Each spell links to its individual rules page. Spell save DCs follow the shared spell rules; Wisdom is the Druid’s primary spellcasting ability.
| Spell | School | Description |
|---|---|---|
| Barkskin Aegis | Abjuration | Grant one creature a +2 Enhancement bonus to Natural Armor AC; it also ignores the first 3 damage from each nonmagical hit. |
| Rootbound Guard | Abjuration | A creature gains +2 on saves against forced movement and cannot be knocked prone by ordinary terrain until the… |
| Beast Call I | Conjuration | Summon one CR 1 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Bramble Snare | Conjuration | Plants seize one Large or smaller creature; it must succeed on a Strength save or have its speed reduced to 0 until… |
| Scent of Rain | Divination | Learn whether natural water, poison, or a creature passed through a 20-foot area within the last hour; you learn… |
| Seed of Warning | Divination | Choose one creature; it cannot be surprised by a creature it can see before the end of its next turn. |
| Gentle Herd | Enchantment | One beast must succeed on a Wisdom save or regard you as nonthreatening for 1 minute; hostile actions end the effect. |
| Pollen Trance | Enchantment | One creature must succeed on a Wisdom save or be dazed until the end of its next turn, unable to take Reactions. |
| Emberseed | Evocation | Make a ranged spell attack against one creature; on a hit it takes 2d6 fire damage plus 1d6 per 3 caster levels. |
| Mender’s Dew | Evocation | One living creature you touch regains 1d4 hit points at the start of each of its next three turns. |
| Foxglove Double | Illusion | Create a silent illusory copy of yourself in a space within 30 feet; it lasts 1 minute and vanishes if touched. |
| Leafshade | Illusion | One willing creature blends into natural surroundings, gaining advantage on Stealth checks while motionless for 10… |
| Wither Touch | Necromancy | Make a melee spell attack against one creature; on a hit it takes 2d6 corrupt damage plus 1d6 per 3 caster levels, and you gain temporary hit points equal to half the damage dealt. |
| Mothwing Mercy | Necromancy | One creature you touch gains 1d6 temporary hit points for 1 hour; these do not stack with themselves. |
| Creeper’s Grip | Transmutation | Grow grasping vines in a 10-foot square; one creature in it must succeed on a Strength save or have its speed… |
| Barkstep | Transmutation | One willing creature gains a climb speed equal to its walking speed for 10 minutes. |
| Goodberry | Transmutation | Create up to ten berries; each nourishes a creature for a day and restores 1 hit point when eaten. |
| Enlarge Animal | Transmutation | One willing animal gains a +1 Enhancement bonus to Size; apply all adjustments from the new Size in Combat Scaling. |
| Reduce Animal | Transmutation | One willing animal decreases one Size category; apply all adjustments from its new Size in Combat Scaling. |
| Spell | School | Description |
|---|---|---|
| Mossward Circle | Abjuration | Choose up to three creatures in a 10-foot-radius area; each gains a +2 Circumstance bonus to Shield AC against ranged attacks. |
| Stillwater Shelter | Abjuration | A creature gains resistance to cold damage and advantage on checks to resist being moved by water or wind for the… |
| Lesser Restoration | Conjuration | End Blinded, Deafened, Fatigued, or Sickened, or restore 1d4 temporary ability damage from one score. |
| Beast Call II | Conjuration | Summon one CR 2 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Burrowstep | Conjuration | Teleport yourself and one willing adjacent creature to unoccupied spaces you can see within 30 feet; neither space… |
| Green Echo | Divination | Learn the direction and approximate distance to the nearest natural water source within 1 mile. |
| Tracks Beneath Leaves | Divination | Inspect a 30-foot area to learn the number and creature sizes of tracks made there in the last day. |
| Hush of Ferns | Enchantment | Up to two creatures must succeed on Wisdom saves or be unable to speak above a whisper for 1 minute; this does not… |
| Pack’s Accord | Enchantment | Up to three willing creatures gain +2 on checks made to coordinate or assist one another for 10 minutes. |
