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Mighty Summoner

  • casting time Dependent
  • range Dependent

  • components Summoning
  • duration Dependent

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

-The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
-The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

House-Elf Druid Class Feat

Speech of the Woods

  • casting time None
  • range Sight

  • components None
  • duration None

In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

House-Elf Druid Class Feat

Fade Away

  • casting time 1 Reaction
  • range Self

  • components None
  • duration Instantaneous

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

-Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

House-Elf Druid Racial Feature

Spirit Totem [1/2]

  • casting time 1 Bonus Action
  • range 60 Ft / 30 Ft Circle

  • components Dependent
  • duration 1 Minute

You can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
-As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated. You have 1 use until you finish a short or long rest. The effect of the aura depends on the type of spirit you summon:
-Bear Spirit: Grants you/allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temp. HP (15). In addition, you/allies gain advantage on STR checks and saving throws while in the aura.
-Hawk Spirit: aids you/allies with keen sight. When a creature makes an attack roll against a target in the aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Perception checks while in the aura.
-Unicorn Spirit: lends its protection to those nearby. You/allies gain advantage on all

House-Elf Druid Class Feat

Spirit Totem [2/2]

  • casting time 1 Bonus Action
  • range 60 Ft / 30 Ft Circle

  • components Dependent
  • duration 1 Minute

ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores HP to any creature inside or outside the aura, each creature of your choice in the aura also regains HP equal to your druid level.

House-Elf Druid Class Feat

Ferum Figura (Wild Shape)

  • casting time 1 Action
  • range Self

  • components Dependent
  • duration 5 Hours

You can use your action to take the shape of a beast that you have seen before. You can use this twice until you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Your stats are replaced by the stats of the beast, but you keep your alignment/personality, and INT, WIS, and CHA scores. You also keep your skill/saving throw proficiencies, in addition to gaining the creature's. When you transform, you have the beast’s HP. When you revert, you return to the HP you had before you transformed. However, if you revert as a result of dropping to 0 HP, any excess damage carries over. You can’t cast spells, and speaking or taking any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break spell concentration. You retain the benefit of class/race features and can use them if the new form is physically capable. However, you can’t use special senses, such as darkvision, unless your new form also has that sense.

House-Elf Druid Class Feat

Zeusy's Stick (Attack)

  • casting time 1 Action
  • range 5ft

  • components +3 to Hit
  • duration Instantaneous

(1d4-1 Bludgeoning) Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.

There seems to be a bit of slobber on this stick. Probably because the giant dog just brought it to play fetch.

House-Elf Druid Attack Action

Fearg ar Nádúrtha (Wrath of Nature)

  • casting time 1 Action
  • range 120 ft / 60 ft cube

  • components Verbal, Somatic
  • duration Concentration: 1 min

(DEX Save 14) You call out to the spirits of nature against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated.
-Grasses and Undergrowth: Any area grassy ground in the cube is difficult terrain for your enemies.
-Trees: At the start of each of your turns, any enemies within 10 feet of any tree in the cube must pass a DEX saving throw or take 4d6 slashing damage from whipping branches.
-Roots and Vines. At the end of each of your turns, choose one creature that is on the ground in the cube to succeed on a STR saving throw or become restrained. They can use an action to make an Athletics check against your spell save DC, to get out.
-Rocks. As a bonus action on your turn, you can cause a loose rock to launch at a creature you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a STR saving throw or fall prone.

House-Elf Druid 5th Level Evocation

Crann Ráca (Tree Stride)

  • casting time 1 Action
  • range Self

  • components Verbal, Somatic
  • duration Concentration: 1 Min

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Pronounced: Crayon / Rack-ah

House-Elf Druid 5th Level Conjuration

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Non Gravibus (Freedom of Movement)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Hour

(Material: a leather strap, bound around the arm or a similar appendage) You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

House-Elf Druid 4th Level Abjuration

Lapifors (Polymorph) [1/2]

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 Hour

(Materials: caterpillar coccon, Wis Save 14) This spell turns a creature that you can see within range into a new form. Unwilling creatures must make a Wis. saving throw to avoid the effect. The spell doesn't effect shapechangers or creatures with 0 HP. The transformation lasts for the duration, or until the target drops to 0 HP. The new form can be any beast whose CR or level is equal to or less than the target's. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the HP of its new form. When it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 hit points, excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can do by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands/speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of

House-Elf Druid 4th Level Transmutation

Lapifors (Polymorph) [2/2]

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 Hour

its equipment.

