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SCALDING GEYSERS

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You call forth three geysers of scalding water from the depths of the earth. Choose three creatures you can see within range. Each creature must make a Strength saving throw. On a failed save, the creature takes 2d6 fire damage and 2d6 bludgeoning damage, and is knocked prone by the force of the water. On a successful save, the creature takes half as much damage and isn’t knocked prone.

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 (DG) 3rd-level conjuration

RECALL THE WINDS

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 minutes

A Tiny totem carved from animal bone

You touch the remains of a beast or plant that has died in the last 10 days and recall its last memories of the wilds. If the remains are undead, the spell fails.
For the duration, you have access to the creature’s memories of the last 24 hours before its death. You can sift through these memories by focusing on a particular creature, location, or object. Doing so plays every memory related to the chosen creature, location, or object, from the perspective of the creature. You learn any information provided by the creature’s memories, as well as any strong emotions that might’ve coloured the memory, such as fear or protectiveness.
If the creature has more than 10 minutes of memories associated with the chosen creature, location, or object, the creature shows you the memories with the strongest emotions attached.
Once you target a creature with this spell, it can’t be targeted in this way again, by you or any other creature.

Druid (DG) 3rd-level necromancy

GREATER SHILLELAGH

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration 1 minute

Mistletoe, a four-leaf clover, & a club or quarterstaff

The wood of a club or quarterstaff you are holding is imbued with a greater portion of 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 2d8. 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Druid (DG) 3rd-level transmutation

Constellation (ritual)

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Instantaneous

Incense worth at least 25gp, which the spell consumes

You perform a divining ritual under the night sky, seeking the wisdom of the stars. This spell has no effect unless performed outdoors, under a night sky. When you cast the spell, the smoke of the incense that makes up the spell’s material component draws your eye to one constellation in particular. This constellation might represent the answer to a long-standing question of yours, a hint to a secret that you are missing, or an omen of a danger in your immediate future. The meaning of this constellation might be entirely literal to its shape--such as a knife, or a door--or more metaphorical--such as a broken heart, or a closed eye. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that your answer will be misleading, or you will receive no answer at all. The DM makes this roll in secret.

Druid (DG) 3rd-level divination (ritual)

AVIAN SWARM

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Conc, up to 1 min

A feather of the kind of bird you wish to summon

You summon a 20-foot radius sphere of vicious birds centered on a point within range. The birds heavily obscure the area, and slash and peck at any hostile creatures in their area.
When a creature hostile to you enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d10 slashing damage. You and creatures friendly to you can move through the area
untouched.
When the spell ends, the swarm of birds disappear, leaving only a field of loose feathers. These feathers disappear over the course of a minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Druid (DG) 3rd-level conjuration

Venom Blast

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a snake's fang)
  • duration Instantaneous

You gesture to call forth an ethereal serpent at a point within range and speak, commanding the beast to let loose a deadly venom. Creatures within a 15-foot radius of the serpent must make a Constitution saving throw. If they fail, they are poisoned for one minute and take 6d6 poison damage. If they succeed, they take half as much damage and are not poisoned. A creature that is poisoned by this spell can repeat their saving throw at the end of each of their turns, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 per slot level above 3rd.

Druid (COFSA) 3rd-level conjuration

SKYSTRIKE

  • casting time 1 reaction, when you're falling or after jumping
  • range 15 feet

  • components V, S
  • duration Instantaneous

When you cast this spell, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it takes lightning damage equal to the amount of falling damage you would have taken. If you landed on a creature, you immediately move to the nearest open space. If you fell 30 feet or more, you are stunned until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you are not stunned when falling.

Druid (COFSA) 2nd-level evocation

Fresh Paint

  • casting time 1 action
  • range Self

  • components S
  • duration 1 hour

You create a magical paint that runs from your fingertips or fills a small container. You can use this paint in any way you could use ordinary paint, though it only remains tangible for one hour. For each additional minute you spend coating a surface in this paint, the paint remains on that surface for twice as long as before. You can create any colour of paint you choose each time you cast the spell.

Druid (COFSA) Conjuration cantrip

SKEWERING VINES

  • casting time 1 action
  • range Self

  • components V, S
  • duration Conc, up to 1 min

When you cast this spell, a mass of vines coils forth from the ground around you. When you cast this spell, and as an action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet of you. This attack ignores half and three-quarters cover. If you hit, the target takes 3d10 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per slot level above 3rd.

Druid (COFSA) 3rd-level conjuration

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SHRILL WHISTLE

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You place your hand to your lips, blowing through them in a terrible note. All creatures of your choosing within range must make a Constitution saving throw. If they fail, they take 1d8 thunder damage and are deafened until the end of their next turn. This whistle is audible up to 500 feet away, even in adverse conditions.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d8 per slot level above 1st.

Druid (COFSA) 1st-level evocation

SERPENT'S BITE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Conc, up to 1 min

Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d8 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action. When you do, you can make a single melee weapon attack as a bonus action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per slot level above 3rd.

Druid (COFSA) 3rd-level transmutation

RESONANCE

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Conc, up to 1 min

You sing to the inherent order within the ground around you. While you maintain concentration on this spell, you can use an action to disrupt that order. Choose a 10-foot cube within range. Creatures and objects within that square must make a Dexterity saving throw. If they fail, they sink into the ground as it softens and re-hardens, becoming restrained for as long as you maintain concentration. Each round, the target can make a Strength saving throw, ending the effect on a success. Until the spell ends you can repeat this process, choosing a different 10-foot cube each time.

Druid (COFSA) 3rd-level enchantment

REPLENISH

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 2d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the temporary hit points gained increases by 1d6 per slot level above 2nd.

Druid (COFSA) 2nd-level evocation

MEND FLESH

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

A needle and thread

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.

Druid (COFSA) 1st-level transmutation

LURING LIGHT

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration Conc, up to 1 min

The tooth of an aquatic predator

You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn travelling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per spell slot level above 3rd.

Druid (COFSA) 3rd-level illusion

Frozen Lance

  • casting time 1 action
  • range Self

  • components V, S, M (a weapon)
  • duration Instantaneous

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the base cold damage increases by 1d6 per slot level above 3rd.

Druid (COFSA) 3rd-level conjuration

Crushing tide

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 per spell slot level above 3rd.

Druid (COFSA) 3rd-level evocation

Blackened Heart

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.

Druid (COFSA) 3rd-level necromancy

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