| Rime Needle | Evocation | Make a ranged spell attack against one creature; on a hit it takes 3d6 cold damage plus 1d6 per 3 caster levels and its speed is reduced by 10 feet until your next turn. |
| Thunderleaf Burst | Evocation | Creatures in a 10-foot-radius area must make Dexterity saves, taking 1d6 sonic damage per caster level on a failure or half on a success. |
| Whispering Grove | Illusion | Create a sound at a point within range, no louder than a conversation, that lasts up to 1 minute and can be heard… |
| False Trail | Illusion | Create convincing tracks leading from a point you touch for up to 1 mile; they remain visible for 1 hour. |
| Siphon Sap | Necromancy | One creature must make a Constitution save, taking 1d6 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half the damage dealt. |
| Quietus Mark | Necromancy | Mark one creature for 1 minute; the next time it regains hit points, reduce that healing by 1d8. |
| Stonefoot | Transmutation | One willing creature gains advantage on checks to resist forced movement and difficult terrain for 10 minutes. |
| Budding Renewal | Transmutation | One creature touched regains 1d6 hit points at the start of each of its next three turns. |
| Spell | School | Description |
|---|---|---|
| Thornseal | Abjuration | Seal a door, chest, or 10-foot opening; opening it without your permission requires a Strength check against your… |
| Elemental Husk | Abjuration | A creature gains resistance to acid, cold, fire, or electric damage (choose one) until the duration ends. |
| Springwell | Conjuration | Create up to 20 gallons of clean water in containers or on the ground; uncontained water flows naturally and remains… |
| Hedge Corridor | Conjuration | Grow a 30-foot-long, 5-foot-wide passage through nonmagical vegetation; it remains open for the duration and closes… |
| Beast Call III | Conjuration | Summon one CR 3 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Beastmind Glimpse | Divination | Choose a beast within range; learn its current emotional state and whether it is hungry, frightened, or injured. |
| Canopy Survey | Divination | For 10 minutes, you can see through the senses of a tiny plant within 60 feet, though you remain aware of your own… |
| Calm the Clearing | Enchantment | Creatures of your choice in a 10-foot-radius area must succeed on Wisdom saves or become calm for 1 minute; damage… |
| Nectarous Welcome | Enchantment | One beast must succeed on a Wisdom save or follow you at a walking pace for 10 minutes; it stops if endangered or… |
| Cinderfall | Evocation | Creatures in a 15-foot-radius area take 1d6 fire damage per caster level, with a Dexterity save for half damage. |
| Call Lightning | Evocation | Call one vertical bolt each round as a Standard Action; it deals 1d6 Electric damage per 2 caster levels (round up, minimum 3d6), Reflex half. |
| Spring Renewal | Evocation | Up to three living creatures touched regain 1d8 hit points at the start of each of their next two turns. |
| Shimmering Canopy | Illusion | A 10-foot-radius area appears as ordinary foliage for 1 hour; a creature that examines it can recognize the illusion… |
| Borrowed Shape | Illusion | One willing creature appears to be another humanoid of its size for 1 hour; touch reveals the illusion. |
| Rotbloom | Necromancy | One creature takes 1d6 corrupt damage per caster level on a failed Constitution save, or half on a success; plants in its space wilt harmlessly. |
| Borrowed Vitality | Necromancy | You or one willing creature gains 2d8 temporary hit points for 1 hour; they vanish when the duration ends. |
| Thornskin | Transmutation | A willing creature gains a +1 Natural Armor bonus to Natural Armor AC and its unarmed strikes deal 1d6 piercing damage for 1 minute/CL. |
| Canopy Leap | Transmutation | You or one willing creature can jump up to 60 feet horizontally or 30 feet vertically without taking falling damage… |
| Beast Shape I | Transmutation | Assume a Small or Medium animal form; gain a form-specific Natural Armor bonus to Natural Armor AC and use its Size AC adjustment. |
| Spell | School | Description |
|---|---|---|
| Grove Bastion | Abjuration | Create a 15-foot-radius ward; allies inside gain a +2 Circumstance bonus to Shield AC against attacks from outside. |
