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Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

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

Druid 2nd level Conjuration

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 feet

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

tiny tarts and a feather that waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns and each time it takes damage the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success the spell ends.

Druid 1st level Enchantment

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence but at minimum beasts can give you information about nearby locations and monsters including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you at the DM's discretion.

Druid 1st level Divination

Sleep

  • casting time 1 action
  • range 90 feet

  • components V S M
  • duration 1 minute

A pinch of find sand rose petals or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.

Druid 1st level Enchantment

Silvery Barbs

  • casting time 1 Reaction
  • range 60 feet

  • components V
  • duration Instantaneous

(which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll an ability check or a saving throw) You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll ability check or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Druid 1st level Enchantment

Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V S M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object you learn its properties and how to use them whether it requires attunement to use and how many charges it has if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell you learn which spell created it.
If you instead touch a creature throughout the casting you learn what spells if any are currently affecting it.

Druid 1st level Divination

Hunter's Mark

  • casting time 1 bonus action
  • range 90 feet

  • components V
  • duration Concentration up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours.

Druid 1st level Divination

Hex

  • casting time 1 bonus action
  • range 90 feet

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

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours.

Druid 1st level Enchantment

Heroism

  • casting time 1 action
  • range Touch

  • components V S
  • duration Concentration up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st.

Druid 1st level Enchantment

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Dissonant Whispers

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save it takes 3d6 psychic damage and must immediately use its reaction if available to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground such as a fire or a pit. On a successful save the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
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 1st level Enchantment

Detect Poison and Disease

  • casting time 1 action
  • range Self

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

a yew leaf

For the duration you can sense the presence and location of poisons poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison poisonous creature or disease in each case.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Druid 1st level Divination

Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V S
  • duration Concentration up to 10 minutes

For the duration you sense the presence of magic within 30 feet of you. If you sense magic in this way you can use your action to see a faint aura around any visible creature or object in the area that bears magic and you learn its school of magic if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Druid 1st level Divination

Detect Evil and Good

  • casting time 1 action
  • range Self

  • components V S
  • duration Concentration up to 10 minutes

For the duration you know if there is an aberration celestial elemental fey fiend or undead within 30 feet of you as well as where the creature is located. Similarly you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers but it is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Druid 1st level Divination

Comprehend Languages (ritual)

  • casting time 1 action
  • range Self

  • components V S M
  • duration 1 hour

a pinch of soot and salt

For the duration you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph such as an arcane sigil that isn't part of a written language.

Druid 1st level Divination

Compelled Duel

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Concentration up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save the creature is drawn to you compelled by your divine demand. For the duration it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you if it succeeds on this saving throw this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature if you cast a spell that targets a hostile creature other than the target if a creature friendly to you damages the target or casts a harmful spell on it or if you end your turn more than 30 feet away from the target.

Druid 1st level Enchantment

Command [1/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
Approach: The target moves toward you by the shortest and most direct route ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can affect

Druid 1st level Enchantment

Command [2/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Druid 1st level Enchantment

Charm Person

  • casting time 1 action
  • range 30 feet

  • components V S
  • duration 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Druid 1st level Enchantment

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Bless

  • casting time 1 action
  • range 30 feet

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

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st.

Druid 1st level Enchantment

Bane

  • casting time 1 action
  • range 30 feet

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

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st.

Druid 1st level Enchantment

Beast Bond

  • casting time 1 action
  • range Touch

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

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends the link is active while you and the beast are within line of sight of each other. Through the link the beast can understand your telepathic messages to it and it can telepathically communicate simple emotions and concepts back to you. While the link is active the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Druid 1st level Divination

Animal Friendship

  • casting time 1 action
  • range 30 feet

  • components V S M
  • duration 24 hours

a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher the spell fails. Otherwise the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher you can affect one additional beast for each slot level above 1st.

Druid 1st level Enchantment

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