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Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

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,three beams at 11th level,and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock, Evocation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

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.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).

Warlock,, Conjuration cantrip

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

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 ld8 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 (XGE) Necromancy cantrip

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only one creature of your choice within range can hear,wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save,it takes 3d6 psychic damage and must immediately use its reaction,if available,to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground,such as a fire or a pit. On a successful save,the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
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 (Great Old One), 1st level Enchantment

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV,S
  • durationInstantaneous

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.
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.

Warlock, 1st level Evocation

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

tiny tarts and a feather that waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone,becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns,and each time it takes damage,the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success,the spell ends.

Warlock (Great Old One), 1st level Enchantment

Witch Bolt

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a twig from a tree that has been struck by lightning

A beam of crackling,blue energy lances out toward a creature within range,forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit,the target takes 1d12 lightning damage,and on each of your turns for the duration,you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial damage increases by 1d12 for each slot level above 1st.

Warlock,, 1st level Evocation

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a copper piece

For the duration,you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language,the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action,you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper,the target must make a Wisdom saving throw. If it fails,you gain insight into its reasoning (if any),its emotional state,and something that looms large in its mind (such as something it worries over,loves,or hates). If it succeeds,the spell ends. Either way,the target knows that you are probing into its mind,and unless you shift your attention to another creature's thoughts,the creature can use its action on its turn to make an

Warlock (Great Old One) 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a copper piece

Intelligence check contested by your Intelligence check if it succeeds,the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts,so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration,you can search for thoughts within 30 feet of you. The spell can penetrate barriers,but 2 feet of rock,2 inches of any metal other than lead,or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way,you can read its thoughts for the rest of the duration as described above,even if you can't see it,but it must still be within range.

Warlock (Great Old One) 2nd level Divination

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Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration,up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw,taking 3d8 psychic damage on a failed save,or half as much damage on a successful one. On a failed save,you also always know the target's location until the spell ends,but only while the two of you are on the same plane of existence. While you have this knowledge,the target can't become hidden from you,and if it's invisible,it gains no benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Warlock (XGE),, 2nd level Divination

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save,you create a phantasmal object,creature,or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound,temperature,and other stimuli,also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds,the target realizes that the phantasm is an illusion,and the spell ends.
While a target is affected by the spell,the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example,a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the

Warlock (Archfey)(Great Old One), 2nd level Illusion

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a bit of fleece

fall,it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed,it slipped,or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly,a phantasm created to appear as fire,a pool of acid,or lava can burn the target. Each round on your turn,the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm,provided that the illusion is of a creature or hazard that could logically deal damage,such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Warlock (Archfey)(Great Old One), 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

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.

Warlock 2nd level Evocation

Clairvoyance [1/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door,around a corner,or in a grove of trees). The sensor remains in place for the duration,and it can't be attacked or otherwise interacted with. When you cast the spell,you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action,you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.
When you cast the spell,you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action,you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.
A

Warlock (Great Old One) 3rd level Divination

Clairvoyance [2/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.

Warlock (Great Old One) 3rd level Divination

Hunger of Hadar

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pickled octopus tentacle

You open a gateway to the dark between the stars,a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears,centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light,magical or otherwise,can illuminate the area,and creatures fully within the area are blinded.
The void creates a warp in the fabric of space,and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky,otherworldly tentacles rub against it.

Warlock, 3rd level Conjuration

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV,S,M
  • duration1 round

A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind,recognizes you as the sender if it knows you,and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence,but if the target is on a different plane than you,there is a 5 percent chance that the message doesn't arrive.

Warlock (Great Old One),, 3rd level Evocation

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit,the target takes 3d6 necrotic damage,and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends,you can make the attack again on each of your turns as an action.
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.

Warlock,, 3rd level Necromancy

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Blight

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range,draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save,or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant,it makes the saving throw with disadvantage,and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature,such as a tree or shrub,it doesn't make a saving throw,it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the damage increases by 1d8 for each slot level above 4th.

Warlock,, 4th level Necromancy

4 4