Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Riptide

  • casting time Action
  • range 300 ft

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

Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start
of its next turn. On a success, the creature can move normally until the start of its next turn.

As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range, or is no longer in water at least 2 feet deep.

Druid Level 2 Transmutation

Protection

  • casting time Action
  • range 30 ft

  • components V, S, M *
  • duration Concentration, up to 1 hour

a miniature silver shield worth 10 gp, which the spell consumes

() You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the
spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.

Druid Level 2 Abjuration

Preserve

  • casting time Action
  • range 60 ft

  • components V, S, M
  • duration 24 hours

some ether

() With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period. Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence automatically succeed on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence automatically succeed at 4th level, mythic at 6th level, and deific at 8th level.

Druid Level 2 Abjuration

Mortiferous Pulse

  • casting time Action
  • range Self (50-ft line)

  • components V, S, M
  • duration Instantaneous

a dead animal

() You summon a bolt of negative energy to stimulate and transmit necrotic pathogens into those that stand before you, decaying their internal viscera. Each creature in a 5-foot-wide, 50-foot-long line extending from you must make a Dexterity saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid Level 2 Necromancy

Endoleech

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

red, yellow, and blue pigment

() You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.

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 level above 2nd.

Druid Level 2 Evocation

Eelskin

  • casting time Action or Bonus Action
  • range Touch

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

some jellied eel

() You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.

Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.

Druid Level 2 Evocation

Dreamwalk

  • casting time Action (ritual)
  • range 30 ft

  • components V, S, M
  • duration 24 hours

a tiny dreamcatcher

() Choose up to ten willing creatures you can see within range. For the duration, they gain the ability to lucidly dream whenever they sleep. While lucid dreaming, a creature always knows if the dream spell is being used to target it. In addition, when you cast this spell, each creature affected by it can choose to instantly fall asleep, even if that creature has a trait that normally prevents it from being magically put to sleep (such as elves’ Fey Ancestry).

Druid Level 2 Enchantment

Arcanomagnetic Repulsion

  • casting time Action
  • range Self (20-ft-radius-sphere)

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

You emit arcanomagnetic waves that distort the trajectories of ferrous items. For the duration, attacks using ferrous weapons or ammunition made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures that are made of ferrous metal or are wearing ferrous armour.
Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw. On a failure, it takes 1d6 force damage and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the difficult terrain increases by 5 feet and the damage increases by 1d6 for each slot level above 2nd.

Druid Level 2 Abjuration

Flipperform

  • casting time Action (ritual)
  • range 30 ft

  • components V, S, M
  • duration 1 hour

a fish's fin

() You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.

Druid Level 1 Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
1 1

Daydream

  • casting time Action
  • range 30 ft

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

a tiny, four-panelled window

() You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell.
A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.

Druid Level 1 Enchantment

Corrupting Ichor

  • casting time Action
  • range 60 ft

  • components S, M
  • duration Instantaneous

some phlegm

() You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage at the start of the target’s next turn increases by 1d4 for each slot level above 1st.

Druid Level 1 Necromancy

Chameleon Skin

  • casting time Action
  • range Touch

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

red, yellow, and blue pigment

( ) You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.

If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Druid Level 1 Transmutation

Summon Beast

  • casting time Action
  • range 90 ft

  • components V, S, M *
  • duration Concentration, 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 wherever the spell’s level appears in the stat block.

Druid Level 2 Conjuration

Barkskin

  • casting time Bonus Action
  • range Touch

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

a handful of bark

() You touch one willing creature to protect it with regenerating bark. Until the Spell ends, the target’s skin assumes a bark-like appearance, and at the start of each of the target’s turns, the target gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier plus your Proficiency Bonus.

At Higher Levels. When you cast this Spell using a Spell Slot of level 3 or higher, you can target one additional willing creature for each slot level above 2.

Druid Level 2 Transmutation

Healing Word

  • casting time Bonus Action
  • range 60 ft

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.

At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d4 for each slot level above 1.

Druid Level 1 Abjuration

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. This spell has no effect on Constructs and Undead.

At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1.

Druid Level 1 Abjuration

Jump

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper’s hind leg

( ) You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending only 10 feet of movement.

At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, you can target one additional creature for each slot level above 1.

Druid Level 1 Transmutation

Sacred Flame

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Scion of the Outer Planes Cantrip Evocation

1 1
1 1
1 1
2 2
2 2
1 1
1 1
1 1
0 0

Resistance

  • casting time 1 Reaction*
  • range 10 ft

  • components V, S
  • duration Instantaneous

(*Reaction, which you take in response y within 10 feet of you failing a Saving
Throw) You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.

Druid Cantrip Abjuration

Guidance

  • casting time 1 Reaction*
  • range 10 ft

  • components V, S
  • duration Instantaneous

(*Reaction, which you take in response to you or an ally within 10 feet of you failing an Ability Check) You channel magical insight to the creature who failed
the Ability Check. That creature can roll a d4 and add
the number rolled to the check, potentially turning it
into a success.

Druid Cantrip Divination

0 0
0 0