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Light

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

a firefly or phosphorescent moss

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.

Other Evocation cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Other Evocation cantrip

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.

Other Evocation cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV
  • duration

Other Transmutation cantrip

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

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.

Other 1st level Evocation

Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Other 1st level Necromancy

Find Familiar (ritual) [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar a spirit that takes an animal form you choose - bat cat crab frog (toad) hawk lizard octopus owl poisonous snake fish (quipper) rat raven sea horse spider or weasel. Appearing in an unoccupied space within range the familiar has the statistics of the chosen form though it is a celestial fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. A familiar can't attack but it can take other actions as normal.
When the familiar drops to 0 hit points it disappears leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you you can communicate with it telepathically. Additionally as an action you can see through your familiar's eyes and hear what it hears until the start of your next turn gaining the benefits of any special senses that the familiar has. During this time you

Wizard 1st level Conjuration

Find Familiar (ritual) [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

are deaf and blind with regard to your own senses.
As an action you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively you can dismiss it forever. As an action while it is temporarily dismissed you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally when you cast a spell with a range of touch your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll you use your attack modifier for the roll.

Wizard 1st level Conjuration

Silent Image

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minute

a bit of fleece

You create the image of an object a creature or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual it isn't accompanied by sound smell or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location you can alter its appearance so that its movements appear natural for the image. For example if you create an image of a creature and move it you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the creature can see through the image.

Wizard 1st level Illusion

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Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of tallow a pinch of brimstone and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save or half as much damage on a successful one.
As a bonus action you can move the sphere up to 30 feet. If you ram the sphere into a creature that creature must make the saving throw against the sphere's damage and the sphere stops moving this turn.
When you move the sphere you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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 2nd level Conjuration

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

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