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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 dismiss it as a Bonus Action or 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.

This spell's damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Druid Conjuration cantrip

Resistance

  • casting time 1 reaction*
  • range 10 feet

  • components V, S
  • duration Instantaneous

*Which you take in response to you or an ally within 10' of you failing an Ability Check.

You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.

Druid Abjuration cantrip

Shillelagh

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration 1 minute

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 an 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.

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

Druid Transmutation cantrip

Cure Wounds

  • casting time 1 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. This spell has no effect on Constructs and Undead.

At Higher Levels: When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1.

Druid 1st level Abjuration

Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.

At Higher Levels: When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d4 for each slot level above 1.

Druid 1st level Abjuration

Barkskin

  • casting time 1 bonus action
  • range Touch

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

a handful of oak bark

You touch one willing creature to protect it with regenerating bark. Until the Spell ends, the target's skin assumes a bark-like appearance, and at the start of each of the target's turns, the target gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier plus your Proficiency Bonus.

At Higher Levels: When you cast this Spell using a Spell Slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.

Druid 2nd level Transmutation

Jump

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending only 10 feet of movement.

At Higher Levels: When you cast this spell using a spell slot of level 2 or higher, you can target one additional creature for each slot level above 1.

Druid 1st level Transmutation

Conjure Animals

  • casting time 1 action
  • range 60 feet

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

You summon fey spirits that take the form of beasts & appear in unoccupied spaces you can see w/i range. Choose an option for what appears:
-One beast of challenge rating 2 or lower
-Two beasts of challenge rating 1 or lower
-Four beasts of challenge rating 1/2 or lower
-Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and disappears when it drops to 0 hp or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' stats.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Druid 3rd level Conjuration

Poison Spray

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
This spell's damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Druid Necromancy cantrip

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Guidance

  • casting time1 reaction*
  • range10 feet

  • componentsV, S
  • durationInstantaneous

*Which you take in response to you or an ally within 10' of you failing an Ability Check.
You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.

Druid Divination cantrip

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