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M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting timethe target takes 1d8 thunder damage
  • rangeand the spell ends.
    At Higher Levels. At 5th level

  • componentsthe melee attack deals an extra 1d8 thunder damage to the target on a hit
  • durationand the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Wizard (TCE)

Druid the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

11th level (3d6)

Druid and 17th level (4d6).;Wizard (TCE)

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

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • rangeand you can dismiss such an effect as an action.;Wizard (XGE)

Druid provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S

  • casting timeand a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Wizard
  • range

Druid M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting timeincluding against the triggering attack
  • rangeand you take no damage from magic missile.;Wizard

Druid you have a +5 bonus to AC

S

  • casting timeup to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • rangethe damage increases by 2d4 for each slot level above 1st.;Wizard (TCE)

Druid M;Concentration

S;Instantaneous;You hurl an undulating

  • casting timethe target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
    If you roll the same number on both d8s
  • rangethe chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target

  • componentsand make a new damage roll
  • durationwhich could cause the chaotic energy to leap again.
    A creature can be targeted only once by each casting of this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer (XGE)

Druid warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting timeif available
  • rangeto move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • componentssuch as a fire or a pit. On a successful save
  • durationthe target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    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. ;Warlock (Great Old One)

Druid it takes 3d6 psychic damage and must immediately use its reaction

S

  • casting timeand 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

Druid 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

0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V