| Unbroken Bough | Abjuration | A creature that would fall to 0 hit points instead remains at 1 hit point; the spell then ends. |
| Beast Call IV | Conjuration | Summon one CR 4 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Mistway | Conjuration | Teleport up to four willing creatures within 10 feet of you to a place you have visited within 1 mile; the… |
| Restoration | Conjuration | Restore 2d4 temporary and 1 permanent ability damage, divided among the target’s scores. |
| Wind-Script | Divination | Ask one question about weather or natural terrain within 1 mile; receive a truthful answer of no more than twelve words. |
| Pathfinder’s Instinct | Divination | For 1 hour, you know the direction of the nearest safe route to a destination you can name within 5 miles. |
| Shared Instinct | Enchantment | Up to four willing creatures can exchange simple emotions and sensory impressions with one another for 1 hour while… |
| Still the Quarry | Enchantment | One creature must succeed on a Wisdom save or have disadvantage on attacks against creatures other than you for 1… |
| Lightning Bough | Evocation | A 60-foot-long, 5-foot-wide lightning line deals 1d6 electric damage per caster level; creatures in it make Dexterity saves for half. |
| Stonewave | Evocation | Creatures in a 20-foot cone take 1d6 blunt damage per caster level and are pushed 10 feet on a failed Strength save; success halves damage and prevents the push. |
| Phantom Stag | Illusion | Create an illusory beast that runs along a route you indicate for up to 1 mile; creatures can recognize it as unreal… |
| Murkglass Veil | Illusion | Create a 15-foot-radius visual haze for 1 minute; creatures inside are lightly obscured to creatures outside, but… |
| Pallid Harvest | Necromancy | Creatures in a 15-foot-radius area make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half total damage dealt. |
| Gravebloom Beacon | Necromancy | One creature you touch cannot be reduced below 1 hit point by nonmagical damage until the start of your next turn. |
| Riverform | Transmutation | One willing creature becomes fluid enough to pass through gaps as narrow as 1 inch for 1 minute; it cannot attack… |
| Meld with the Oak | Transmutation | You merge into a tree large enough to contain you for up to 1 hour; you can see outside and leave as a Standard Action. |
| Verdant Regrowth | Transmutation | One creature touched regains 2d6 hit points at the start of each of its next three turns. |
| Beast Shape II | Transmutation | Assume animal forms from Tiny to Large; gain the listed Size ability adjustments and Natural Armor bonus to Natural Armor AC, and apply the form’s Size AC adjustment. |
| Spell | School | Description |
|---|---|---|
| Weatherproof Mantle | Abjuration | Up to four creatures gain resistance to one chosen energy type (acid, cold, fire, or lightning) for the duration. |
| Verdant Reprisal | Abjuration | The first time each round a warded creature is hit in melee, its attacker takes 2d8 piercing damage plus 1d8 per 8 caster levels; duration 1 minute/CL. |
| Stonebloom Step | Conjuration | Open a 5-foot-wide tunnel through natural earth up to 30 feet long; creatures can pass through before it seals after… |
| Beast Call V | Conjuration | Summon one CR 5 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Predator’s Measure | Divination | Study one creature you can see; learn its current hit points relative to yours and one damage resistance or… |
| Echoes of the Hunt | Divination | Reconstruct the last minute of visible movement in a 30-foot area as silent, translucent outlines. |
| Circle of Trust | Enchantment | Up to six willing creatures gain advantage on saves against fear and charm for 1 hour. |
| Lulling Chorus | Enchantment | Creatures of your choice in a 15-foot-radius area must succeed on Wisdom saves or fall asleep for 1 minute; damage… |
| Sunspore | Evocation | Creatures in a 20-foot-radius area take 1d6 holy damage per caster level, with a Constitution save for half. |
| Call Lightning Storm | Evocation | Call a 10-foot-radius lightning strike each round as a Standard Action; it deals 2d6 + 1d6 per 2 caster levels (round up) Electric damage, Reflex half. |
