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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

Bard 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

M;1 minute;(Fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

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

muddy footprints 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)

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

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    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. ;Bard
  • duration

1 inch of common metal up to 1 minute;A willing creature you touch is imbued with bravery.

Until the spell ends

S

  • casting time up to 1 minute;(Tiny tarts and a feather waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Bard

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(A piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

1 inch of common metal M;Concentration

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 1 additional creature for each slot level above 2nd. ;Bard

1 inch of common metal M;Concentration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
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;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

1 inch of common metal a chest

S

  • casting time painfully intense
  • range 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

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration 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

1 inch of common metal M;Instantaneous;(A chip of mica)A sudden loud ringing noise

the spell fails. Otherwise

  • casting time the spell ends.

    Doss Lute: You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell
  • range it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells cast from enchanted items do not suffer spell failure.;Doss Lute

1 inch of common metal the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

you neutralize the poison. If more than one poison afflicts the target

  • casting time or you neutralize one at random.
    For the duration
  • range the target has advantage on saving throws against being poisoned

  • components and it has resistance to poison damage (takes half damage).

    Doss Lute: You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell
  • duration it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells cast from enchanted items do not suffer spell failure. ;Doss Lute

1 inch of common metal you neutralize one poison that you know is present

up to 1 hour;For the duration

  • casting time it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells cast from enchanted items do not suffer spell failure.;Doss Lute
  • range

1 inch of common metal the willing creature you touch has resistance to fire (takes half damage).

Doss Lute: You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell

of the appropriate size

  • casting time smells
  • range and temperature appropriate to the thing depicted

  • components and behaves as if it were a real creature (as presented in the Monster Manual)
  • duration except that it can do no harm. While you are within 120 feet of the illusory creature and can see it

you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion

1 inch of common metal including sounds

Attack roll

  • casting time but must decide before the DM says whether the roll succeeds or fails. A creature can have only one Bardic Inspiration die at a time.

    Bardic Inspiaration:
    Uses = Cha mod
  • range regain on long rest.
    die: d6;Bard Inspiration

1 inch of common metal or saving throw it makes. The creature can wait until after it rolls the D20 before deciding

each of those creatures regains an extra 1d6 Hit Points.;Bard

1 inch of common metal

confuse

  • casting time an ability check
  • range or a damage roll

  • components you can expend one of your uses of Bardic Inspiration
  • duration rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll

but before the GM determines whether it suceeds or fails

1 inch of common metal and otherwise sap the confidence and competence of others.
When a creature that you can see makes an Attack roll

2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
i1;Animal Friendship;1st level Enchantment ;1 action;30 feet;Doss Lute;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher i1;Animal Friendship;1st level Enchantment ;1 action;30 feet;Doss Lute;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher
i2;Protection from Poison;2nd level Abjuration;1 action;Touch;Doss Lute;1 hour;You touch a creature. If it is poisoned i2;Protection from Poison;2nd level Abjuration;1 action;Touch;Doss Lute;1 hour;You touch a creature. If it is poisoned
i3;Protection from Energy (Fire);3rd level Abjuration;1 action;Touch;Doss Lute;Concentration i3;Protection from Energy (Fire);3rd level Abjuration;1 action;Touch;Doss Lute;Concentration
i3:Deck of Illusions;Wonderous Item;1 action;30 feet;-;Instantanious;You draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real
i3:Deck of Illusions;Wonderous Item;1 action;30 feet;-;Instantanious;You draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real
c1; Bardic Inspiration;Class Feature;bonus action;60 feet;V/I;10 minutes;You can inspire others through stirring words or music.
One creature gains one Bardic Inspiration die for the duration or until spent. The die can be added to one ability check
c1; Bardic Inspiration;Class Feature;bonus action;60 feet;V/I;10 minutes;You can inspire others through stirring words or music.
One creature gains one Bardic Inspiration die for the duration or until spent. The die can be added to one ability check
c2;Song of Rest;Class Feature;Short Rest;hearing distance;V/I;1 hour;You can use soothing music or oration to help revitalize your wounded allies during a Short Rest.
If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest
c2;Song of Rest;Class Feature;Short Rest;hearing distance;V/I;1 hour;You can use soothing music or oration to help revitalize your wounded allies during a Short Rest.
If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest
c3;Cutting Words;College of Lore Feature;reaction;60 feet;V/I;Instantaneous;You can use your wit to distract c3;Cutting Words;College of Lore Feature;reaction;60 feet;V/I;Instantaneous;You can use your wit to distract

Piercing. (On a crit

1 inch of common metal double damage dice).;Melee

Piercing. (On a crit

1 inch of common metal double damage dice).
You can make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack you expend one piece of Ammunition. Drawing the Ammunition from a Quiver is part of the Attack. At the end of battle you can recover half your expended Ammunition by taking a minute to Search the battlefield.;Ranged

20/60 feet;dagger;Instantaneous;You attack with your dagger.
Attack: 1d20 + Dex + Prof
Damage: 1d4 + Dex

  • casting time double damage dice).;Melee/Range
  • range

1 inch of common metal Piercing. (On a crit

w;Rapier Attack;Attack Action;1 action;melee;rapier;Instantaneous;You attack with your rapier.
Attack: 1d20 + Dex + Prof
Damage: 1d8 + Dex
w;Rapier Attack;Attack Action;1 action;melee;rapier;Instantaneous;You attack with your rapier.
Attack: 1d20 + Dex + Prof
Damage: 1d8 + Dex
w;Shortbow Attack;Attack Action;1 action;80/320 feet;shortbow;Instantaneous;You attack with your shortbow.
Attack: 1d20 + Dex + Prof
Damage: 1d6 + Dex
w;Shortbow Attack;Attack Action;1 action;80/320 feet;shortbow;Instantaneous;You attack with your shortbow.
Attack: 1d20 + Dex + Prof
Damage: 1d6 + Dex
w;Dagger Attack;Attack Action;1 action;melee w;Dagger Attack;Attack Action;1 action;melee