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Spell Card Guide

  • casting timeThis is how long it takes to cast
  • rangeThis is how far you can cast it

  • componentsThese are the components it requires
  • durationThis is how long it lasts

So this will go over exactly how these cards work. Each of these boxes says what they contain, and this box contains the description of what the spell does. If the spell gains a benefit from a higher level or higher casting, it will be marked in bold.

Some spells are too long to fit into one card. Those spells take up multiple cards, each marked with a (X/Y), where X is the current number and Y is how many cards there are.

Some cards have bolded text at the top of the description. These spells come from different feats or features and might have restrictions or caveats to their castings.

Warlock This is the spell's school of magic

Mind Sliver

  • casting time1 ACTION
  • range60 feet

  • componentsV
  • duration1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Warlock Enchantment cantrip

Prestidigitation (1/2)

  • casting time1 ACTION
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

• You instantaneously light or snuff out a candle, a torch, or a small campfire.

• You instantaneously clean or soil an object no larger than 1 cubic foot.

• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Warlock Transmutation cantrip

Prestidigitation (2/2)

  • casting time1 ACTION
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock Transmutation cantrip

Thaumaturgy (1/2)

  • casting time1 ACTION
  • range30 feet

  • componentsV
  • durationUp to 1 minute

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.

Warlock Transmutation cantrip

Thaumaturgy (2/2)

  • casting time1 ACTION
  • range30 feet

  • componentsV
  • durationUp to 1 minute

• 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.

Warlock Transmutation 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 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage.

Warlock Necromancy cantrip

Bless (Free Casting)

  • casting time1 ACTION
  • range30 feet

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

a sprinkling of holy water

Fey-Touched - You can cast this spell once per long rest without expending a spell slot.

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Warlock 1st level Enchantment

Bless

  • casting time1 ACTION
  • range30 feet

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

a sprinkling of holy water

You bless up to six creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Warlock 1st level Enchantment

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Detect Magic (at will)

  • casting time1 ACTION
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration, you can 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Eldritch Invocation 1st level Divination

Hellish Rebuke (Free Casting)

  • casting time1 REACTION
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Infernal Legacy - You can cast this spell once per long rest without expending a spell slot.

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.

Warlock 1st level Evocation

Hex

  • casting time1 BONUS ACTION
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 8 hours

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

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 curse a new creature. A remove curse cast on the target ends this spell early.

Warlock 1st level Enchantment

Speak with Animals (at will)

  • casting time1 ACTION
  • rangeSelf

  • componentsV, S
  • duration10 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 DM's discretion.

Eldritch Invocation 1st level Divination

Wrathful Smite

  • casting time1 BONUS ACTION
  • rangeSelf

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

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Warlock 1st level Evocation

Darkness (Free Casting)

  • casting time1 ACTION
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a drop of pitch or piece of coal

Infernal Legacy - You can cast this spell once per long rest without expending a spell slot.

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

Warlock 2nd level Evocation

Mirror Image

  • casting time1 ACTION
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Warlock 2nd level Illusion

Misty Step (Free Casting)

  • casting time1 BONUS ACTION
  • rangeSelf

  • componentsV
  • durationInstantaneous

Fey-Touched -

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

Warlock 2nd level Conjuration

Misty Step

  • casting time1 BONUS ACTION
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Warlock 2nd level Conjuration

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Suggestion (1/2)

  • casting time1 ACTION
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Warlock 2nd level Enchantment

Suggestion (2/2)

  • casting time1 ACTION
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Warlock 2nd level Enchantment

Fear

  • casting time1 ACTION
  • rangeSelf (30-foot cone)

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

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Warlock 3rd level Illusion

Summon Fey

  • casting time1 ACTION
  • range90 feet

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

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Warlock 3rd-level conjuration

Tongues

  • casting time1 ACTION
  • rangeTouch

  • componentsV, M
  • duration1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Warlock 3rd level Divination

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 4d6 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.

Warlock 3rd level Necromancy

Summon Greater Demon (1/3)

  • casting time1 ACTION
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

Warlock 4th level Conjuration

Summon Greater Demon (2/3)

  • casting time1 ACTION
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

Warlock 4th level Conjuration

Summon Greater Demon (3/3)

  • casting time1 ACTION
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

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 demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

Warlock 4th level Conjuration

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Beast Speech

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You can cast Speak with Animals at will, without expending a spell slot.

Warlock Eldritch Invocation

Beguiling Influence

  • casting timeNone
  • rangeNone

  • componentsNone
  • durationPassive

You gain proficiency in the Deception and Persuasion skills.

Warlock Eldritch Invocation

Eldritch Sight

  • casting timeNone
  • rangeSelf (30 feet)

  • componentsNone
  • durationPassive

You can cast Detect Magic at will, without expending a spell slot or material components.

Warlock Eldritch Invocation

Rebuke of the Talisman

  • casting time1 reaction
  • rangeSelf (30 feet)

  • componentsNone
  • durationInstantaneous

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal 3 psychic damage to the attacker and push them up to 10 feet away from the talisman's wearer

Warlock Eldritch Invocation

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