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Healing Word

  • casting time1 bonus action
  • rangeMedium (60 feet)

  • componentsV
  • durationInstantaneous

Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.Cast at Higher LevelsThe hit points regained increase by 1d4 for each slot level above 1st.

Druid Evocation

Heart of Dis

  • casting time10 minutes
  • rangeSelf

  • componentsV; S; M (replica iron heart worth at least 1;000 gold)
  • duration24 hours

You magically replace your heart with one forged on the second layer of Hell. While the spell lasts; you are immune to fear and can't be poisoned; and you are immune to fire and poison damage. You gain resistance to cold damage; as well as to bludgeoning; piercing; and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally; while you are conscious; any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save; the creature is frightened of you until the start of your next turn. On a success; the creature is immune to the effect for 24 hours.Casting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell; you can't be brought back to life until your original heart is retrieved.Rare VersionsRoav's True Heart of Dis. Until the spell ends; your type changes to fiend.

Druid Necromancy

Heat Metal

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (piece of iron)
  • durationConcentration (1 minute)

The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends; on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage; it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target; it has disadvantage on attack rolls and ability checks until the start of your next turn.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 2nd.

Druid Transmutation

Heroes' Feast

  • casting time10 minutes
  • rangeShort (30 feet)

  • componentsV; S; M (beautifully crafted bowl worth at least 1;000 gold; consumed by the spell)
  • durationInstantaneous

The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from; and it is cured of any effect that frightens it.For up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws; advantage on saving throws made against disease and poison; resistance against damage from poison and disease; and each increases its hit point maximum by 2d10.Rare VersionsKomanav's Final Heroes' Feast. Instead of receiving any benefits; 10 minutes after the food is consumed all participants other than you take 8d10 necrotic damage.Sidoneth's Fantabulous Heroes' Feast. For 24 hours afterward; you gain advantage on Charisma checks made against creatures that participate in the feast.

Druid Conjuration

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationConcentration (1 minute)

The target's spirit is bolstered. Until the spell ends; the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.Cast at Higher LevelsTarget one additional creature for each slot level above 1st.Rare VersionsKoren's Glowing Heroism. The target glows with bright light in a 10-foot radius and dim light an additional 5 feet. When a creature within the target's glow regains hit points; it regains 1d4 additional hit points.

Druid Enchantment

Hideous Laughter

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (poppy seed)
  • durationConcentration (1 minute)

The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone; becomes incapacitated; and cannot stand.Until the spell ends; at the end of each of the target's turns and when it suffers damage; the target may attempt another saving throw (with advantage if triggered by damage). On a successful save; the spell ends.Cast at Higher LevelsTarget an additional creature within 30 feet of the original for each slot level above 1st.Rare VersionsBeshala's Infectious Hideous Laughter. Any creature that touches the target must also succeed on a Wisdom saving throw or be affected by the spell.Kreven's Despairing Hideous Laughter. When the mirth fades the target is affected with crushing grief; sadness; and despair; causing it to sob uncontrollably. The emotional toll of the spell causes the target to have disadvantage on the first ability check; attack roll; or saving throw it makes after the spell ends.

Druid Enchantment

Hold Monster

  • casting time1 action
  • rangeMedium 60 (feet)

  • componentsV; S; M (piece of iron)
  • durationConcentration (1 minute)

The target is paralyzed. At the end of each of its turns; the target makes another saving throw; ending the spell's effects on it on a successful save.Cast at Higher LevelsTarget an additional creature within 30 feet of the first target for each slot level above 5th.

Druid Enchantment

Hold Person

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (piece of iron)
  • durationConcentration (1 minute)

The target is paralyzed. At the end of each of its turns; the target makes another saving throw; ending the spell's effects on it on a successful save.Cast at Higher LevelsTarget an additional creature within 30 feet of the first target for each slot level above 2nd.

Druid Enchantment

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