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Animal Friendship

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (red ribbon)
  • duration24 hours

You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner); the target is charmed by you.

Cast at Higher Levels
Choose one additional target for each slot level above 1st.

Druid 1st level Enchantment

Charm Person

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S
  • duration1 hour

You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends; the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.

Cast at Higher Levels
For each slot level above 1st; you affect one additional target that is within 30 feet of other targets.

Druid 1st level Enchantment

Corpse Explosion

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S
  • durationInstantaneous

A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save; or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns; ending the effect for itself on a success.

Cast at Higher Levels
When using a spell slot of 3rd-level or higher; you may target an additional corpse.

Druid 1st level Evocation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationInstantaneous

The target regains hit points equal to 1d8 + your spellcasting ability modifier.

Cast at Higher Levels
The hit points regained increase by 1d8 for each slot level above 1st.

Druid 1st level Evocation

Detect Magic (Ritual)

  • casting time1 action
  • rangeSpecial (30-foot radius)

  • componentsV; S
  • durationConcentration (10 minutes)

Until the spell ends; you automatically sense the presence of magic within range; and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).The spell penetrates most barriers but is blocked by 3 feet of wood or dirt; 1 foot of stone; 1 inch of common metal; or a thin sheet of lead.Range: Special (30-foot radius)

Cast at Higher Levels
When using a spell slot of 2nd-level or higher; the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher; the duration increases to 1 hour. When using a spell slot of 4th-level or higher; the duration increases to 8 hours.

Druid 1st level Divination

Detect Poison and Disease (Ritual)

  • casting time1 action
  • rangeSpecial (30-foot radius)

  • componentsV; S; M (yew leaf)
  • durationConcentration (10 minutes)

On the round you cast it; and as an action on subsequent turns until the spell ends; you can attempt to sense the presence of poisons; poisonous creatures; and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check; but the Narrator may use DC 15 for uncommon afflictions; DC 20 for rare afflictions; or DC 25 for afflictions that are truly unique. On a failed check; this casting of the spell cannot sense that specific poison or disease.The spell penetrates most barriers but is blocked by 3 feet of wood or dirt; 1 foot of stone; 1 inch of common metal; or a thin sheet of lead.Range: Special (30-foot radius)

Druid 1st level Divination

Earth Barrier

  • casting time1 reaction; which you take when you are targeted with a ranged attack
  • rangeShort (30 feet)

  • componentsV; S
  • duration1 minute

Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter; 20 feet tall; AC 10; 20 hit points) in that space that provides you with three-quarters cover (+5 to AC and Dexterity saving throws).Casting Time: 1 reaction; which you take when you are targeted with a ranged attack

Druid 1st level Abjuration

Entangle

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S
  • durationConcentration (1 minute)

Constraining plants erupt from the ground in the spell's area; wrapping vines and tendrils around creatures. Until the spell ends; the area is difficult terrain.A creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC; freeing itself on a success.When the spell ends; the plants wither away.Area: 20-foot square centered on the target

Druid 1st level Conjuration

Faerie Fire

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV
  • durationConcentration (1 minute)

Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends; affected objects and creatures shed dim light in a 10-foot radius.Any attack roll against an affected object or creature has advantage. The spell also negates the benefits of invisibility on affected creatures and objects.

Druid 1st level Evocation

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Fog Cloud

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S
  • durationConcentration (1 hour)

You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).

Cast at Higher Levels
The spell's radius increases by 20 feet for each slot level above 1st.

Druid 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (mistletoe and a handful of grass)
  • durationInstantaneous

You transform the components into 2d4 berries. For the next 24 hours; any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.

Cast at Higher Levels
You create 1d4 additional berries for every 2 slot levels above 1st.

Druid 1st level Transmutation

Healing Word

  • casting time1 bonus action
  • rangeMedium (60 feet)

  • componentsV
  • durationInstantaneous

Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.

Cast at Higher Levels
The hit points regained increase by 1d4 for each slot level above 1st.

Druid 1st level Evocation

Jump

  • casting time1 bonus action
  • rangeTouch

  • componentsV; S; M (grasshopper's leg)
  • duration1 minute

You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.

Cast at Higher Levels
Each of the target's jump distances increase by 5 feet for each slot level above 1st.

Druid 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (coiled wire and the sole of a shoe)
  • duration1 hour

Until the spell ends; the target's Speed increases by 10 feet.

Cast at Higher Levels
Target one additional creature for each slot level above 1st.

Druid 1st level Transmutation

Purify Food and Drink (Ritual)

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S
  • durationInstantaneous

You remove all poison and disease from a number of Supply equal to your proficiency bonus.

Cast at Higher Levels
Remove all poison and disease from an additional Supply for each slot level above 1st.

Druid 1st level Transmutation

Speak with Animals (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • duration10 minutes

You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world; and their knowledge and awareness is filtered through that perspective. At a minimum; beasts can tell you about nearby locations and monsters; including things they have recently perceived. At the Narrator's discretion; you might be able to persuade a beast to perform a small favor for you.

Druid 1st level Divination

Thunderwave

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

You create a wave of thunderous force; damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you. Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.

Cast at Higher Levels
The damage increases by 1d8 for each slot level above 1st.

Druid 1st level Evocation

Druidcraft

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S
  • durationInstantaneous

You call upon your mastery of nature to produce one of the following effects within range:You create a minor; harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example; the effect might create a miniature thunderhead if storms are predicted. You instantly make a plant feature develop. For example; you can cause a flower to bloom or a seed pod to open.You create an instantaneous; harmless sensory effect such as the sound of running water; birdsong; or the smell of mulch. The effect must fit in a 5-foot cube.You instantly ignite or extinguish a candle; torch; smoking pipe; or small campfire.

Druid Transmutation Cantrip

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Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • duration10 minutes

You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it; cast it again; or attack with the flame. As part of casting the spell or as an action on a following turn; you can fling the flame at a creature within 30 feet; making a ranged spell attack that deals 1d8 fire damage.This spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).

Druid Conjuration Cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (a miniature cloak)
  • durationConcentration (1 minute)

The target gains an expertise die to one saving throw of its choice; ending the spell. The expertise die can be rolled before or after the saving throw is made.

Druid Abjuration Cantrip

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