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Awaken

  • casting time8 hours
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

an agate worth at least 1,000 gp, which the spell consumes

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Druid 5th level Transmutation

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Briefly become one with nature and gain knowledge of surrounding territory. Outdoors, the spell gives knowledge of the land within 3 miles. In caves and other natural underground settings, radius is limited to 300 feet. Spell doesn't function where nature has been replaced by construction—ex: in dungeons, towns.

Instantly gain knowledge: up to three facts of your choice about any of the following subjects, as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, peoples

• powerful celestials, fey, fiends, elementals, undead

• influence from other planes of existence

• buildings.

For example, you could determine: the location of powerful undead in the area

major sources of safe drinking water 5th level Divination

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Druid 5th level Enchantment

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.

• One effect that charmed or petrified the target

• One curse, including the target's attunement to a cursed magic item

• Any reduction to one of the target's ability scores

• One effect reducing the target's hit point maximum

Druid 5th level Abjuration

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils and unguents worth at least 1,000 gp, which the spell consumes

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling, lightfoot. 69-76 Halfling, stout. 77-96 Human. 97-00 Tiefling.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Druid 5th level Transmutation

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Druid (*)(Forest) 5th level Conjuration

Wrath of Nature

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Call out to spirits of nature to rouse them against your enemies. Choose a point you can see within range. Spirits cause trees, rocks, grasses in 60-foot cube centered on that point to become animated until spell ends.

Grasses and Undergrowth: Any area of ground in the cube covered by grass or undergrowth is difficult terrain for your enemies.

Trees: At the start of each of your turns, each enemy within 10 feet of any tree in area must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines: At the end of each of your turns, one creature of choice on ground in area must succeed on a Strength saving throw or become restrained until spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks: As a bonus action on your turn, you can cause a loose rock in area to launch at a creature you can see in area. Make a ranged spell attack—on hit, target takes 3d8 nonmagical bludgeoning damage, and must succeed on a Strength saving throw or fall prone.

Druid (XGE) 5th level Evocation

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