| Restorative Rain | Evocation | Up to six creatures in a 20-foot-radius area each regain 1d8 per 4 caster levels (round up) + your Wisdom modifier hit points; undead instead make Constitution saves or take that amount as holy damage. |
| Echoing Decoy | Illusion | Create three illusory copies of a creature you can see; attacks against it have a 25% chance to hit a copy and miss… |
| Dreaming Orchard | Illusion | Up to six willing creatures see a vivid, harmless shared dreamscape for 10 minutes while remaining aware of their… |
| Fading Season | Necromancy | One creature makes a Constitution save, taking 1d6 corrupt damage per caster level on a failure or half on a success; on a failed save it also cannot regain hit points until your next turn. |
| Circle of Returning Breath | Necromancy | Up to six creatures gain 3d8 temporary hit points for 1 hour; an affected creature that drops to 0 hit points can… |
| Adaptable Hide | Transmutation | One willing creature gains resistance to one damage type (acid, cold, fire, or lightning) and can breathe either air… |
| Stonebloom Shape | Transmutation | Turn a 10-foot cube of natural stone or earth into a rough doorway or close an existing doorway in it. |
| Animal Growth | Transmutation | Enlarge up to one animal per caster level by one Size category; apply the Size adjustments from Combat Scaling. Each gains Damage Reduction 10 against nonmagical physical damage. |
| Beast Shape III | Transmutation | Assume Diminutive/Huge animal or Small/Medium magical-beast forms; gain the listed Natural Armor bonus to Natural Armor AC and apply the form’s Size AC adjustment. |
| Spell | School | Description |
|---|---|---|
| Shelter of Seasons | Abjuration | Create a 20-foot-radius shelter that blocks ordinary wind, rain, and heat; up to eight creatures inside gain +2 on… |
| Nullseed Ward | Abjuration | Choose one creature; the next spell of 6th level or lower that targets it is negated, ending this ward. |
| Hidden Hollow | Conjuration | Create a 15-foot-radius pocket beneath natural ground for up to six willing creatures; it has an air supply and a… |
| Tidegate | Conjuration | Open a 10-foot-wide passage through nonmagical water or loose earth, up to 60 feet long; it remains stable for 10… |
| Beast Call VI | Conjuration | Summon one CR 6 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Far Canopy Eye | Divination | Create a sensor at a natural place you have seen within 1 mile; you can see and hear from it for 10 minutes, but not… |
| Seasonal Premonition | Divination | Ask about one likely natural hazard in the next 24 hours within 1 mile; receive a clear sign indicating its type and… |
| Command the Thicket | Enchantment | One creature must succeed on a Wisdom save or use its next Standard Action to move up to its speed toward a space… |
| Concord of Beasts | Enchantment | Up to eight beasts that can hear you regard you and your allies as familiar companions for 1 hour, unless any is harmed. |
| Tempest Lance | Evocation | Make a ranged spell attack against one creature; on a hit it takes 1d6 electric damage per caster level and cannot take Reactions until its next turn. |
| Glacial Crown | Evocation | Creatures in a 20-foot-radius area take 1d6 cold damage per caster level, with a Dexterity save for half; failed saves also reduce speed to 0 until your next turn. |
| Wandering Horizon | Illusion | Make a 30-foot-radius area appear to be a different natural setting for 1 hour; physical interaction reveals its… |
| Phantom Thicket | Illusion | Create illusory barriers across up to four 10-foot squares for 10 minutes; creatures that investigate can recognize… |
| Hollow Orchard | Necromancy | Creatures in a 20-foot-radius area make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; failed saves also prevent healing until your next turn. |
| Life from Loam | Necromancy | One creature that died within the last minute returns to life with 1 hit point; this cannot restore a creature that… |
| Ironwood | Transmutation | Give wood the strength and durability of steel for 1 day/CL without making it metal. |
| Aerial Seed | Transmutation | One willing creature gains a 40-foot fly speed for 10 minutes; if the spell ends while aloft, it descends safely at… |
