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Guidance

  • casting time Actoin
  • range Touch

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

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Druid Divination Cantrip

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.


Cast at higher level: The healing increases by 2d8 for each spell slot level above 1.

Druid Level 1 Abjuration

Moonbeam

  • casting time Action
  • range 120 feet

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

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shapeshifted it reverts to its true form. On a successful save, a creature takes half as much damage only.
A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.

Cast at higher level: The damage increases by 1d10 for each spell slot level above 2.

Druid Level 2 Evocation

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccuptied space you can see.

Fey-touched Level 2 Conjuration

Hunter's Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) cehck you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Cast at higher level: You Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

Fey-touched Level 1 Divination

Thorn Whip

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)

Druid Transmutation Cantrip

Starry Whisp

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Cantrip upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)

Druid Evocation Cantrip

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