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Moonbeam

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration 1 minute (Concentration)

Several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Druid 2nd-level Evocation

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour (Concentration)

A drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
The target also gains a climbing speed equal to its walking speed.

Druid 2nd-level Transmutation

Barkskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour (Concentration)

A handful of oak bark

You touch a willing creature.
Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Druid 2nd-level Transmutation

Thunderwave

  • casting time 1 action
  • range Self (15 ft cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw.
On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you.
On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.


When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Druid 1st-level Evocation

Poison Spray

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
The creature must succeed on a Constitution saving throw or take 1d12 poison damage.


This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Druid Conjuration Cantrip

Druidcraft

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.

Druid Transmutation Cantrip

Shillelagh

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration 1 minute

mistletoe, a shamrock leaf, a druidic weapon

The wood of a club or quarterstaff you are holding is imbued with nature’s power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8.
The weapon also becomes magical, if it isn’t already.
The spell ends if you cast it again or if you let go of the weapon.

Druid Transmutation Cantrip

Speak with Animals

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Druid 1st-level Divination (ritual)

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.


When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Druid 1st-level Evocation

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Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.


When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Druid 1st-level Evocation

Entangle

  • casting time 1 action
  • range 90 ft

  • components V, S
  • duration 1 minute (concentration)

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.
A creature restrained by the plants can use its action to make a Strength check against your spell save DC.
On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Druid 1st-level Conjuration

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