Natural 5th Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
Antilife ShellAbjuration1 ActionSelf (3m radius)Concentration, up to 1 hourV, SDruid
AwakenTransmutation8 HoursTouchInstantaneousV, S, MBard, Druid
Commune with NatureDivination1 Minute RSelfInstantaneousV, SBard, Druid
Cone of ColdEvocation1 ActionSelf (20m cone)InstantaneousV, S, MDruid
ContagionNecromancy1 ActionTouch7 daysV, SDruid
Control WindsTransmutation1 Action100mConcentration, up to 1 hourV, SDruid
GeasEnchantment1 Minute20m30 daysVBard, Druid
Greater RestorationAbjuration1 ActionTouchInstantaneousV, S, MBard, Druid
Insect PlagueConjuration1 Action100mConcentration, up to 10 minutesV, S, MDruid
MaelstromEvocation1 Action40mConcentration, up to 1 minuteV, S, MBard, Druid
Mass Cure WoundsEvocation1 Action20mInstantaneousV, SBard, Druid
Planar BindingAbjuration1 Hour20m24 hoursV, S, MBard, Druid
ReincarnateTransmutation1 ActionTouchInstantaneousV, S, MDruid
ScryingDivination10 MinutesSelfConcentration, up to 10 minutesV, S, MBard, Druid
Summon Draconic SpiritConjuration1 Action20mConcentration, up to 1 hourV, S, MDruid
Transmute RockTransmutation1 Action40mInstantaneousV, S, MDruid
Tree StrideConjuration1 ActionSelfConcentration, up to 1 minuteV, SDruid
Wall of StoneEvocation1 Action40mConcentration, up to 10 minutesV, S, MBard, Druid
Wrath Of NatureEvocation1 Action40mConcentration, up to 1 minuteV, SDruid
  • Antilife Shell - A shimmering barrier extends out from you in a 5m radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.

  • Awaken - After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

  • Commune with Nature - You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 10km of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

    • terrain and bodies of water

    • prevalent plants, minerals, animals, or peoples

    • powerful celestials, fey, fiends, elementals, or undead

    • influence from other planes of existence

    • Or buildings

    • For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

  • Cone of Cold - You summon a huge blast of cold wind that tries to freeze anything in its path. Each creature in the area must make a Fortitude Save. A creature takes 9d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. In addition any solid surface affected by this spell becomes Difficult Terrain for the next minute. 

  • Contagion - Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Fortitude Save. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

    • Blinding Sickness - Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Will Saves and is blinded.

    • Filth Fever - A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Fortitude Saves, and attack rolls that use Strength.

    • Flesh Rot - The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

    • Mindfire - The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Will Saves, and the creature behaves as if under the effects of the confusion spell during combat.

    • Seizure - The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Reflex Saves, and attack rolls that use Dexterity.

    • Slimy Doom - The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Fortitude Saves. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

  • Control Winds - You take control of the air in a 40m cube that you can see within range. When doing so you pick an option from the list below to enact, which you can use your action on a later turn to switch to a different effect if desired, otherwise the effect continues. You can also use your action to temporarily halt the effect.

    • Gusts - A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, the area is Difficult Terrain.

    • Downdraft - You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Fortitude Save if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone and takes the appropriate amount of falling Damage.

    • Updraft - You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 3m higher than normal.

  • Geas - You place a magical force over a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will Save or become charmed by you for the duration. While the creature is charmed by you, it takes 6d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an Action to dismiss it. A Remove Curse (using a 5th Level Spell Slot), Greater Restoration, or Wish spell also ends it.  

  • Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, any Curse, any Geas, any reduction to one of the target’s ability scores, or any one effect reducing the target’s HP maximum 

  • Insect Plague - Swarming, biting locusts fill a 10m radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Fortitude Save. A creature takes 4d10 piercing damage on a failed save, or ½ as much damage on a successful one. A creature must also make this Save when it enters the spell’s area for the first time on a turn or ends its turn there.

