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Conjure Woodland Beings

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration, up to 1 minute

one holly berry per creature summoned

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

Druid 4th level Enchantment

Druid

Druid

Dominate Beast

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration, up to 1 hour

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

Druid 4th level Encnantment

Druid

Druid

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV,SM
  • durationConcentration, up to 1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

Druid 4th level Abjuration

Druid

Druid

Giant Insect

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationConcentration, up to 10 minutes

Druid Homebrewed Ability

Druid

Druid

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • duration(a small piece of phosphorous)Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.

Druid 4th level Evocation

4 4
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that 9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that
4 4
Each time the target takes damage, it makes a new Wisdom saving throw against the spell to end it Each time the target takes damage, it makes a new Wisdom saving throw against the spell to end it
4 4
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
4 4
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
4 4

Druid

Druid

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration10 minutes

a bit of phosphorous or 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.

Druid 4th level Evocation

Druid

Druid

Aura Of Life

  • casting time1 action
  • rangeSelf(30ft radious)

  • componentsV
  • durationConcentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Druid 4th level Abjuration

Polymorph

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds. The new form can be any beast whose challenge rating is equal to or less than the target's level/rating. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

Druid 4th level Transumation

Druid

Druid

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV,S,M
  • duration24 hours

a stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

Druid 4th level Illusion

Druid

Druid

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
4 4
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. 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.
4 4
4 4
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. After reaching 0hp any excess damage carries over to its normal form. Target isn't knocked unconscious unless excess damage kills him. Target can only use actions of the new beast (no spells). No benefit from equiment either. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. After reaching 0hp any excess damage carries over to its normal form. Target isn't knocked unconscious unless excess damage kills him. Target can only use actions of the new beast (no spells). No benefit from equiment either.
4 4
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.