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Zippit!

  • casting time Reaction*
  • range 60 ft

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

*You take this spell as a reaction which you take when a creature within range vocalises.

In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target’s spell slot isn’t expended, but its action is wasted.

At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Druid Level 3 Transmutation

The Bends

  • casting time Action
  • range 90 ft

  • components V, S
  • duration Instantaneous

You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Druid Level 3 Transmutation

Stench

  • casting time Action
  • range 90 ft

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

a skunk's tail

Emanating from a point within range, a noxious, 20-foot-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures’ skin.

When a creature enters the spell’s area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. It takes 3d6 poison damage and becomes poisoned until the end of its next turn on a failure, or takes half as much damage and is not poisoned on a success. Whilst poisoned in this way, a creature has disadvantage on saving throws made to maintain its concentration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Druid Level 3 Conjuration

Mireball

  • casting time Action
  • range 150 ft

  • components V, S, M
  • duration 1 minute

a tiny ball of guano and mud

A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone.

In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Druid Level 3 Conjuration

Magnetite Shard

  • casting time Action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

a piece of magnetite

You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.

Druid Level 3 Evocation

Influenza

  • casting time Action
  • range Self

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

some pollen

Can be heard up to 300 feet away, you blast a 30-foot cone of phlegm. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned in this way for the spell’s duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd.

Druid Level 3 Necromancy

Food Coma

  • casting time 1 Minute (Ritual)
  • range Touch

  • components V, S, M*
  • duration 1 hour

a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of wich the spell consumes

You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.
You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.

Druid Level 3 Enchantment

Depth Charge

  • casting time Action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

some metamorphic rock

With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw. A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Druid Level 3 Evocation

Acid Rain

  • casting time Action
  • range 90 ft

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

a drop of acid

With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.

Druid Level 3 Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Conjure Animals

  • casting time Action
  • range 60 ft

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

You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds.
When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes Radiant damage equal to 2d10 plus your spellcasting ability modifier.
You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.
At Higher Levels. When you cast this spell using a spell slot of level 4 or higher, the damage increases by 1d10 for each slot level above 3.

Druid Level 3 Conjuration

Summon Fey

  • casting time Action
  • range 90 ft

  • components V, S, M*
  • duration

* 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 Level 3 Conjuration

0 0
3 3