  • Maelstrom - A mass of 3m deep water appears and swirls in a 10m radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Fortitude Save or take 6d6 bludgeoning damage and be pulled 5m toward the center.

  • Mass Cure Wounds - Choose up to six Creatures within 10m of a point you choose within Range as a wave of radiant energy flows out from it. Each Creature regains HP equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

  • Planar Binding (M* - A gem worth at least 1000GP) - You attempt to bind a celestial, an elemental, a fey, or a fiend to your service with your Magic. The creature must be within range for the entire casting of the spell. At the completion of the casting, the target must make a Will Save. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

  • Reincarnate (M* - 500GP Diamond) - You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults a table to determine what form the creature takes when restored to life, or the DM chooses a form.

  • Scrying (M* - A reflective magical object worth at least 1000GP, such as a crystal ball or a silver mirror) - You put your sight through a reflective object and can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Will Save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the Save voluntarily if it wants to be observed. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sphere within 3m of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 3m of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

    • Your Knowledge Modifier

      • Knowledge Save Modifier

      • Secondhand (you have heard of the target) +5

      • Firsthand (you have met the target) +0

      • Familiar (you know the target well) -5

    • Your Connection Modifier 

      • Connection Save Modifier

      • Likeness or picture -2

      • Possession or garment -4

      • Body part, lock of hair, bit of nail, or the like  -10

  • Summon Draconic Spirit (M* - A Ruby worth at least 500GP) - You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. In addition you can pick 1 Elemental Resistance of the Dragon Spirit and gain it for the Spell’s Duration.

    • Draconic Spirit (Large Dragon): AC: 14; HP: 50, Speed: 30ft Walk, 80ft Fly

      • Str: 19, Dex: 14, Con: 17, INT: 12, Wis: 14, Cha: 14

      • Strength Saves +8, Con Saves +7

      • Resist Acid Cold, Fire, Lightning, and Poison Damage; Immune to Charmed, Frightened, and Poisoned; Blindsight 10m, Darkvision 30m

        • Knows Draconic and Common

      • Attack - Breath (Fire, Lightning, or Cold, your Choice) - Reflex Save in the 30ft Cone, dealing 3d6 Damage of your chosen type

      • Attack - Bite + Claw - Use your Spell Attack Modifier, make one of each Attack per turn, deals 2d6+4 Slashing and Piercing Damage 

    • You can spend extra mana to increase the Dragon’s AC by 1, HP by 10, Damage Bonus by 1, and +1d6 Damage on its Breath Weapon

  • Transmute Rock - You choose an area of stone or mud that you can see that fits within a 15m cube and that is within range, and choose one of the following effects.

    • Transmute Rock to Mud - Non-magical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each .5m that a creature moves through the mud costs 1m of movement, and any creature on the ground when you cast the spell must make a Fortitude Save. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Reflex Save. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

    • Transmute Mud to Rock - Non-magical mud or quicksand in the area no more than 3m deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Reflex Save. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

  • Tree Stride - You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 10km. Both trees must be living and at least the same size as you. You must use 3m of movement to enter a tree. You instantly know the location of all other trees of the same kind within range that would work for the Spell and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 3m of the destination tree, using another 3m of movement. If you have no movement left, you appear within 2m of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

  • Wall of Stone - A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 10cm thick and is composed of ten 3x3 m panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex Save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 5m in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per 1cm of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

  • Wrath Of Nature - You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 20m cube centered on that point to become animated until the spell ends.

    • Grasses and Undergrowth - Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies

    • Trees - At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Reflex Save or take 4d6 slashing damage from whipping branches

    • Roots and Vines - At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Fortitude Save or become Restrained until the spell ends. A Restrained creature can use an Action to make an Athletics (Strength) check against your spell save DC, ending the effect on itself on a success

    • Rocks - As a Bonus Action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a Ranged Spell Attack against the target. On a hit, the target takes 3d8 non-magical bludgeoning damage, and it must succeed on a Fortitude Save or fall prone

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Divine 1st Level Spells

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Natural 4th Level Spells