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Command (1/2)

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration 1 round

(no materials) Speaking a one-word command to a creature you can see within range. It must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Warlock Enchantment

Command (2/2)

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration 1 round

(no materials) Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Warlock Enchantment

Arms of Hadar

  • casting time 1 Action
  • range Self (10 foot radius)

  • components V, S
  • duration Instantaneous

(no materials) You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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 Conjuration

Hellish Rebuke

  • casting time 1 Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

(no materials) You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Long rest to get this ability back

Infernal Legacy, Tiefling Evocation

Thaumaturgy

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Up to 1 minute

(no materials) You create one of these 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.

Infernal Legacy, Tiefling Transmutation

Shadowblade

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration C, Up to 1 minute

(no materials) You weave threads of shadow into create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to make it reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd/ 4th-level spell slot, the damage increases to 3d8

Warlock Illusion

Mage Armor (Armor of Shadows)

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 Hours

a piece of cured leather

You can cast mage armor on yourself at will, without expending a spell slot or material components.

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.

Eldritch Invocation Abjuration

False Life (Fiendish Vigor)

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

Eldritch Invocation Necromancy

Eldritch Blast

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

(no materials) A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level

You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock Evocation

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Blade Ward

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 Round

(no materials) 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.

Warlock Abjuration

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