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Pass without Trace

  • casting time 1 action
  • range Self / 30 ft

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

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Druid Level 2

Hold Person

  • casting time 1 action
  • range 60 ft

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

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Druid Level 2

Flame Blade

  • casting time 1 bonus action
  • range Self

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

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Druid Level 2

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw (DC 14). It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Druid Level 1

Thunderclap

  • casting time 1 action
  • range 5 ft

  • components S
  • duration Instentaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw (DC 14) or take 2d6 thunder damage.

Druid Cantrip

Spare the Dying

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instentaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Druid Cantrip

Druidcraft

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instentaneous

Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Druid Cantrip

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