Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

0

0 Acid Splash, Conjuration cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Instantaneous)
  • Speed You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Blade Ward, Abjuration cantrip 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S (1 round)
  • Speed You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Booming Blade, Evocation cantrip 0 xp

  • Armor class 1 action (5 feet)
  • Hit points V, M (1 round)
  • Speed (a weapon)As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
    This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
  • STRWizard (SCAG) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Chill Touch, Necromancy cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (1 round)
  • Speed You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
    If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Control Flames, Transmutation cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points S (Instantaneous or 1 hour (see below))
  • Speed 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.
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Create Bonfire, Conjuration cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Concentration, up to 1 minute)
  • Speed You create a bonfire on ground that you can see within range. Until the spells 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 enters 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).
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dancing Lights, Evocation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S, M (Concentration, up to 1 minute)
  • Speed 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.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Air Blast, Evocation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed You hurl a blast of air at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
    This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Friends, Enchantment cantrip 0 xp

  • Armor class 1 action (Self)
  • Hit points S, M (Concentration, up to 1 minute)
  • Speed For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Frostbite, Evocation cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Instantaneous)
  • Speed 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).
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Elemental Strike, Evocation cantrip 0 xp

  • Armor class 1 action (5 feet)
  • Hit points V, M (1 round)
  • Speed (Unarmed Strike)The spellcaster wraps his hands with an element of his choosing. As part of the action used to cast this spell, you must make an unarmed strike against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and takes extra elemental damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level, the elemental damage increases to 1d8 + your spellcasting ability modifier. Damage rolls increase further by 1d8 at 11th level and 17th level.
  • STRWizard (SCAG) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Gust, Transmutation cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (Instantaneous)
  • Speed 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 harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Infestation, Conjuration cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S, M (Instantaneous)
  • Speed (a living flea)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: 2, south: 3, east: 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).
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Light, Evocation cantrip 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, M (1 hour)
  • Speed (a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
    If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Lightning Lure, Evocation cantrip 0 xp

  • Armor class 1 action (15 feet)
  • Hit points V (Instantaneous)
  • Speed You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • STRWizard (SCAG) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Mage Hand, Conjuration cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (1 minute)
  • Speed A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack, activate magical items, or carry more than 10 pounds.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Mending, Transmutation cantrip 0 xp

  • Armor class 1 minute (Touch)
  • Hit points V, S, M (Instantaneous)
  • Speed (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.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Message, Transmutation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S, M (1 round)
  • Speed (a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
    You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Minor Illusion, Illusion cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points S, M (1 minute)
  • Speed You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Mold Earth, Transmutation cantrip 0 xp

  • Armor class 1 action (30 feet)
  • Hit points S (Instantaneous or 1 hour (see below))
  • Speed 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.
  • STRWizard (XGE) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)