is suitable shelter for you and your companions within range, you know it and where to find it.

    • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.

    • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

  • Zephyr Strike - You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. At any point before the spell ends, you can give yourself Advantage on one Weapon Attack. That attack deals an extra 1d10 Force Damage on a hit. Whether you hit or miss, you can immediately move 10m as a part of that Action. Using a higher level Spell Slot increases the Damage by 1d10 and increases the additional Movement by 5m

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Natural 2nd Level Spells

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Arms and Armor