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Freedom of the Waves

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a strand of wet hair

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.

Druid 2nd level Conjuration

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Druid 2nd level Conjuration

Wild Cunning [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

- Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.

- Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Druid 1st level Transmutation

Wild Cunning [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

- If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.

- If there is edible forage within range, you know it and where to find it.

- If there is clean drinking water within range, you know it and where to find it.

- If there is suitable shelter for you and your companions within range, you know it and where to find it.

Druid 1st level Transmutation

Guiding Hand

  • casting time 1 minute
  • range 5 feet

  • components V, S
  • duration Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Druid 1st level Divination

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