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Lightning Lure

  • casting time1 action
  • rangeSelf (15-foot radius)

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer (TCE), Evocation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range,other than you,must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).

Bard (XGE) Evocation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

A firefly or phosphorescent moss

You touch 1 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.

Bard, Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 minute

A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack,activate magical items,or carry more than 10 pounds.

Bard Conjuration cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you),it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4),11th level (3d4) and 17th level (4d4).

Bard,, Enchantment cantrip

Prestidigitation

  • 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.
• 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 3 of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.

Bard,, Transmutation cantrip

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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.

Bard 1st level Evocation

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 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.

Bard 1st level Enchantment

Silvery Barbs

  • casting timeReaction
  • range60 feet

  • componentsV
  • durationInstantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack rollability check,or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard (Strixhaven) 1st level Enchantment

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Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV,M
  • duration1 minute

A white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.

Bard, 1st level Transmutation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration,you see invisible creatures and objects as if they were visible,and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Bard 2nd level Divination

Slow

  • casting time1 action
  • range120 feet

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

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved,it takes a -2 penalty to AC and Dexterity saving throws,and it can't use reactions. On its turn,it can use either an action or a bonus action,not both. Regardless of the creature's abilities or magic items,it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action,roll a d20. On an 11 or higher,the spell doesn't take effect until the creature's next turn,and the creature must use its action on that turn to complete the spell. If it can't,the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save,the effect ends for it.

Bard (TCE) 3rd level Transmutation

Leomund's Tiny Hut (Ritual)

  • casting time1 minute
  • rangeSelf (10-foot-radius hemisphere)

  • componentsV,S,M
  • duration8 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.
9 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 9 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.

Bard, 3rd level Evocation

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower,its spell fails and has no effect. If it is casting a spell of 4th level or higher,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success,the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Magical Secrets 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

diamonds worth 300 gp,which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age,nor can it restore any missing body parts.

Magical Secrets,,3 3rd level Necromancy

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Bard, 3rd level Abjuration

Polymorph [1/2]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration,or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level,if it doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
The

Bard 4th level Transmutation

Polymorph [2/2]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.

Bard 4th level Transmutation

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Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see,one you can visualize,or one you can describe by stating distance and direction,such as 200 feet straight downward or upward to the northwest at a 45-degree angle,300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature,you and any creature traveling with you each take 4d6 force damage,and the spell fails to teleport you.

Bard, 4th level Conjuration

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save,or half as much damage on a successful one.
After a failed save,a target has muddled thoughts for 1 minute. During that time,it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks,as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns,ending the effect on itself on a success.

Bard (XGE), 5th level Enchantment

Destructive Wave

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationInstantaneous

You strike the ground,creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Magical Secrets, 5th level Evocation

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher,the healing increases by 1d8 for each slot level above 5th.

Bard,, 5th level Evocation

Wall of Force

  • casting time1 action
  • range120 feet

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

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose,as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet,or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form,the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears,the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly,however. The wall also extends into the Ethereal Plane,blocking ethereal travel through the wall.

Wizard, 5th level Evocation

Circle of Power

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration,up to 10 minutes

Divine energy radiates from you,distorting and diffusing magical energy within 30 feet of you. Until the spell ends,the sphere moves with you,centered on you. For the duration,each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally,when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage,it instead takes no damage if it succeeds on the saving throw.

Paladin 5th level Abjuration

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell,and as your action each round for the duration,you can exert your will on one creature or object that you can see within range,causing the appropriate effect below. You can affect the same target round after round,or choose a new one at any time. If you switch targets,the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest,you move the creature up to 30 feet in any direction,including upward but not beyond the range of this spell. Until the end of your next turn,the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds,you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried,you automatically move it up to 30 feet in any direction,but not beyond the range of this spell.
If the object is

Sorcerer,, 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

worn or carried by a creature,you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed,you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip,such as manipulating a simple tool,opening a door or a container,stowing or retrieving an item from an open container,or pouring the contents from a vial.

Sorcerer,, 5th level Transmutation

Teleport [1/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range,or a single object that you can see within range,to a destination you select. If you target an object,it must be able to fit entirely inside a 10-foot cube,and it can't be held or carried by an unwilling creature. The destination you choose must be known to you,and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity-Mishap-Similar Area-Off Target-On Target
Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within

Bard 7th level Conjuration

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Teleport [2/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

the last 6 months,such as a book from a wizard's library,bed linen from a royal suite,or a chunk of marble from a Lich's secret tomb.
Very Familiar is a place you have been very often,a place you have carefully studied,or a place you can see when you cast the spell. Seen Casually is some place you have seen more than once but with which you aren't very familiar. Viewed Once is a place you have seen once,possibly using magic. Description is a place whose location and appearance you know through someone else's description,perhaps from a map.
False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion,or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example,if you tried to travel 120 miles,landed off target,and rolled a 5 and 3 on the 2 d10s,then you would be off target by 15 percent,or 18 miles. The

Bard 7th level Conjuration

Teleport [3/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

DM determines the direction off target randomly by rolling a d8 and designating 1 as north,2 as north-east,3 as east,and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea,you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory,for example,you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally,you appear in the closest similar place,but since the spell has no range limit,you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time).

Bard 7th level Conjuration

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

A prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell,the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers,legs,tails,and so on),if any,are restored after 2 minutes. If you have the severed part and hold it to the stump,the spell instantaneously causes the limb to knit to the stump.

Bard, 7th level Transmutation

Glibness

  • casting time1 action
  • rangeSelf

  • componentsV
  • duration1 hour

Until the spell ends,when you make a Charisma check,you can replace the number you roll with a 15. Additionally,no matter what you say,magic that would determine if you are telling the truth indicates that you are being truthful.

Bard 8th level Transmutation

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