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the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being charmed aren't affected by this spell.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Summon Lesser Demons,XGE,3rd,Action,Concentration, up to 1 hour,Conjuration,60 feet,V, S, M (a vial of blood from a humanoid killed within the past 24 hours),Warlock, Wizard,You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.d6Demons Summoned1-2Two demons of challenge rating 1 or lower3-4Four demons of challenge rating 1/2 or lower5-6Eight demons of challenge rating 1/4 or lowerThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.,At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. Thaumaturgy,PHB,Cantrip,Action,Up to 1 minute,Transmutation,30 feet,V,Cleric,You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:Your voice booms up to three times as loud as normal for 1 minute.You cause flames to flicker, brighten, dim, or change color for 1 minute.You cause harmless tremors in the ground for 1 minute.You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.You instantaneously cause an unlocked door or window to fly open or slam shut.You alter the appearance of your eyes for 1 minute.If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action., Toll the Dead,XGE,Cantrip,Action,Instantaneous,Necromancy,60 feet,V, S,Cleric, Warlock, Wizard,You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).,

Warlock

Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Chaos Bolt,XGE,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer,You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf you roll the same number on both d8s, the 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, and make a new damage roll, which 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. Counterspell,PHB,3rd,Reaction,Instantaneous,Abjuration,60 feet,S,Sorcerer, Warlock, Wizard,You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Detect Magic,PHB,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard,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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt., Dispel Magic,PHB,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard,Choose one 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. Fire Bolt,PHB,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)., Fireball,PHB,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a tiny ball of bat guano and sulfur),Sorcerer, Wizard,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It 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 level above 3rd. Hold Person,PHB,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a small, straight piece of iron),Bard, Cleric, Druid, Sorcerer, Warlock, Wizard,Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Ice Knife,XGE,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Inflict Wounds,PHB,1st,Action,Instantaneous,Necromancy,Touch,V, S,Cleric,Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Leomund's Tiny Hut,PHB,3rd,1 Minute,8 hours,Evocation,Self (10-foot-radius hemisphere),V, S, M (a small crystal bead),Bard, Wizard,A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside., Mage Armor,PHB,1st,Action,8 hours,Abjuration,Touch,V, S, M (a piece of cured leather),Sorcerer, Wizard,You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Magic Missile,PHB,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,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 level above 1st. Misty Step,PHB,2nd,Bonus acn.,Instantaneous,Conjuration,Self,V,Sorcerer, Warlock, Wizard,Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see., Scorching Ray,PHB,2nd,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Shocking Grasp,PHB,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Sleep,PHB,1st,Action,1 minute,Enchantment,90 feet,V, S, M (a pinch of fine sand, rose petals, or a cricket),Bard, Sorcerer, Wizard,This spell sends creatures into a magical slumber. Roll 5d8 Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Chaos Bolt,XGE,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer,You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf you roll the same number on both d8s, the 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, and make a new damage roll, which 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. Counterspell,PHB,3rd,Reaction,Instantaneous,Abjuration,60 feet,S,Sorcerer, Warlock, Wizard,You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Detect Magic,PHB,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard,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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt., Dispel Magic,PHB,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard,Choose one 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. Fire Bolt,PHB,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)., Fireball,PHB,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a tiny ball of bat guano and sulfur),Sorcerer, Wizard,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It 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 level above 3rd. Hold Person,PHB,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a small, straight piece of iron),Bard, Cleric, Druid, Sorcerer, Warlock, Wizard,Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Ice Knife,XGE,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Inflict Wounds,PHB,1st,Action,Instantaneous,Necromancy,Touch,V, S,Cleric,Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Leomund's Tiny Hut,PHB,3rd,1 Minute,8 hours,Evocation,Self (10-foot-radius hemisphere),V, S, M (a small crystal bead),Bard, Wizard,A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside., Mage Armor,PHB,1st,Action,8 hours,Abjuration,Touch,V, S, M (a piece of cured leather),Sorcerer, Wizard,You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Magic Missile,PHB,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,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 level above 1st. Misty Step,PHB,2nd,Bonus acn.,Instantaneous,Conjuration,Self,V,Sorcerer, Warlock, Wizard,Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see., Scorching Ray,PHB,2nd,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Shocking Grasp,PHB,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer (Revisited), Sorcerer, Wizard,Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Sleep,PHB,1st,Action,1 minute,Enchantment,90 feet,V, S, M (a pinch of fine sand, rose petals, or a cricket),Bard, Sorcerer, Wizard,This spell sends creatures into a magical slumber. Roll 5d8