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  • casting time or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,Artificer, Druid, Warlock,,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Mold Earth,XGE,162,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,30 feet,S,Druid, Sorcerer, Wizard,,You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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., Primal Savagery,XGE,163,Cantrip,Action,Instantaneous,Transmutation,Self,S,Druid,,You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)., Shape Water,XGE,164,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,30 feet,S,Druid, Sorcerer, Wizard,,You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:You instantaneously move or otherwise 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., Skywrite,XGE,165,2nd,Action,Concentration, up to 1 hour,Transmutation (ritual),Sight,V, S,Artificer, Bard, Druid, Wizard,,You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early., Snare,XGE,165,1st,1 Min.,8 hours,Abjuration,Touch,S, M (25 feet of rope, which the spell consumes),Artificer, Druid, Ranger, Wizard,,As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.The trap triggers when a Small, 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, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.After the trap is triggered, the spell ends when no creature is restrained by it., Thunderclap,XGE,168,Cantrip,Action,Instantaneous,Evocation,5 feet,S,Artificer, Bard, Druid, Sorcerer, Warlock, Wizard,,You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Warding Wind,XGE,170,2nd,Action,Concentration, up to 10 minutes,Evocation,Self,V,Bard, Druid, Sorcerer, Wizard,,A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.The wind has the following effects:It deafens you and other creatures in its area.It extinguishes unprotected flames in its area that are torch-sized or smaller.It hedges out vapor, gas, and fog that can be dispersed by strong wind.The area is difficult terrain for creatures other than you.The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.,
  • range

Druid 3, east

Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Druid, Ranger, Sorcerer, Wizard,,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Beast Bond,XGE,150,1st,Action,Concentration, up to 10 minutes,Divination,Touch,V, S, M (a bit of fur wrapped in a cloth),Druid, Ranger,,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 score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, 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., Control Flames,XGE,152,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,60 feet,S,Druid, Sorcerer, Wizard,,You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.You instantaneously extinguish the flames within the cube.You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Dust Devil,XGE,154,2nd,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S, M (a pinch of dust),Druid, Sorcerer, Wizard,,Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Earth Tremor,XGE,155,1st,Action,Instantaneous,Evocation,10 feet,V, S,Bard, Druid, Sorcerer, Wizard,,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, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, 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, the damage increases by 1d6 for each slot level above 1st. Earthbind,XGE,154,2nd,Action,Concentration, up to 1 minute,Transmutation,300 feet,V,Druid, Sorcerer, Warlock, Wizard,,Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends., Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Gust,XGE,157,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You seize the air and compel it to create one of the following effects at a point you can see within range:One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze., Healing Spirit,XGE,157,2nd,Bonus,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Druid, Ranger,,You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Ice Knife,XGE,157,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,,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, the target takes 1d10 piercing damage. Hit or miss, 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 a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Infestation,XGE,158,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Druid, Ranger, Sorcerer, Wizard,,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Beast Bond,XGE,150,1st,Action,Concentration, up to 10 minutes,Divination,Touch,V, S, M (a bit of fur wrapped in a cloth),Druid, Ranger,,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 score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, 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., Control Flames,XGE,152,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,60 feet,S,Druid, Sorcerer, Wizard,,You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.You instantaneously extinguish the flames within the cube.You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Dust Devil,XGE,154,2nd,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S, M (a pinch of dust),Druid, Sorcerer, Wizard,,Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Earth Tremor,XGE,155,1st,Action,Instantaneous,Evocation,10 feet,V, S,Bard, Druid, Sorcerer, Wizard,,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, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, 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, the damage increases by 1d6 for each slot level above 1st. Earthbind,XGE,154,2nd,Action,Concentration, up to 1 minute,Transmutation,300 feet,V,Druid, Sorcerer, Warlock, Wizard,,Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends., Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Gust,XGE,157,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You seize the air and compel it to create one of the following effects at a point you can see within range:One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze., Healing Spirit,XGE,157,2nd,Bonus,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Druid, Ranger,,You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Ice Knife,XGE,157,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,,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, the target takes 1d10 piercing damage. Hit or miss, 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 a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Infestation,XGE,158,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north