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Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

You create up to four torch-sized lights within range,making them appear as torches,lanterns,or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose,each light sheds dim light in a 10-foot radius.
As a bonus action on your turn,you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell,and a light winks out if it exceeds the spell's range.

Artificer, Evocation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch,such as broken chain link,two halves of a broken key,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.

Artificer, Transmutation cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Artificer Necromancy cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationInstantaneous

the stem of a plant with thorns

You create a long,vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits,the creature takes 1d6 piercing damage,and if the creature is Large or smaller,you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).

Artificer,, Transmutation cantrip

Bane

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Cleric (*)(Grave),, 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.

Artificer,, 1st level Evocation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Artificer 1st level Divination

Entangle

  • casting time1 action
  • range90 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration,these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success,it frees itself.
When the spell ends,the conjured plants wilt away.

Ranger (TCE),, 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration,up to 1 minute

Each object in a 20-foot cube within range is outlined in blue,green,or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration,objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it,and the affected creature or object can't benefit from being invisible.

Artificer,, 1st level Evocation

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Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the spell creates one more dart for each slot above 1st.

Artificer (Armorer),, 1st level Evocation

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save,it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Artificer (Alchemist) 1st level Necromancy

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save,it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Cleric (Death) 1st level Necromancy

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV,S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Artificer (Armorer), 1st level Evocation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points,which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks,and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.

Artificer, 2nd level Transmutation

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object,such as a metal weapon or a suit of heavy or medium metal armor,that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends,you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it,the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object,it has disadvantage on attack rolls and ability checks until the start of your next turn.
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 above 2nd.

Artificer, 2nd level Transmutation

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded,deafened,paralyzed,or poisoned.

Artificer 2nd level Abjuration

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends,the duplicates move with you and mimic your actions,shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration,roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates,you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates,you must roll an 8 or higher. With one duplicate,you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate,the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see,if it relies on senses other than sight,such as blindsight,or if it can perceive illusions as false,as with truesight.

Artificer (Armorer), 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist,you teleport up to 30 feet to an unoccupied space that you can see.

Ranger (Fey Wanderer) 2nd level Conjuration

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Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration1 hour

You touch a creature. If it is poisoned,you neutralize the poison. If more than one poison afflicts the target,you neutralize on poison that you know is present,or you neutralize one at random.
For the duration,the target has advantage on saving throws against being poisoned,and it has resistance to poison damage.

Artificer, 2nd level Abjuration

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit,the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns,it can make a Constitution saving throw against the spell. On a success,the spell ends.

Cleric (Death)(Grave),, 2nd level Necromancy

Shatter

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

A chip of mica

A sudden loud ringing noise,painfully intense,erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

Artificer (Artillerist),, 2nd level Evocation

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a drop of bitumen and a spider

Until the spell ends,one willing creature you touch gains the ability to move up,down,and across vertical surfaces and upside down along ceilings,while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Artificer 2nd level Transmutation

Web

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of spider web

You conjure a mass of thick,sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor,wall,or ceiling,the conjured web collapses on itself,and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save,the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds,it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round,dealing 2d4 fire damage to any creature that starts its turn in the fire.

Artificer,, 2nd level Conjuration

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of blood,a piece of flesh,and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life,raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns,you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures,you can command any or all of them at the same time,issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn,or you can issue a general command,such as to guard a particular chamber or corridor. If you issue no commands,the creature only defends itself against hostile creatures. Once given an order,the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any

Cleric (*)(Death) 3rd level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of blood,a piece of flesh,and a pinch of bone dust

command you've given it. To maintain the control of the creature for another 24 hours,you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell,rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Cleric (*)(Death) 3rd level Necromancy

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Artificer, 3rd level Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends,the target's speed is doubled,it gains a +2 bonus to AC,it has advantage on Dexterity saving throws,and it gains an additional action on each of its turns. That 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,the target can't move or take actions until after its next turn,as a wave of lethargy sweeps over it.

Artificer 3rd level Transmutation

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Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS,M
  • durationConcentration,up to 1 minute

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save,the creature becomes charmed for the duration. While charmed by this spell,the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Artificer (Armorer) 3rd level Illusion

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV,S,M
  • durationInstantaneous

a bit of fur and a rod of amber,crystal,or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot above 3rd.

Artificer (Armorer), 3rd level Evocation

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV,S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell,granting either immediate or long-term benefits.
If you cast this spell using 1 action,choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours,you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Ranger 3rd level Transmutation

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