Page 158 - Xanathar's Guide To Everything
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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 spirits space for the first time on
4th—level transmutation a turn or starts its turn there, you can cause the spirit
Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re—
Range: Self 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 spell slot of 3rd level or higher, the healing increases by
into a powerful guardian. The transformation lasts until ME) 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 Stir/eve] evocation
facial features become feral, and you gain the follow-
ing benefits: Casting Time: 1 bonus action
Range: Touch
- Your walking speed 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.
- Your melee weapon attacks deal an extra 1d6 force You imbue a weapon you touch with holy power. Until
damage on a hit. the spell ends, the weapon emits bright light in a 30—
foot radius and dim light for an additional 30 feet. In
Great Tree. Your skin appears barky, leaves sprout
F 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 emit 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 ofyou 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
Transmutati'on cantrlp end of each Ofits turns, a blinded creature can make a
Constitution saving throw, ending the effect on itselfon
Casting Time: 1 action
Range: 30 feet a success.
Components: V, 8 ICE KN IFE
Duration: Instantaneous
lst—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 smaller creature that you choose Components: S, M (a drop of water or a piece of ice)
must succeed on 3 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 blast of air capable of moving one within range. Make a ranged spell attack against the tar-
object that is neither held nor carried and that weighs get. On a hit, the target takes ll piercing damage. Hit
no more than 5 pounds. The object is pushed up to 10 or miss. the shard 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 thfow 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 slam 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 lst.
HEALING SPIRIT ILLUSORY DRAGON
2nd-leve1 conjurati'on 8th—leve1 illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: 8
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-

