Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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.

PHB 236 Transmutation cantrip

Frosted Arrow

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Your arrow glows cold blue and seemingly freezes over. When released a trail of condensation traces the path of the arrow. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Frostbite XGE 156 Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Druid PHB 248 Divination cantrip

Ignite Arrow

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears at the tip of one of your arrows. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

This spell can be used to attack, although doing so ends it. When you cast this spell, or as an action on a later turn, you can fire the arrow at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Produce Flame 269 Conjuration cantrip

Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid XGE 155 1st level Evocation

Entangle

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

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 PHB 238 1st level Conjuration

Pyromancer's Guidance

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

A trail of magical multicolored fire temporarily appears in a 20-foot cube within range. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim ever-changing light in a 10-foot radius.

Any attack roll against an affected creature or object is magically guided and has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Faerie Fire PHB 239 1st level Evocation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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.

At Higher Levels: 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 PHB 250 1st level Evocation

Pressure Wave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A pressure wave 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 bludgeoning 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 boom audible out to 300 feet.

At Higher Levels: 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.

Thunderwave PHB 282 1st level Evocation

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

A tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Selesnya PHB 211 2nd level Abjuration

Frost Aura

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A 5-foot-diameter sphere of frost appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere freezes liquids objects not being worn or carried in a 20-foot radius.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Flaming Sphere PHB 242 2nd level Conjuration

Healing Essence

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth a nature spirit from within to soothe the wounded. The intangible spirit appears from your body in a space that is a 5-foot cube you can see within range. The spirit looks like your adventurer. For a maximum of 2 times your spellcasting ability modifier, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Healing Spirit XGE 157 2nd level Conjuration

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Druid PHB 251 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Druid PHB 254 2nd level Illusion

Sunbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

seeds of any moonseed plant, a piece of opalescent feldspar

A patch of multicoloured grassy plants grows in a 5-foot radius centered on a point within range. Any vegetation in a 10 ft radius wilts and dies. From this patch, a golden beam of dim light shines up as a 40-foot-high cylinder. Until the spell ends, dim light fills the cylinder.

When a creature enters the area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames, it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also reverts to its original form and can't assume another form until it leaves the light.
You can use an action to move the patch and beam 60 feet in any direction.

At Higher Levels: 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.

Moonbeam PHB 261 2nd level Evocation

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druid PHB 264 2nd level Abjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Druid PHB 230 3rd level Evocation

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Druid XGE 155 3rd level Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
3 3
3 3

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Druid PHB 250 3rd level Transmutation

3 3