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Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Druid 2nd level Necromancy

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Druid 2nd level Conjuration

Veil of Dusk

  • casting time 1 bonus action
  • range 60 feet

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

a pinch of soot

You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armor class and makes Stealth checks with advantage for the duration of the spell.

Druid 1st level Abjuration

Spiny Shield

  • casting time 1 reaction, which you take when you are hit by an attack
  • range Self

  • components V, S, M
  • duration 1 round

a small quill

An ethereal barrier of spikes, made of magical force, interposes itself between you and an attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you are dealt by 2d4, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as half cover) against them for the duration.

At Higher Levels: When you cast this spell using a spell slot above 1st level, increase the spell's effect by an additional 1d4 for every slot level above 1st.

Druid 1st level Abjuration

Elevated Sight

  • casting time 1 action
  • range Self

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

You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location.

The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor's height, but only to a maximum of 120 feet above you.

While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.

Druid 1st level Divination

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