| Prism of Seasons | Transmutation | Choose up to four willing creatures; each gains resistance to cold, fire, or electric damage (choose separately)… |
| Beast Shape IV | Transmutation | Assume Tiny or Large magical-beast forms; gain the listed Natural Armor bonus to Natural Armor AC and apply the form’s Size AC adjustment and eligible special qualities. |
| Spell | School | Description |
|---|---|---|
| Living Rampart | Abjuration | Raise a 30-foot-long, 10-foot-high barrier of interwoven trunks with AC 15 and 60 hit points; it lasts until… |
| Primal Deflection | Abjuration | For the duration, a creature gains a +3 Deflection bonus to Deflection AC and advantage on saves against elemental spells. |
| Beast Call VII | Conjuration | Summon one CR 7 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Farroot Passage | Conjuration | Teleport up to six willing creatures to a natural landmark you have visited within 10 miles; the destination must be… |
| Greater Restoration | Conjuration | Restore 4d4 temporary and 1d4 permanent ability damage, divided among the target’s scores. |
| Thread of Return | Divination | For 8 hours, you know the direction and distance to a creature you touched when casting, while it remains on the… |
| Read the Rootways | Divination | Learn the location of the nearest passage, shelter, or water source within 10 miles, choosing which kind to seek. |
| Captive Attention | Enchantment | Creatures in a 20-foot-radius area must make Wisdom saves; on a failure, they cannot willingly move farther from you… |
| Sovereign Pack | Enchantment | Up to six willing allies share one initiative count of your choice and gain +2 on saves for 1 minute/CL. |
| Crownfire Arc | Evocation | Choose up to three creatures within 60 feet; each takes 1d8 fire damage per 2 caster levels (round up), with a Dexterity save for half. |
| Healing Monsoon | Evocation | Creatures of your choice in a 30-foot-radius area regain 1d8 per 3 caster levels (round up) + your Wisdom modifier hit points; undead make Constitution saves or take that amount as holy damage. |
| Many-Path Mirage | Illusion | Create illusory versions of up to six willing creatures, each appearing 10 feet away; attacks against a creature… |
| Silent Wildfire | Illusion | Make a 40-foot-radius area appear to burn and fill with smoke for 10 minutes; the image has no heat, damage, or sound. |
| Ashen Reaping | Necromancy | Creatures in a 30-foot cone make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; you gain temporary hit points equal to half total damage dealt. |
| Unquiet Rootguard | Necromancy | Animate one Large dead tree as a guardian (AC 15, 70 hit points) for 1 minute; it obeys commands and attacks once… |
| Mountain’s Motion | Transmutation | Move one 20-foot cube of natural earth up to 30 feet along the ground; creatures on it move with it unless they… |
| Change Weather | Transmutation | Gradually change weather in a 3-mile radius to a season- and climate-appropriate condition for 24 hours. |
| Legendary Proportions | Transmutation | One willing creature gains a +1 Enhancement bonus to Size and Damage Reduction 10 against nonmagical physical damage. |
| Spell | School | Description |
|---|---|---|
| Elderwood Refuge | Abjuration | Form a sealed, 20-foot-radius refuge for up to ten creatures; it has AC 18 and 120 hit points, and its occupants… |
| Spellbark Reversal | Abjuration | When a spell of 7th level or lower targets one creature you touch, negate it and end this spell; otherwise this ward… |
| Bower Beyond | Conjuration | Create a furnished, weatherproof extradimensional glade for up to twelve creatures; the entrance is a visible arch… |
| Beast Call VIII | Conjuration | Summon one CR 8 beast or 1d4 beasts of the same lower CR for 1 minute. |
| Truth in the Rings | Divination | Touch a tree and learn the broad events that occurred within 30 feet of it during one day in the past year. |
| Foresight of the Pack | Divination | Choose up to six allies; for 1 round/CL each can add 1d4 to one attack roll or saving throw, once per round. |
| Peace of the Deepwood | Enchantment | Creatures of your choice in a 30-foot-radius area must succeed on Wisdom saves or be charmed by you for 1 minute… |
