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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Other 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

S;Up 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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Other harmless sensory effect

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)

Other 11th level (3d4) and 17th level (4d4). ;Bard

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Bard
  • duration

Other and does so with advantage if you or your companions are fighting it. If it fails the saving throw

up to 1 minute;Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration

  • casting time and the affected creature or object can't benefit from being invisible. ;Bard
  • range

Other objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it

the healing increases by 1d4 for each slot level above 1st. ;Bard

Other

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

Other M;1 minute;(A pinch of find sand

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Bard

Other a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Bard

Other the target can make a Constitution saving throw. On a success

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;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) 0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;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)
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;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
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;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
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration 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.
You can also specify conditions that will trigger a special activity during the duration. For example

Other 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 2) 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

S;1 minute;Three illusory duplicates of yourself appear in your space. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spells duration

  • casting time you must roll a 6 or higher to change the attacks target to a duplicate. With two duplicates
  • range you must roll an 8 or higher. With one duplicate

  • components you must roll an 11 or higher. A duplicates AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
  • duration 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 cant see

if it relies on senses other than sight

such as blindsight roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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

such as blindsight object

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Bard

such as blindsight up to 1 minute;(A glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

S

  • casting time 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 cant return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Bard

such as blindsight M;8 hours;(Diamonds worth 300 gp

2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Revivify;3rd level necromancy;1 action;Touch;V 3;Revivify;3rd level necromancy;1 action;Touch;V