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Summon Fey

  • casting time 1 Action
  • range 90 ft

  • components V, S, M
  • duration Concentration, up to 1 Hour

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Druid Conjuration

Summon Beast

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Druid Conjuration

Moonbow

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous, or up to 3 rounds

a small piece of moonstone

When you cast this spell, three motes of lightning appear next to you, and you can direct each mote to strike a target within the spell’s range. You can direct the motes to strike a single target or separate targets. Make a separate ranged spell attack for each mote. On a hit, the mote deals 4d6 lightning damage, and then fades away. You do not have to fire all the motes on the round you cast the spell. On each successive turn, you can use an action to fire any remaining motes. If a turn passes without firing any motes, the spell ends, and all remaining motes vanish.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of
lightning damage increases by 1d6 for each slot level above 5th.

Druid Evocation

Moonfire

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S
  • duration Instantaneous

You unleash a beam of cold, white fire in a straight line 60 feet long and 10 feet wide. Creatures in that area must succeed on a Dexterity saving throw. A creature takes 7d6 cold damage (if living) or 7d6 radiant damage (if undead) on a failed save, or half as much on a successful one. In addition, a creature that takes damage from the moonfire, as well as all magical objects in the spell’s path, are outlined in a silvery glow until the end of your next turn. While outlined, the creature or object sheds dim light in a 10- foot radius and can’t benefit from being invisible, and any attack roll against an affected creature or object has advantage if the attacker can see it.

Druid Conjuration

Shellshock

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a 1-inch metal sphere

A massive bolt of blue lightning strikes the ground at a point you can see within range. Each creature in a 20-foot radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 9d8 lightning damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also wracked by the experience, and becomes frightened of you for 1 minute. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Druid Evocation

Earthmaw

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a tooth from a predatory animal

You cause a patch of non magical, unworked earth or stone 10 feet across to form into a gigantic mouth with sharp stone teeth. The mouth springs forth on a short neck and attacks a creature you choose within 10 feet of it. Make a melee spell attack. On a hit, the creature takes 5d10 piercing damage and must succeed on a Dexterity saving throw. On a failure, the creature is swallowed whole. While swallowed, the creature is restrained and can't breathe, and is at risk of suffocating (as per Player’s Handbook chapter 8, Environment). The escape DC is equal to your spell save DC. On a success, the creature is no longer restrained and is able to dig itself out. The creature can also be dug out by creatures who are on the surface. After making the attack, the mouth returns to the ground and fades away.

Druid Transmutation

Cage of Briars

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a small woven basket

As you cast this spell, you create a cage of thorny briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.

Druid conjuration

Bloodthorn

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a thorn

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.

Druid Necromancy

Ashen Pack

  • casting time 1 action
  • range Self

  • components V, S
  • duration up to 10 minutes

With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you. When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier. If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw. If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC. If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf’s attack increases by 1d10 per spell slot level above 4th.

Druid Conjuration

3 3
2 2
5 5
5 5
4 4
4 4
4 4
4 4
4 4

Skewering Vines

  • casting time 1 action
  • range Self

  • components V, S
  • duration up to 1 minute

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 60 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 Conjuration

Manyjaws

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

two incisors from any creature

You create three pairs of gnashing , biting jaws—strings of disembodied teeth that lack gums, lips, or gullets—that hover in the air, centered on a point you choose within range. Make a ranged spell attack for each jaw. You can direct at the same target or at different ones. On a hit, the target takes 2d8 piercing damage

Druid Evocation

Wine Bomb

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

one bottle of alcohol

As an action, you pull out a bottle of alcohol, such as wine or beer, and hurl it at a point on the ground within 30 feet. On impact the bottle explodes and the area in a 10-foot radius around the point is filled with alcoholic fog. When a creature enters this area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save the creature becomes incapacitated as the fumes make the target drunk. On subsequent turns the creature can repeat the save at the beginning of each of its turns, ending the effect on a success. Creatures are affected even if they hold their breath. The fog spreads around corners. It persists for 1 minute and then disappears or until a strong wind disperses the fog, ending the effect.

Druid Conjuration

3 3
3 3
2 2