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-
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