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Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

~You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration- up to 1 minute

~You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Druid (PHB 282) Divination cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

~You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Starry Wisp

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

~You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

YOU CAN CAST THIS SPELL WHILE YOU'RE IN WILD SHAPE FORM.

Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Druid (PHB 320) Evocation Cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a plant with thorns

~You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (PHB 333) Transmutation cantrip

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

~A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

YOU CAN CAST THIS SPELL WHILE YOU'RE IN WILD SHAPE FORM.

Druid (PHB 259) 1st level Evocation

Entangle

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration- up to 1 minute

~Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Druid (PHB 268) 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration- up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Druid (PHB 271) 1st level Evocation

Find Familiar [1/2]

  • casting time1 action
  • range10 feet

  • componentsR, V, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

Gain services of a familiar, a spirit taking the form of a Beast with CR 0 of your choice. Appearing in an unoccupied space within range, the familiar has the stats of the chosen form, though it is a Celestial, Fey, or Fiend (your choice). Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection: While your familiar is within 100ft of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through their eyes and hear what it hears until the start of your next turn, gaining benefits of all special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100ft of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

Druid (PHB 272) 1st level Conjuration

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Find Familiar [2/2]

  • casting time1 action
  • range10 feet

  • componentsR, V, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

Disappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only: You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Druid (PHB 272) 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can take a bonus action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Druid (PHB 280) 1st level Transmutation

Speak with Animals

  • casting time1 action
  • rangeSelf

  • componentsR, V, S
  • duration10 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. 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 (PHB 318) 1st level Divination

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot: Each target’s Hit Points increase by 5 for each spell slot level above 2.

Druid (PHB 239) 2nd level Abjuration

Moonbeam

  • casting time1 action
  • range120 feet

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

moonseed leaf

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

YOU CAN CAST THIS SPELL WHILE YOU'RE IN WILD SHAPE FORM.

Druid (PHB 300) 2nd level Evocation

Spike Growth

  • casting time1 action
  • range150 feet

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

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid (PHB 318) 2nd level Transmutation

Summon Beast

  • casting time1 action
  • range90 feet

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

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell's level appears in the stat block.

Druid (PHB 322) 2nd-level conjuration

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsR, V, S
  • durationConcentration- up to 1 hour

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.
Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 3.

YOU CAN CAST THIS SPELL WHILE YOU'RE IN WILD SHAPE FORM.

Druid (PHB 254) 3rd level Conjuration

Summon Fey

  • casting time1 action
  • range90 feet

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

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Druid (PHB 326) 3rd-level conjuration

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Water Walk

  • casting time1 action
  • range30 feet

  • componentsR, V, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Druid (PHB 340) 3rd level Transmutation

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Druid (PHB 312) 3rd level Necromancy

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