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Find Familiar Part 2

  • casting time 1 Action
  • range 10 Feet

  • components 2 Wild Shape Uses
  • duration Instantaneous

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Wild Companion 1st Level Conjuration

Find Familiar Part 1

  • casting time 1 Action
  • range 10 Feet

  • components 2 Wild Shape Uses
  • duration Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Wild Companion 1st Level Conjuration

Enlarge/Reduce Part 2

  • casting time 1 Action
  • range 30 Feet

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

a pinch of powdered iron

Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

• Reduce.

The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Druid 2nd Level Transmutation

Enlarge/Reduce Part 1

  • casting time 1 Action
  • range 30 Feet

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

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

• Enlarge.
The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category from Medium to Large, for example. If there isnІ't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

Druid 2nd Level Transmutation

Cone of Cold

  • casting time 1 Action
  • range Self (60-foot cone)

  • components V, S, M
  • duration Instantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.












At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Druid 5th Level Evocation

Symbol Part 2

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Druid 7th Level Abjuration

Symbol Part 1

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

Druid 7th Level Abjuration

Incindiary Cloud

  • casting time 1 Action
  • range 150 Feet

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

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Druid 8th Level Conjuration

Flesh to Stone

  • casting time 1 Action
  • range 60 Feet

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

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Druid 6th Level Transmutation

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Fire Shield

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 10 minutes

a bit of phosphorus or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Druid 4th Level Evocation

Summon Elemental

  • casting time 1 Action
  • range 90 Feet

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

air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Druid 4th Level Conjuration

Divination (Ritual)

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Instantaneous

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this 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 you get a random reading. The DM makes this roll in secret.

Druid 4th Level Divination

Summon Fey

  • casting time 1 Action
  • range 90 Feet

  • 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 3rd Level Conjuration

Revivify

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Druid 3rd Level Necromancy

Elemental Weapon

  • casting time 1 Action
  • range Touch

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

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.









At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Druid 3rd Level Transmutation

Aura of Vitality

  • casting time 1 Action
  • range Self (30-foot radius)

  • components V
  • duration Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Druid 3rd Level Evocation

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, use the higher level where the spell’s level appears in the stat block.

Druid 2nd Level Conjuration

Wither and Bloom

  • casting time 1 Action
  • range 60 Feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.



At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Druid 2nd Level Necromancy

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Acid Splash

  • casting time 1 Action
  • range 60 Feet

  • components V, S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.













At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid Conjuration Cantrip

Thunder Step

  • casting time 1 Action
  • range 90 Feet

  • components V
  • duration Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise, the creature is left behind.



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 3rd Level Conjuration

Wall of Sand

  • casting time 1 Action
  • range 90 Feet

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

a handful of sand

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

Druid 3rd Level Evocation

Lingering Toxins

  • casting time 1 Action
  • range 30 Feet

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

a rotten mushroom

You summon spores or sludge to inflict the target with disease. The target must make a Constitution saving throw. On a failure they take 4d12 poison damage and become poisoned for the duration, or half as much damage and not poisoned on a successful save. A creature poisoned by this spell takes an additional 2d12 poison damage on the start of each of their turns. The target can attempt to end the additional poison with a Constitution Check against your Spell Save DC. If a poisoned creature drops to zero hit points with this spell, they explode in a cloud of poison. Every creature within a 20 foot radius of the target to make a Constitution saving throw or take 2d12 poison damage, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spells damage increases by 1d12 for each slot level above 4th.

Druid 4th Level Conjuration

Storm Sphere

  • casting time 1 Action
  • range 150 Feet

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Druid 4th Level Evocation

Dawn

  • casting time 1 Action
  • range 60 Feet

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

a sunburst pendant worth at least 100 gp

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Druid 5th Level Evocation

Immolation

  • casting time 1 Action
  • range 90 Feet

  • components V
  • duration Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

Druid 5th Level Evocation

Wall of Ice Part 1

  • casting time 1 Action
  • range 120 Feet

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

a small piece of quartz

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

Druid 6th Level Evocation

Wall of Ice Part 2

  • casting time 1 Action
  • range 120 Feet

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

a small piece of quartz

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5f6 cold damage on a failed save, or half as much damage on a successful one.



At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Druid 6th Level Evocation

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Wall of Electricity Part 1

  • casting time 1 Action
  • range 150 Feet

  • components V, S, M
  • duration Concentration up to 5 minutes

a small metal rod

You summon a wall of pure lightning at a point you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can choose to make it a 20 foot high, 20 foot wide cube, or a 10 foot hemispherical dome or sphere. In any form the walls are 1 foot thick and are opaque.

When the wall appears, each creature within the area of the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d10 lightning damage and is paralyzed for 1 minute. On a successful save, creatures take half damage and are not paralyzed. A paralyzed creature can make another Dexterity saving throw at the end of each of its turns, ending the effect on a success.

Druid 5th Level Evocation

Wall of Electricity Part 2

  • casting time 1 Action
  • range 150 Feet

  • components V, S, M
  • duration Concentration, up to 5 minutes

a small metal rod

A creature that ends its turn in the walls area takes 4d10 lightning damage.

Until the spell ends, you can launch a lightning bolt from the wall to one creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 4d10 lightning damage. You have advantage on the spell attack roll if the creature is inside of the wall.








At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Druid 5th Level Evocation

Continual Flame

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Until Dispelled

ruby dust worth 50 gp, which the spell consumes

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Druid 2nd Level Evocation

Protection from Evil and Good

  • casting time 1 Action
  • range Touch

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

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Druid 1st Level Abjuration

Augury (Ritual)

  • casting time 1 Minute
  • range Self

  • components V, S, M
  • duration Instantaneous

specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druid 2nd Level Divination

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