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The spell's damage increases by 1d6 when you reach   you can see within range. The spirit looks like a trans-
           5th level (2d6), 11th level (3d6), and 17th level (4d6).   parent beast or fey (your choice).
                                                                  Until the spell ends, whenever you or a creature you
           GUARDIAN OF NATURE                                   can see moves into the s pirit's space for the first time on
           4th-level transmutation                              a turn or starts its turn there, you can cause the s pirit
           Casting Time: 1 bonus action                         to restore ld6 hit points to that creature (no action re-
           Range: S elf                                         quired). The spirit can't heal constructs or undead.
           Components: V                                          As a bonus action on your turn, you can move the
           Duration: Concentration, up to 1 minute              spirit up to 30 feet to a space you can see.
                                                                  At Higher Levels. When you cast this spell using a
           A nature spirit answers your call and transforms you   s pell  slot of 3rd level or higher, the healing increases by
           into a powerful guardian. The transformation lasts until   1d6 for each slot level above 2nd.
           the spell ends. You choose one of the following forms to
           assume: Primal Beast or Great Tree.                  HOLY WEAPON
             Primal Beast. Bestial fur covers your body, your   5th-level evocation
           facial features become feral, and you gain the follow-
           ing benefits:                                        Casting Time: 1 bonus action
                                                                Range: Touch
             Your walking s peed increases by 10 feet.          Components: V, S
             You gain darkvision with a range of 120 feet.      Duration: Concentration, up to 1 hour
             You make Strength-based attack rolls with advantage.
                                                                You imbue a weapon you touch with holy power. Until
           •  Your melee weapon attacks deal an extra 1d6 force
                                                                the spell ends, the weapon emits bright light in a 30-
             damage on a hit.
                                                                foot radius and dim light for an additional 30 feet. In
             Great Tree. Your skin appears barky, leaves sprout   addition, weapon attacks made with it deal an extra 2d8
           from your hair, and you gain the following benefits:   radiant damage on a hit. If the weapon isn't already a
           •  You gain 10 temporary hit points.                 magic weapon, it becomes one for the duration.
           •  You make Constitution saving throws with advantage.   As a bonus action on your turn, you can dismiss this
           •  You  make Dexterity- and Wisdom-based attack rolls   spell and cause the weapon to emjt a burst of radiance.
             with advantage.                                    Each creature of your choice that you can see within 30
           •  While you are on the ground, the ground within 15   feet of you must make a Constitution saving throw. On a
             feet of you is difficult terrain for your enemies.   failed save, a creature takes 4d8 radiant damage, and it
                                                                is blinded for 1 minute. On a successful save, a creature
           GUST                                                 takes half as much damage and isn't blinded. At the
           Transmutation cantrip                                end of each of its turns, a blinded creature can make a
                                                                Constitution saving throw, ending the effect on itself on
           Casting Time: 1 action
                                                                a s uccess.
           Range: 30 feet
           Components: V, S
                                                                I CE KNIFE
           Duration: Instantaneous
                                                                1st-level conjuration
           You seize the air and compel it to create one of the fol-
                                                                Casting Time: 1 action
           lowing effects at a point you can see within range:
                                                                Range: 60 feet
           •  One Medium or s maller creature that you choose   Components: S, M (a drop of water or a piece of ice)
             must succeed on a Strength saving throw or be      Duration: Instantaneous
            pushed up to 5 feet away from you.
                                                                You create a shard of ice and fling it at one creature
           •  You create a small blas t of air capable of moving one
                                                                within range. Ma ke a ranged spell attack against the tar-
            object that is neither held nor carried and that weighs   get. On a hit, the target takes 1d10 piercing damage. Hit
            no more than 5 pounds. The object is pushed up to 10
                                                                or miss, the s hard then explodes. The target and each
            feet away from you. It isn't pushed with enough force
                                                                creature within 5 feet of it must succeed on a Dexterity
            to cause damage.                                    saving throw or take 2d6 cold damage.
           •  You create a harmless sensory effect using air, such as   At Higher Levels. When you cast this spell using a
            causing leaves to rustle, wind to s lam shutters closed,
                                                                spell slot of 2nd level or higher, the cold damage in-
            or your clothing to ripple in a breeze.
                                                                creases by 1d6 for each slot level above 1st.
           HEALING SPIRIT
                                                                ILLUSORY DRAGON
           2nd-level conjuration
                                                                8th-level illusion
           Casting Time: 1 bonus action
                                                                Casting Time: 1 action
           Range: 60 feet
                                                                Range: 120 feet
           Components: V, S
                                                                Components: S
           Duration: Concentration, up to 1 minute
                                                                Duration: Concentration, up to 1 minute
           You call forth a nature spirit to soothe the wounded. The
                                                                By gathering threads of shadow material from the Shad-
           intangible spirit appears in a space that is a 5-foot cube
                                                                owfell, you create a Huge shadowy dragon in an unoc-
                                                                                               CHAPTER 3  I SPELLS
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