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Land's Aid

  • casting time 1 Action
  • range 60 ft

  • components N/A
  • duration N/A

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

Land’s Aid: Damage: 1 Action
Land’s Aid: Heal: 1 Action

Druid Feature

Wild Resurgence

  • casting time N/A
  • range Self

  • components N/A
  • duration N/A

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Druid 1 / long rest

Wild Shape

  • casting time 1 bonus action
  • range Self

  • components N/A
  • duration 2 hours

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Rules While Shape-Shifted:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

Druid 2 / long rest

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instentaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Druid Level 2

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instentaneous

ightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 2d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

Druid Cantrip

Ray of Sickness

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instentaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Druid Level 1

Poison Spray

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instentaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 Poison damage.

Druid Cantrip

Conjure Animals

  • casting time 1 action
  • range 60 ft

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

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.

You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.

Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.

Druid Level 2

Warding Wind

  • casting time 1 action
  • range Self / 10 ft

  • components V
  • duration Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid Level 2

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Pass without Trace

  • casting time 1 action
  • range Self / 30 ft

  • components V, S
  • 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

Hold Person

  • casting time 1 action
  • range 60 ft

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

Choose a Humanoid 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 spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Druid Level 2

Flame Blade

  • casting time 1 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 size and shape 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.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Druid Level 2

Speak with Animals

  • casting time 1 action
  • 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

Ice Knife

  • casting time 1 action
  • range 60 ft / 5 ft cube

  • components S, M
  • duration Instentaneous

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 (DC 14) or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid Level 1

Earth Tremor

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instentaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw (DC 14). On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid Level 1

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw (DC 14). 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.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Druid Level 1

Thunderclap

  • casting time 1 action
  • range 5 ft

  • components S
  • duration Instentaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw (DC 14) or take 2d6 thunder damage.

Druid Cantrip

Druidcraft

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instentaneous

Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Druid Cantrip

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Spare the Dying

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instentaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Druid Cantrip

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