Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
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

Accelerando

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (licorice)
  • durationConcentration (6 rounds)

You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.

Druid Transmutation

Acid Arrow

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S; M (flint arrowhead)
  • durationInstantaneous

A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.

Druid Evocation

Acid Splash

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S
  • durationInstantaneous

A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Druid Conjuration

Aid

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (measure of spirits)
  • duration8 hours

You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.

Druid Abjuration

Air Wave

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV
  • durationInstantaneous

Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand; your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding; your attack deals slashing damage. Cast at Higher Levels The spell's range increases by 30 feet for each slot level above 1st. Rare Versions Aurana's Rapid Air Wave. If you have the Extra Attack feature; you may make two melee weapon attacks against the target.

Druid Conjuration

Alarm (Ritual) [1/2]

  • casting time1 minute
  • rangeMedium (60 feet)

  • componentsV; S; M (miniature trip wire)
  • duration8 hours

You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell; choose any number of creatures. These creatures don't set off the alarm. Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet. Area: Object or area up to 20-foot cube Cast at Higher Levels You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet; but you must be familiar with the locations you ward; and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms. You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting. Increased Duration. The spell's duration increases to 24 hours. Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away. Improved Mental Alarm. The mental alarm alerts you regardless of your location; even if

Druid Abjuration

Alarm (Ritual) [2/2]

  • casting time1 minute
  • rangeMedium (60 feet)

  • componentsV; S; M (miniature trip wire)
  • duration8 hours

you and the alarm are on different planes of existence.

Druid Abjuration

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationConcentration (1 hour)

You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends; you can use an action to choose a different option. Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed. Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body's appearance; including but not limited to: your heritage; 1 foot of height; weight; clothing; tattoos; piercings; facial features; sound of your voice; hair style and length; skin and eye coloration; sex and any other distinguishing features. You cannot become a creature of a different size category; and your limb structure remains the same; for example if you`re bipedal; you can't use this spell to become a quadruped. Until the spell ends; you can use an action to change your appearance. Red in Tooth and Claw: You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning; piercing; or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning; a horn deals piercing; and claws deal slashing. Cast at Higher

Druid Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationConcentration (1 hour)

Levels When using a spell slot of 5th-level; add the following to the list of forms you can adopt. Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6; and you gain a +2 bonus to attack and damage rolls with your natural weapons. Mask of the Grave. You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead; and mindless undead creatures ignore your presence; treating you as one of their own. You don't need to breathe and you become immune to poison. Wings. A pair of wings sprouts from your back. The wings can appear bird-like; leathery like a bat or dragon's wings; or like the wings of an insect. You gain a fly speed equal to your base Speed.

Druid Transmutation

4th 4th
2nd 2nd
Cantrip Cantrip
2nd 2nd
1st 1st
1st 1st
1st 1st
2nd 2nd
2nd 2nd

Altered Strike

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (piece of the desired material)
  • duration1 round

You briefly transform your weapon or fist into another material and strike with it; making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls; and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone; bronze; cold iron; steel; stone; or wood. When you reach 5th level; you can choose silver or mithral as the material. When you reach 11th level; if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition; you can choose adamantine as the material. When you reach 17th level; your attacks with this spell deal an extra 1d6 damage.

Druid Transmutation

Angel Paradox

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV
  • duration7 days

The target is bombarded with a fraction of energy stolen from some slumbering; deific source; immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell's duration. Days spent under the influence of this spell don't count against the time limit of spells such as raise dead. This effect ends early if the corpse takes necrotic damage.Cast at Higher LevelsThe damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot; or 50 damage and until dispelled when using a 9th-level spell slot.

Druid Evocation

Animal Friendship

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (red ribbon)
  • duration24 hours

You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner); the target is charmed by you.Cast at Higher LevelsChoose one additional target for each slot level above 1st.Rare VersionsSidoneth's Lasting Animal Friendship. So long as the target has a CR equal to or less than half your proficiency bonus; the spell's duration becomes permanent until it is dispelled or you cast this spell again.

Druid Enchantment

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV; S; M (stem of a thorny plant)
  • durationInstantaneous

You create a vine-like whip covered in thorns. Make a melee spell attack against a creature in range. On a hit; the target takes 1d6 Piercing damage; and if it is Large or smaller; you can pull it up to 10 feet closer to you. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Druid Transmutation

Produce Flame

  • casting timeBonus action
  • rangeSelf

  • componentsV; S
  • duration10 minutes

A flickering flame appears in your hand for the duration; shedding Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It emits no heat and ignites nothing. Until the spell ends; you can take a Magic action to hurl fire at a creature or object within 60 feet. Make a ranged spell attack. On a hit the target takes 1d8 Fire damage. Cantrip Upgrade: Damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).

