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up to 1 minute; The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.

    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.

    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st.; Ranger;

Other a writhing mass of thorny vines appears at the point of impact

S; Concentration

  • casting time 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
  • range it frees itself.

    When the spell ends

  • components the conjured plants wilt away.; Ranger;
  • duration

Other 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

up to 1 minute; The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save
  • range or half as much damage on a successful one.

    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).; Ranger;
  • duration

Other this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

S; 1 hour; You attempt to charm a humanoid you can see within range. it must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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.; Fey Wanderer;
  • duration

Other and does so with advantage if you or your companions are fighting it. If it fails the saving throw

1; Ensnaring Strike; 1st level Conjuration; 1 bonus action; Self; V; Concentration 1; Ensnaring Strike; 1st level Conjuration; 1 bonus action; Self; V; Concentration
1; Entangle; 1st level Conjuration; 1 action; 90 feet; V 1; Entangle; 1st level Conjuration; 1 action; 90 feet; V
1; Hail of Thorns; 1st level Conjuration; 1 bonus action; Self; V; Concentration 1; Hail of Thorns; 1st level Conjuration; 1 bonus action; Self; V; Concentration
1; Charm Person; 1st level Enchantment; 1 action; 30 feet; V 1; Charm Person; 1st level Enchantment; 1 action; 30 feet; V