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Thunderclap

  • casting time 1 action
  • range Self

  • components S
  • duration Instantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spells thunderous sound can be heard up to 100 feet away.

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

Druid Evocation cantrip

Thorn Whip

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

the stem of a thorny plant

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 Wisp

  • casting time 1 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

Spare the Dying

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

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

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Druid Necromancy cantrip

Shillelagh

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 minute

mistletoe

A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The weapon's damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Druid Transmutation cantrip

Resistance

  • casting time 1 action
  • range Touch

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

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Druid Abjuration cantrip

Produce Flame

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

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

Druid Conjuration cantrip

Poison Spray

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Druid Necromancy cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components S, M
  • duration 1 round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Druid Transmutation cantrip

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Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can't restore magic to such an object.

Druid Transmutation cantrip

Guidance

  • casting time 1 action
  • 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

Elementalism

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You exert control over the elements, creating one of the following effects within range:
- Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
- Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
- Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
- Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

Druid Transmutation cantrip

Druidcraft

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

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 an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

- Fire Play: You instantly light or snuff out a candle, a torch, or a small campfire.

Druid Transmutation cantrip

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