| The Wild’s Command | Enchantment | Up to four creatures must succeed on Wisdom saves or obey one brief, non-self-destructive command on their next turn. |
| Worldstorm Column | Evocation | A 20-foot-radius, 40-foot-high column deals 1d8 electric damage per caster level; creatures inside make Dexterity saves for half. |
| Dawn Through Leaves | Evocation | Up to eight creatures in a 30-foot-radius area regain 1d8 per 2 caster levels (round up) + your Wisdom modifier hit points; undead make Constitution saves or take that amount as holy damage. |
| Mirrorwood Labyrinth | Illusion | Make a 60-foot-radius natural area appear to contain shifting paths for 1 hour; a creature that fails a Wisdom save… |
| Veil of the Great Beast | Illusion | Up to eight willing creatures appear as harmless local wildlife to observers for 1 hour; an observer that studies… |
| Breath Returned | Necromancy | Restore one creature dead for no more than 100 years to life with half its hit points; it must have an intact body… |
| Harvest of the Last Leaf | Necromancy | Creatures of your choice in a 30-foot-radius area make Constitution saves, taking 1d8 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half the damage dealt. |
| Turn the Tide | Transmutation | Redirect a nonmagical current or wind in a 100-foot-radius area for 1 hour, changing its direction and doubling or… |
| Beast Shape V | Transmutation | You and up to five willing creatures assume animal or magical-beast forms as Beast Shape IV for 10 minutes/CL, applying each form’s Size AC adjustment and Natural Armor bonus to Natural Armor AC. |
| Spell | School | Description |
|---|---|---|
| Worldroot Sanctuary | Abjuration | Create a 60-foot-radius sanctuary for 10 creatures; allies inside gain resistance to all damage and cannot be… |
| Aegis of the First Grove | Abjuration | Up to six creatures gain immunity to one chosen damage type for 1 round/CL. |
| Worldroot Passage | Conjuration | Transport up to eight willing creatures to a natural place you have visited on the same plane, provided it is… |
| Beast Call IX | Conjuration | Summon one CR 9 beast or 1d4 beasts of the same lower CR for 1 minute. |
| World’s Living Map | Divination | Learn the layout of natural terrain within 1 mile, including creatures larger than Tiny and sources of water; this… |
| Unerring Season-Sight | Divination | Ask up to three questions about creatures or events within 10 miles; the land answers each truthfully with a brief… |
| Primal Stillness | Enchantment | Creatures of your choice in a 40-foot-radius area must succeed on Wisdom saves or be incapacitated for 1 minute; a… |
| Confluence of Minds | Enchantment | Up to ten willing creatures share thoughts, speech, and willing sensory impressions across any distance on the same… |
| Starfall Deluge | Evocation | Choose a point within range; creatures in a 30-foot-radius area take 1d8 fire or holy damage per caster level (choose one), with Dexterity saves for half. |
| Renewal of the First Rain | Evocation | Up to ten creatures in a 40-foot-radius area regain 1d8 per 2 caster levels (round up) + your Wisdom modifier hit points and end one poison or disease affecting each; undead make Constitution saves or take the healing amount as holy damage. |
| Everchanging Wild | Illusion | Create a 100-foot-radius illusion of terrain, creatures, sound, and scent for 8 hours; an observer that interacts… |
| Vanishing Grove | Illusion | Up to ten willing creatures become invisible for 1 minute/CL, until they attack or cast a spell. |
| Rebirth of the Green | Necromancy | Restore one creature dead for no more than 200 years to life with all hit points and end poison and disease; it can… |
| Life’s Deep Current | Necromancy | Up to ten creatures regain 1d8 per 2 caster levels (round up) hit points; undead make Constitution saves or take the same amount as corrupt damage, half on success. |
| Reshape the Living Land | Transmutation | Alter up to ten 20-foot cubes of natural earth, stone, or vegetation into a stable terrain feature; the change is… |
| Beast Shape VI | Transmutation | You and up to nine willing creatures assume animal or magical-beast forms as Beast Shape IV for 1 hour/CL, applying each form’s Size AC adjustment and Natural Armor bonus to Natural Armor AC. |