House-Elf Druid 4th Level Transmutation

Avis (Animal Messenger)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 24 Hours

(Materials: A morsel of food,) By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel or crow. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

House-Elf Druid 2nd Level Enchantment

Craiceann Coirt (Barkskin)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration: 1 Hour

(Materials: A handful of oak bark) You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Pronounced: Cry-key-an / Kurch

House-Elf Druid 2nd Level Transmutation

Trabem Lunae (moonbeam)

  • casting time 1 Action
  • range 120 Ft / 5 ft Cylinder

  • components Verbal, Somatic
  • duration Concentration: 1 Min

(Seeds of any moonseed plant, a piece of opalescent feldspar
Con Save 14, 2d10 radiant) 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. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames, and it must make a Con. saving throw. It takes 2d10 radiant damage on a failed save, or half on a success.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

House-Elf Druid 2nd Level Evocation

Mana (Goodberry)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: A sprig of Mistletoe) Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

House-Elf Druid 1st Level Transmutation

Cinnire (Animal Friendship)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 24 Hours

(Materials: a morsel of food, WIS Save 14) This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

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

Pronounced: Kin-ner-ay

House-Elf Druid 1st Level Enchantment

Míol Caint Geabaireacht (Speak with Animals)

  • casting time 1 Action
  • range Self

  • components Verbal, Somatic
  • duration 10 Minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Pronounced: Me-ol / Cunt / Ga-bear-oct

House-Elf Druid 1st Level Divination

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Irretio (Entangle)

  • casting time 1 Action
  • range 90 ft / 20 ft Square

  • components Verbal, Somatic
  • duration Concentration: 1 Min

(Attack/Save: STR 14) Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

House-Elf Druid 1st Level Conjuration

Tergeo (Shape Water)

  • casting time 1 Action
  • range 30 ft / 5 ft cube

  • components Somatic
  • duration Instantaneous

You choose an area of water that you can see within range, that fits within a 5-foot cube. You manipulate it in one of the following ways:

-You instantaneously move or change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
-You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

House-Elf Druid Transmutation Cantrip

Shillelagh

  • casting time 1 Bonus Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Minute

(Materials: mistletoe, a shamrock leaf, a any stick) The wood of 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. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

House-Elf Druid Transmutation Cantrip

Ceardaíocht Draoi (Druidcraft)

  • casting time 1 Action
  • range 30 Ft

  • components Verbal, Somatic
  • duration Instantaneous

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

-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.
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-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.
-You instantly light or snuff out a candle, a torch, or a small campfire.

Pronounced: key-ar-dee-oct / dree

House-Elf Druid Transmutation Cantrip

Ignis Laqueis (Thorn Whip)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: stem of a plant w/ thorns, 1d6 Piercing) You create a long, 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. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

House-Elf Druid Transmutation Cantrip

Colovaria (Minor Illusion) [1/2]

  • casting time 1 Action
  • range 30 Ft / 5 Ft Cube

  • components Somatic, Material
  • duration 1 Minute

Materials: A bit of Fleece, Attack/Save: Wis 17

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the

House-Elf Druid Illusion Cantrip

Colovaria (Minor Illusion) [2/2]

  • casting time 1 Action
  • range 30 Ft / 5 Ft Cube

  • components Somatic, Material
  • duration 1 Minute

Materials: A bit of Fleece, Attack/Save: Wis 17

illusion becomes faint to the creature.

House-Elf Druid Illusion Cantrip

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