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up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed. At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Paladin (Ancients);;;;

Paladin a writhing mass of thorny vines appears at the point of impact

S;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

  • casting time beasts can give you information about nearby locations and monsters
  • range 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

  • components at the DM's discretion.;Paladin (Ancients);;;;
  • duration

Paladin but at minimum

up to 1 minute;The first time you hit with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 2d6 thunder damage to the target. Additionally
  • range if the target is a creature

  • components it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.;Paladin;;;;
  • duration

Paladin your weapon rings with thunder that is audible within 300 feet of you

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Paladin;;;;
  • duration

Paladin the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

you teleport up to 30 feet to an unoccupied space that you can see.;Paladin (Vengeance);;;;

Paladin

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components 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
  • duration 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

Paladin M;Concentration

S;Instantaneous;You summon a spirit that assumes the form of an unusually intelligent

  • casting time and loyal steed
  • range creating a long-lasting bond with it. Appearing in an unoccupied space within range

  • components the steed takes on a form that you choose
  • duration such as a warhorse

a pony

a camel strong

S;Instantaneous;You point your finger

  • casting time 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
  • range the damage increases by 1d10 for each slot level above 1st. ;Warlock;;;;

a camel 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

M;Concentration

  • casting time 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
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration 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. ;Sorcerer;;;;

a camel up to 10 minutes;(bat fur and a drop of pitch or piece of coal)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

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration
2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration 2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Find Steed;2nd level Conjuration;10 minutes;30 feet;V 2;Find Steed;2nd level Conjuration;10 minutes;30 feet;V
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V 1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V

S

  • casting time 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
  • range you can target one additional creature for each slot level above 2nd. ;Sorcerer;;;;

a camel M;Concentration

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer;;;;

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration 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 M;Concentration

2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V