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Poison Spray

  • casting time 1 Action
  • range 10 ft.

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Wizard cantrip conjuration

Tiny Hut (Ritual)

  • casting time 1 minute
  • range Self (10 ft. hemisphere)

  • components V, S, M
  • duration 8 hours

a small crystal bead

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.

Wizard 3rd level evocation

Haste

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration Concentration, 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.

Wizard 3rd level transmutation

Cordon of Arrows

  • casting time 1 Action
  • range 5 ft.

  • components V, S, M
  • duration 8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition in the ground within range and lay magic upon them to protect an area.
Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At higher level
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd level transmutation

Aid

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Paladin 2nd level enchantment

Hold Person

  • casting time 1 Action
  • range 60 ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

a small, straight piece of iron

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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Paladin 2nd level enchantment

Misty Step

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

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

Paladin 2nd level conjuration

Mage Armor

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

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.

Wizard 1st level abjuration

Shield

  • casting time 1 Reaction
  • range Self

  • components V, S
  • duration 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Wizard 1st level abjuration

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Invisibility

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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.

Wizard 2nd level illusion

Shatter

  • casting time 1 Action
  • range 60 ft.

  • components V, S, M
  • duration Instantaneous

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.

Wizard 2nd level evocation

Coordinated Attack

  • casting time 1 Reaction
  • range 5 ft.

  • components N/A
  • duration N/A

When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Companion Feat.

Staff of Defense

  • casting time 1 Action
  • range 5 ft.

  • components Attunement
  • duration

This Staff of Defense is the staff that once belonged to Iarno Albrek, or Glasstaff, a former member of the Lords Alliance. The staff is slender, hollow, and made entirely of glass, yet it is as strong as oak.

This staff provides the following benefits:
AC + 1

The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast the following spells:
- Mage Armor (1 Charge)
- Shield (2 charges)

The staff regains 1d6 + 4 charges each day at dawn. If the last charge is expened, roll a d20. On a 1, the staff shatters and is destroyed.

Wizard Armor

Extra Attack

  • casting time Free Action
  • range N/A

  • components N/A
  • duration N/A

You can attack twice, instead of once, when using the Attack action.

Ranger Feat.

Hew's Battleaxe

  • casting time Action
  • range 5 ft.

  • components N/A
  • duration N/A

Found within the hoard of the young dragon Venomfang, this battleaxe has a magical enchantment that increases any attack and damage rolls. It also deals maximum damage when it hits a plant creature or any wooden object.

If holding two: The first attack uses your action, and you can make another attack with the second on the same round as a bonus action.

Attack Roll: 1d20 + STR + Proficiency Bonus + 1

Damage Roll: 1d8 + STR + 1

Weapon

Studded Leather

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Studded Leather armor provides you with an armor boost, while still allowing you to move freely.

Can be equipped to increase your base AC (Armor Class)

AC: 12 + DEX Mod.

Armor

Hunter's Mark

  • casting time 1 Bonus Action
  • range 90 ft.

  • components V
  • duration Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.

Ranger 1st level divination

Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

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.

Ranger 1st level evocation

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Speak With Animals

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Ranger 1st level divination (ritual)

Splint

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

This armor, given to you by the retired adventurer Daran Edermath, is made of narrow vertical strips of metal riveted to a backing of leather. Flexible Chain Mail protects the joints.

Can be equipped to increase your base AC (Armor Class).

AC: 17

Due to it's weight and noise made by the the joints, equipping this armor will give you disadvantage on Stealth checks.

Your mastery in heavy armor allows this armor to reduce physical damage taken by 3.

Armor

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