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Swim

  • casting time1 action
  • rangeTouch

  • componentsV.S.M.
  • duration1 hour

Material: a fish scale.

You touch a creature. The target develops webbing between its toes and fingers, and gains a swim speed equal to its normal movement. It must still breathe as it normally does.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Druid (AurorAshana) 1st-level transmutation

A Kalashtar's Requiem

  • casting time1 Action
  • range60 feet

  • componentsS.
  • duration1 minute (concentration)

As you target 1 creature, blue ethereal tentacles apparate around its head and begin to envelop it in its grasp. As it does so, memories of Dal Quor and lifetimes of being hunted by the relentless Dreaming Dark flash within the mind's eye of the creature.
• A creature must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much on a success.
• Any creature that failed becomes incapacitated, its focus completely occupied by the horrific visions. At the end of each of its turns it can make another Wisdom saving throw, on a failure it takes an additional 1d8 psychic damage and continues to be incapacitated. On a success the spell's effects end on that creature.

At higher levels:
Can choose to either:
-Target one additional creature for each level above 2nd.
-Increase the psychic damage by 1d8 for every level above 2nd.

Druid (AurorAshana) 2nd-level divination

Ungulatory Movement

  • casting time1 action
  • rangeTouch

  • componentsV.S.M.
  • duration1 minute

Material: A piece of hoove from an ungulate animal.

You touch a creature and it develops a whispy beard and its feet become cloven like that of a goat. It gains the following abilities:
•A climbing speed equivalent to its normal movement speed
•Sure-footed (gains advantage on Strength and Dexterity saving throws made against effects that would knock it prone)

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 (AurorAshana) 2nd-level transmutation

Aurora's Aquatics

  • casting time1 action
  • rangeTouch

  • componentsV.S.M.
  • duration1 hour

Material: a short reed or piece of straw and a fish scale.

Choose up to 5 willing creatures. Gills sprout from the neck and webbing forms between its toes and fingers.
• Each target can breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
• Each target gains a swim speed equal to its normal movement.

At higher levels:
When you cast this spell using a spell slot fo 4th level or higher, you can target one additional creature for each slot above 3rd.

Druid (AurorAshana) 3rd-level transmutation (ritual)

Create Songwood

  • casting time8 hours
  • range60 feet

  • componentsV.S.
  • durationUntil dispelled

This spell interweaves magical energy into plants, turning them into beatiful, nearly-everlasting wooden forms that do not degrade with the passage of time. The spellcaster can guide the shape of the plants into whatever form they choose during the ritual. The total volume that can be affected by this spell is a 15 foot cube to create a singular or multiple wooden structures (eg, 15 ft-by-15 ft cube or 15 wooden panels which are 1 foot thick and 15 feet long). The songwood would last for 350 years with a single caster's focus, but the longevity of the songwood would be proportionate to the number of spellcasters performing the ritual at the time (eg, 2 spellcasters would be 700 years, 3 spellcasters would be 1050 years, etc).

At higher levels:
Add 5 feet in each dimension to the area that can be affected for each level above 3rd.

Druid (AurorAshana) 3rd-level transmutation (ritual)

Frollicker of Tiv

  • casting time1 action
  • rangeTouch

  • componentsV.S.M.
  • duration1 hour (concentration)

Material: A piece of elk horn or a drop of fey wine.

You touch a creature and magnificient golden stag horns erupt from its forehead. It gains the following abilities:
•The creature's jump distance is doubled until the spell ends
•It may ram an enemy with the horns by using its action to make a melee weapon attack (+5 to hit, reach 5ft, 1d6+3 bludgeoning damage), but can not use the charge action
•The creature suddenly becomes charmingly enigmatic, and more adept at making deals. The creature gains advantage on Charisma checks

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Druid (AurorAshana) 3rd-level transmutation

Thundersnow

  • casting time1 action
  • range150 ft

  • componentsV.S.M.
  • durationUp to 5 minutes (concentration)

Material: a piece of lint & droplet of water.
A rumble precedes a snow-laden storm cloud appearing in the shape of a cylinder that is 15 feet tall with a 40-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear. Naturally storm conditions increase the damage by 1d10 or 1d8.
The following effects last for the duration:
-Large heavy snowflakes drift down, making the area heavily obscured, dousing any flames. The ground quickly is blanketed, making it difficult terrain to any creature not endemic to the arctic.
-On each subsequent turn until the spell ends, you can use your action to call forth the following effect that affects any creature within a 5 ft radius of a point that you've chosen on the ground: 1) Lightning strikes the ground. A creature who fails a Dex saving throw takes 3d10 lightning damage (or half as much on a save) OR 2) Thunder rumbles. Each creature who fails a Constitution saving throw takes 4d8 thunder damage (only half damage on a success).
At higher levels: The damage increases by 1d10 or 1d8 (based on the damage type) for each slot level above 3rd.

Druid (AurorAshana) 3rd-level conjuration

Aurora's Wolven Whiteout [1/2]

  • casting time1 Action
  • range150 feet

  • componentsV.S.M.
  • durationUp to 1 minute (concentration)

Material: Water droplet & a twisted tuft of wolf fur.

The winds howl fervently as a snowy wolf pack form within a swirling icy vortex centered on a point on the ground you can see within range (5 ft radius & 30 ft high cylinder). Roll 4d4 to summon that number of wolves within the pack. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. Note:
• A creature must make a Dex saving throw the first time that it enters the vortex on its turn or when the vortex enters its space (including when the vortex first appears). On a failed save, a creature takes 1d4 piercing damage and 1d6 cold damage for every ice wolf that is summoned. On a sucess, the damage is halved.
• Any creature that fails the Dex save, must make a Strength saving throw or become restrained (medium or smaller creature) or knocked prone (large creature) until the spell ends.
• When a restrained creature starts its turn within the vortex, the creature is pulled 5 ft higher within the cylinder. The creature moves with the vortex and falls when the spell ends. A creature can use an action to make a Strength/Dex check against your spell save DC. If sucessful, the

Druid (AurorAshana) 4th-level conjuration

Aurora's Wolven Whiteout [2/2]

  • casting time1 Action
  • range150 feet

  • componentsV.S.M.
  • durationUp to 1 minute (concentration)

creature is no longer restrained by the vortex and is hurled 1d12 x 10 ft away from it in a random direction.

At higher levels:
5d4 wolf pack at 6th level or 6d4 wolf pack at 8th level.

Druid (AurorAshana) 4th-level conjuration

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