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Thunderwave

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Cast at higher level: The damage increases by 1d8 for each spell slot level above 1.

Druid Level 1 Evocation

Speak with Animals

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration 10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Druid Level 1 Divination

Purify Food and Drink

  • casting time Action or Ritual
  • range 10 feet

  • components V, S
  • duration Instantaneous

You remove poison and rot from nonmagical food and drinks in a 5-foot-radius Sphere centered on a point within range.

Druid Level 1 Transmutation

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

Flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by, or gain the Charmed or Frightened condition from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Druid Level 1 Abjuration

Longstrider

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

You touch a creature. The target's Speed increases by 10 feet until the spell ends.

Cast at higher level: You can target one additional creature for each spell slot level above 1.

Druid Level 1 Transmutation

Ice Knife

  • casting time Action
  • range 60 feet

  • components S, M
  • duration Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Cast at higher level: The Cold damage increases by 1d6 for each spell slot level above 1.

Druid Level 1 Conjuration

Fog Cloud

  • casting time Action
  • range 120 feet

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

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Cast at higher level: The fog's radius increases by 20 feet for each spell slot level above 1.

Druid Level 1 Conjuration

Faerie Fire

  • casting time Action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Druid Level 1 Evocation

Detect Poison and Disease

  • casting time Action or Ritual
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Druid Level 1 Divination

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Create or Destroy Water

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

You do one of the following:

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively you destroy fog within a 30-foot Cube within range.

Cast at higher level: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Druid Level 1 Transmutation

Charm Person

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Cast at higher level: You can target one additional creature for each spell slot level above 1.

Druid Level 1 Enchantment

Summon Beast

  • casting time Action
  • range 90 feet

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

Feather, fur or scale within a gilded acorn worth 200+ GP

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. 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 details 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 allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands. If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

Cast at higher level: Use the spell slot's level for the spell's level in the stat block.

Druid Level 2 Conjuration

Spike Growth

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

The ground in a 20-foot-radius sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid Level 2 Transmutation

Protection from Poison

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Druid Level 2 Abjuration

Pass without Trace

  • casting time Action
  • range Self

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

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Druid Level 2 Abjuration

Moonbeam

  • casting time Action
  • range 120 feet

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

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 and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shapeshifted it reverts to its true form. On a successful save, a creature takes half as much damage only.
A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.

Cast at higher level: The damage increases by 1d10 for each spell slot level above 2.

Druid Level 2 Evocation

Locate Object

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

The spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Druid Level 2 Divination

Locate Animals or Plants

  • casting time Action or Ritual
  • range Self

  • components V, S, M
  • duration Instantaneous

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Druid Level 2 Divination

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Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed or Poisoned.

Druid Level 2 Abjuration

Hold Person

  • casting time Action
  • range 60 feet

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

Choose a Humanoid target that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the effect on a success.

Cast at higher level: You can target one additional Humanoid for each spell slot level above 2.

Druid Level 2 Enchantment

Heat Metal

  • casting time Action
  • range 60 feet

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

Choose a manufactured metal object, such as a metal weapon or a suit of Medium or Heavy metal armor that you can see within range. You cause the object glow red hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

Cast at higher level: The damage increases by 1d8 for each spell slot level above 2.

Druid Level 2 Transmutation

Gust of Wind

  • casting time Action
  • range Self

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

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. A creature that ends its turn in the line must make the same save. Any creature in the line must spend double movement when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames to dance wildly and has a 50% chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the line blasts from you.

Druid Level 2 Evocation

Flaming Sphere

  • casting time Action
  • range 60 feet

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

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire 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, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Cast at higher level: The damage increases by 1d6 for each spell slot level above 2.

Druid Level 2 Conjuration

Flame Blade

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in shape and size to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Cast at higher level: The damage increases by 1d6 for each spell slot level above 2.

Druid Level 2 Evocation

Find Traps

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spells or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Druid Level 2 Divination

Darkvision

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 8 hours

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Druid Level 2 Transmutation

Continual Flame

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Until dispelled

Ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Druid Level 2 Evocation

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Beast Sense

  • casting time Action or Ritual
  • range Touch

  • components S
  • duration Concentration, up to 1 hour

You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.

Druid Level 2 Divination

Barkskin

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 hour

You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an AC of 17 it its AC is lower than that.

Druid Level 2 Transmutation

Augury

  • casting time 1 minute or Ritual
  • range Self

  • components V, S, M
  • duration Instantaneous

Divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM tells you what omen you receive.

Weal for results that will be good.
Woe for results that will be bad.
Weal and woe for results that will be good and bad.
Indifference for results that are neither good nor bad.

The spell doesn't account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance that you get no answer.

Druid Level 2 Divination

Animal Messenger

  • casting time Action or Ritual
  • range 30 feet

  • components V, S, M
  • duration 24 hours

A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you. You specify a location you have visited and a recipient who matches a general description. You also communicate a message of up to 25 words. The Beast travels for the duration to the specified location, covering about 25 miles per 24 hours or 50 miles if it can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost and the Beast returns to where you cast the spell.

Cast at higher level: The spell's duration increases by 48 hours for each spell slot level above 2.

Druid Level 2 Enchantment

Aid

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Cast at higher level: Each target's Hit Points increase by 5 for each spell slot level above 2.

Druid Level 2 Abjuration

Enhance Ability

  • casting time Action
  • range Touch

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

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.


Cast at higher level: You can target one additional creature for each spell slot above 2. You can choose a different ability for each target.

Druid Level 2 Transmutation

Enlarge/Reduce

  • casting time Action
  • range 30 feet

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

For the duration, the spell enlarges or reduces a creature or an object you can see within range. An object can be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes in size with it. Any item it drops turns to normal size at once. A thrown weapon or piece of ammunition changes to normal size immediately after it hits or misses.

Enlarge: The target's size increases by 1 category. They gain Advantage on Strength checks and Strength saving throws. Their attacks deal 1d4 extra damage.

Reduce: The target's size decreases by 1 category. They gain Disadvantage on Strength checks and Strength saving throws. Their attacks deal 1d4 less damage (minimum 1).

Druid Level 2 Transmutation

Goodberry

  • casting time Action
  • range Self

  • components V, S, M
  • duration 24 hours

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat a berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.

Druid Level 1 Conjuration

Healing Word

  • casting time Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier


Cast at higher level: The healing increases by 2d4 for every spell spot level above 1.

Druid Level 1 Abjuration

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Jump

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Cast at higher level: You can target one additional creature for each spell slot above 1.

Druid Level 1 Transmutation

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.


Cast at higher level: The healing increases by 2d8 for each spell slot level above 1.

Druid Level 1 Abjuration

Detect Magic

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Druid Level 1 Divination

Entangle

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Druid Level 1 Conjuration

Animal Friendship

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spell ends.

Cast at higher level: You can target one additional Beast for each spell slot level above 1.

Druid Level 1 Enchantment

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