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Control Water [1/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

Until spell ends, control any freestanding water inside the chosen area—a cube up to 100 feet. Choose from any of the following effects when you cast the spell, and as an action on your turn, repeat the same effect or choose a different one.

Flood: Cause the level of all standing water in area to rise by up to 20 feet. If area includes a shore, flooding water spills over onto dry land.

If area in large body of water, instead create 20-foot tall wave that travels from one side of the area to the other then crashes down. Any Huge or smaller vehicles in the wavepath are carried with it to the other side, and have 25% chance to capsize.

Water level remains elevated until spell ends or you different effect is chosen. If wave produced, it repeats on start of your next turn while flood effect lasts.

Part Water: Cause water in area to move apart and create a trench. Trench extends across spell area, and separated water forms a wall to either side. Trench remains until spell ends or different

Druid (*)(Coast) 4th level Transmutation

Control Water [2/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

effect chosen. Water then slowly fills in trench over next round until the normal water level restored.

Redirect Flow: Cause flowing water in area to move in direction of choice, even flowing over obstacles, up walls, or other unlikely directions. Water in area moves as you direct, but once beyond spell area, its flow resumes based on terrain conditions. Wwater continues to move in chosen direction until spell ends or different effect chosen.

Whirlpool: Requires body of water at least 50 feet square & 25 feet deep. Cause whirlpool to form in center of area, with a vortex 5 feet wide at base, up to 50 feet wide at top, and 25 feet tall. Any creature or object in water & within 25 feet of vortex is pulled 10 feet toward it. A creature can swim away from vortex by making STR (Athletics) check against spell save DC.

When a creature enters vortex for the first time on a turn or starts its turn there, it makes a STR saving throw. On failue, it takes 2d8 bludgeoning damage and is caught in vortex until

Druid (*)(Coast) 4th level Transmutation

Control Water [3/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

spell ends. On a success, it takes half damage, and isn't caught in vortex. Once caught in vortex the STR (Athletics) check to escape is made at disadvantage.

The first time each turn an object enters the vortex—and each round it remains there—it takes 2d8 bludgeoning damage.

Druid (*)(Coast) 4th level Transmutation

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Transform into a powerful nature guardian until the spell ends. Choose to asssume the form of Primal Beast or Great Tree.

Primal Beast: Bestial fur covers your body, your facial features become feral, gain these benefits:

• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree: Your skin appears barky, leaves sprout from your hair, gain these benefits:

• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Druid (XGE) 4th level Transmutation

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