Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

Druid although doing so ends the spell. When you cast this spell

S

  • casting time 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
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Druid M;Instantaneous;(the stem of a plant with thorns)You create a long

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

and 17th level (4d6). ;Druid cold

S

  • casting time the spell fails. Otherwise
  • range 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

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Druid

and 17th level (4d6). ;Druid M;24 hours;(a morsel of food)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

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid (XGE)

and 17th level (4d6). ;Druid M;Concentration

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Druid
  • duration

and 17th level (4d6). ;Druid and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Druid M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

for each slot level above 1st. ;Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Druid (XGE)
  • duration

1 inch of common metal a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Concentration

  • casting time 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
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Druid
  • duration

1 inch of common metal up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Druid
  • duration

1 inch of common metal green

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Druid

1 inch of common metal up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time 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. ;Druid
  • range

1 inch of common metal M;Instantaneous;(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

the healing increases by 1d4 for each slot level above 1st. ;Druid

1 inch of common metal

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Druid (XGE)

1 inch of common metal the target takes 1d10 piercing damage. Hit or miss

S

1 inch of common metal M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Druid

1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V

S

  • casting time you can target one additional creature for each slot level above 1st. ;Druid
  • range

1 inch of common metal M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Druid

1 inch of common metal

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

1 inch of common metal which the spell consumes)As you cast this spell

S;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

  • casting time beasts can give you information about nearby locations and monsters
  • range 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

  • components at the DM's discretion.;Druid
  • duration

1 inch of common metal but at minimum

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Druid

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Druid (Wildfire)

fey a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

fey the healing increases by 1d8 for each slot level above 1st. ;Druid (Wildfire)

1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V