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Plant Growth

  • casting time 1 action or 8 hours
  • range 150 feet

  • components V, S
  • duration Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Bard 3rd-level transmutation

Universal Speech

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 hour

You gain the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (min. of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.

Bard 6th level College of Eloquence feature

Unsettling Words

  • casting time bonus action
  • range 60 feet

  • components V
  • duration until the start of your next turn

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Bard 3rd level college of eloquence feature

Countercharm

  • casting time 1 action
  • range hearing distance

  • components V
  • duration end of your next turn

You have the ability to use magical notes or words of power to disrupt mind-influencing effects. AS an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Bard level 6 class ability

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