Druid Conjuration

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV; S
  • durationInstantaneous

Whispering to the spirits of nature; you create one of the following effects within range. Weather Sensor: A tiny harmless sensory effect predicts weather for the next 24 hours - lasts 1 round. Bloom: Instantly make a flower blossom; a seed pod open; or a leaf bud bloom. Sensory Effect: Create a harmless sensory effect fitting in a 5-foot Cube such as falling leaves; dancing fairies; a gentle breeze; the sound of an animal; or the faint odor of skunk. Fire Play: Light or snuff out a candle; a torch; or a campfire.

Druid Transmutation

Thunderclap

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The thunderous sound can be heard up to 100 feet away. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Druid Evocation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 2d8 for each spell slot level above 1st.

Druid Abjuration

Speak with Animals

  • casting time1 action or Ritual
  • rangeSelf

  • componentsV; S
  • duration10 minutes

For the duration; you can comprehend and verbally communicate with Beasts; and you can use any of the Influence action skill options with them. Most Beasts have little to say about topics not pertaining to survival or companionship; but at minimum; a Beast can give you information about nearby locations and monsters; including whatever it has perceived within the past day.

Druid Divination

Cantrip Cantrip
7th 7th
1st 1st
Cantrip Cantrip
Cantrip Cantrip
Cantrip Cantrip
Cantrip Cantrip
1st 1st
1st 1st

Goodberry

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (a sprig of mistletoe)
  • duration24 hours

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point and provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.

Druid Conjuration

Entangle

  • casting time1 action
  • range90 feet

  • componentsV; S
  • durationConcentration (1 minute)

Grasping plants sprout in a 20-foot square within range; turning the ground into Difficult Terrain for the duration. Each creature other than you in the area must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can use an action to make a Strength (Athletics) check against your spell save DC to free itself.

Druid Conjuration

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV; S
  • durationInstantaneous

You sense any trap within range that is within line of sight. A trap includes any object or mechanism created to cause damage or other danger such as an Alarm or Glyph of Warding spell or a mechanical pit trap; but not natural weaknesses or unstable terrain. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Druid Divination

Water Breathing

  • casting time1 action or Ritual
  • range30 feet

  • componentsV; S; M (a short reed)
  • duration24 hours

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druid Transmutation

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (a diamond worth 300+ GP which the spell consumes)
  • durationInstantaneous

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell cannot revive a creature that has died of old age; nor does it restore any missing body parts.

Druid Necromancy

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV; S
  • duration1 hour

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save; the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends; the target knows it was Charmed by you. Cast at Higher Levels: You can target one additional creature for each spell slot level above 4th.

Druid Enchantment

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (a bit of phosphorus or a firefly)
  • duration10 minutes

Wispy flames wreathe your body for the duration; shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Choose a warm shield (Resistance to Cold damage) or a chill shield (Resistance to Fire damage). Whenever a creature within 5 feet of you hits you with a melee attack roll; the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.

Druid Evocation

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV; S
  • durationInstantaneous

A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 1d8 for each spell slot level above 5th.

Druid Abjuration

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV; S; M (rare oils worth 1000+ GP which the spell consumes)
  • durationInstantaneous

You touch a dead Humanoid that has been dead no longer than 10 days. The spell forms a new body for it and calls the soul to enter that body. Roll 1d10 for the species: 1-Aasimar; 2-Dragonborn; 3-Dwarf; 4-Elf; 5-Gnome; 6-Goliath; 7-Halfling; 8-Human; 9-Orc; 10-Tiefling. The reincarnated creature recalls its former life and retains its capabilities; except it loses its previous species traits and gains the new ones.

Druid Necromancy

1st 1st
1st 1st
2nd 2nd
3rd 3rd
3rd 3rd
4th 4th
4th 4th
5th 5th
5th 5th

Move Earth

  • casting time1 action
  • range120 feet

  • componentsV; S; M (a miniature shovel)
  • durationConcentration (2 hours)

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt; sand; or clay in any manner you choose. You can raise or lower elevation; create or fill trenches; erect or flatten walls; or form pillars. Changes cannot exceed half the areas largest dimension. It takes 10 minutes for these changes to complete. At the end of every 10 minutes of concentration; you can choose a new area within range. This spell cannot manipulate natural stone or stone construction.

Druid Transmutation

Control Weather

  • casting time10 minutes
  • rangeSelf

  • componentsV; S; M (burning incense)
  • durationConcentration (8 hours)

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell; and it ends early if you go indoors. You can change precipitation; temperature; and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Precipitation stages: 1-Clear; 2-Light clouds; 3-Overcast or ground fog; 4-Rain/hail/snow; 5-Torrential rain or blizzard. Temperature stages: 1-Heat wave through 6-Freezing. Wind stages: 1-Calm through 5-Storm.

Druid Transmutation

True Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV; S; M (diamonds worth 25000+ GP which the spell consumes)
  • durationInstantaneous

You touch a creature dead no longer than 200 years that did not die of old age. The creature is revived with all its Hit Points. This spell closes all wounds; neutralizes any poison; cures all magical contagions; and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was Undead; it is restored to its non-Undead form. If the original body no longer exists; speak the creatures name and it appears in an unoccupied space within 10 feet of you.

Druid Necromancy

6th 6th
8th 8th
9th 9th