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  • casting time 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)., Invisibility,PHB,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash encased in gum arabic),Artificer, Artificer, Artificer (Revisited), Bard, Sorcerer, Warlock, Wizard,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. Light,PHB,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Artificer (Revisited), Bard, Cleric, Sorcerer, Wizard,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., Locate Object,PHB,2nd,Action,Concentration, up to 10 minutes,Divination,Self,V, S, M (a forked twig),Bard, Cleric, Druid, Paladin, Ranger, Wizard,Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object., Moonbeam,PHB,2nd,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar),Druid,A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Pass without Trace,PHB,2nd,Action,Concentration, up to 1 hour,Abjuration,Self,V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce),Druid, Ranger,A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage., 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
  • range 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. Thorn Whip,PHB,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S, M (the stem of a plant with thorns),Artificer, Artificer (Revisited), Druid,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).,

Druid 3, east

Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Conjure Animals,PHB,3rd,Action,Concentration, up to 1 hour,Conjuration,60 feet,V, S,Druid, Ranger,You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:One beast of challenge rating 2 or lowerTwo beasts of challenge rating 1 or lowerFour beasts of challenge rating 1/2 or lowerEight beasts of challenge rating 1/4 or lowerEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The DM has the creatures' statistics.,At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Create Bonfire,XGE,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Artificer (Revisited), Druid, Sorcerer, Warlock, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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)., Cure Wounds,PHB,1st,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger,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. Goodberry,PHB,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (a sprig of mistletoe),Druid, Ranger,Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell., Guidance,PHB,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Artificer (Revisited), Cleric, Druid,You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends., Guiding Bolt,PHB,1st,Action,1 round,Evocation,120 feet,V, S,Cleric,A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.,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. Healing Spirit,XGE,2nd,Bonus acn.,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Druid, Ranger,You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Healing Word,PHB,1st,Bonus acn.,Instantaneous,Evocation,60 feet,V,Bard, Cleric, Druid,A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Infestation,XGE,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,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 Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Text,At Higher Levels Conjure Animals,PHB,3rd,Action,Concentration, up to 1 hour,Conjuration,60 feet,V, S,Druid, Ranger,You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:One beast of challenge rating 2 or lowerTwo beasts of challenge rating 1 or lowerFour beasts of challenge rating 1/2 or lowerEight beasts of challenge rating 1/4 or lowerEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The DM has the creatures' statistics.,At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Create Bonfire,XGE,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Artificer (Revisited), Druid, Sorcerer, Warlock, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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)., Cure Wounds,PHB,1st,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Ranger,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. Goodberry,PHB,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (a sprig of mistletoe),Druid, Ranger,Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell., Guidance,PHB,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Artificer (Revisited), Cleric, Druid,You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends., Guiding Bolt,PHB,1st,Action,1 round,Evocation,120 feet,V, S,Cleric,A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.,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. Healing Spirit,XGE,2nd,Bonus acn.,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Druid, Ranger,You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Healing Word,PHB,1st,Bonus acn.,Instantaneous,Evocation,60 feet,V,Bard, Cleric, Druid,A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Infestation,XGE,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,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