5th-Level Druid Spells
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Animal Growth: One animal/two levels doubles in size.
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Apolioth's Condemnation: Burst inflicts 10d6 points of damage and entangles foes.
Atonement: Removes burden of misdeeds from subject.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Blood Creepers: Vines deal 1/level damage for multiple rounds and entangle one creature.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Dispel War Spell: As dispel magic, but more effective against spells with the war descriptor.
Hallow M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
Radiance: Creates daylight that dazzles undead.
Stoneskin M: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.