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Restricted Entry [1/2]

  • casting time 1 action
  • range Touch

  • components S, M
  • duration 1 hour

a metal lock, 10 pounds of metal, 50 gp of diamond dust

Casting this spell magically blocks entry into a building from unwanted guests. You may choose 4 willing creatures at the beginning of the spell who are granted access to the doors. When casting this spell, stand on the inside of a closed door within range. Willing creatures must be within range of the caster while casting. You can choose 3 closed doors in the building that will be affected by the spell. Those doors must not already be affected and must remain closed during the duration of casting, or the spell fails.

The doors are turned into thick, metal doors that contain no physical locks, but may only be opened by those affected, which may access the doors with ease. As an action, you can dispel the doors.

For a creature to end the spell, they must make a Constitution saving throw against a DC 17. On a fail, they take 1d10 psychic damage as the door fights back the intruder. On a success, the targeted door is returned to its originally form.

At higher levels: for each level above 2nd level, you may

Restricted Entry [2/2]

  • casting time 1 action
  • range Touch

  • components S, M
  • duration 1 hour

a metal lock, 10 pounds of metal, 50 gp of diamond dust

choose +1 willing creature

Intuition

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

As an action, you can search through your mind to predict the outcome of a future event. When starting this process, you must specify what event you are trying to predict. Searching your mind and pushing your consciousness, you will receive emotions or sensations, from up to one minute in the future, that relates to the event specified.

Time Turner

  • casting time 1 action
  • range 20 feet

  • components V, S, M
  • duration Concentration, instantaneous

a time diamond

The time diamond begins floating above your open palm. Targeting a creature within range, the creature must make a Constitution saving throw against the ranged spell DC. On a save, the target is unaffected.

Turning the diamond to the left (rewinds time) or, right (advances time). Roll a 1d10 to determine how many years of their life is affected. The creature’s body and consciousness will be altered to reflect the current age according to the spell.

Younger: A creature that is turned younger will retain information collected at whatever their current age is according to the spell. Any new information will be considered a memory they had year(s) ago. Past memories cannot be erased.

Older: A creature that is turned older will not retain any new information once the spell wears off.

It will take one hour for each year the creature was affected. If concentration is broken, the creature begins the process of reverting back to their natural age.

Unknown Tattoo

  • casting time
  • range

  • components
  • duration

Casting spells and the dice used to regain spell slots:

Level 1: 1d4 3 or 4 to regain
Level 2: 1d4
Level 3: 1d6
Level 4: 1d4
Level 5, 1d6
Level 6: 1d6
Level 7: 1d8
Level 8: 1d8
Level 9: 1d10

Saint of Forge and Fire

  • casting time
  • range

  • components
  • duration

At 17th level, your blessed affinity with fire and metal becomes more powerful:

• You gain immunity to fire damage.

• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Divine Strike

  • casting time
  • range

  • components
  • duration

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target.
When you reach 14th level, the extra damage increases to 2d8.

Soul of the Forge

  • casting time
  • range

  • components
  • duration

•You gain resistance to fire damage.

• While wearing heavy armor, you gain a +1 bonus to AC

Artisan's Blessing

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 hour

You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.


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Blessing of the Forge

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon.
Until the end of your next long rest or until you die, the object becomes a magic item. If it's armor, it's granted a +1 bonus to AC. If it's a weapon, it's granted a +1 bonus to attack and damage rolls.
Once you use this feature, you can’t use it again until you finish a long rest.

Arcane Recovery

  • casting time special
  • range self

  • components S
  • duration instantaneous

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Dark Delirium

  • casting time action
  • range 60 feet

  • components
  • duration concentration, 1 minute

You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

14

Beguiling Defenses

  • casting time
  • range self

  • components
  • duration 1 minute

Your patron teaches you how to turn the mind-affecting magic o f your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

10

Misty Escape

  • casting time reaction
  • range 60 feet

  • components
  • duration

You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

6

Fey Presence

  • casting time action
  • range 10-foot cube

  • components S
  • duration

Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

1

Witch Sight

  • casting time
  • range

  • components
  • duration

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by an illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Whispers of the Grave

  • casting time
  • range

  • components
  • duration

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Voice of the Chain Master

  • casting time
  • range

  • components
  • duration

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable o f speech.


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Visions of Distant Realms

  • casting time
  • range

  • components
  • duration

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Thirsting Blade

  • casting time
  • range

  • components
  • duration

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Thief of Five Fates

  • casting time
  • range

  • components
  • duration

You can cast Bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

  • casting time
  • range

  • components
  • duration

Prerequisite: 5th level

You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Sculptor of Flesh

  • casting time
  • range

  • components
  • duration

Prerequisite: 7th level

You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Repelling Blast

  • casting time
  • range

  • components
  • duration

Prerequisite: Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Otherworldly Leap

  • casting time
  • range

  • components
  • duration

Prerequisite: 9th level

You can cast Jump on yourself at will, without expending a spell slot or material components.

One with Shadows

  • casting time
  • range

  • components
  • duration

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Misty Visions

  • casting time
  • range

  • components
  • duration

You can cast Silent Image at will, without expending a spell slot or material components.


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Mire the Mind

  • casting time
  • range

  • components
  • duration

Prerequisite: 5th level

You can cast Slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Minions of Chaos

  • casting time
  • range

  • components
  • duration

Prerequisite: 9th level

You can cast Conjure Elemental once using a
warlock spell slot. You can’t do so again until you
finish a long rest.

Master of Myriad Forms

  • casting time
  • range

  • components
  • duration

Prerequisite: 15th level

You can cast Alter Self at will, without expending
a spell slot.

Mask of Many Faces

  • casting time
  • range

  • components
  • duration

You can cast Disguise self at will, without expending
a spell slot.

Lifedrinker

  • casting time
  • range

  • components
  • duration

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Gaze of Two Minds

  • casting time
  • range

  • components
  • duration

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Fiendish Vigor

  • casting time
  • range

  • components
  • duration

You can cast False Life on yourself at will as a
1st-level spell, without expending a spell slot or
material components.

Eyes of the Rune Keeper

  • casting time
  • range

  • components
  • duration

You can read all writing.

Eldritch Spear

  • casting time
  • range

  • components
  • duration

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.


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Eldritch Sight

  • casting time
  • range

  • components
  • duration

You can cast Detect Magic at will, without expending a spell slot.

Dreadful Word

  • casting time
  • range

  • components
  • duration

Prerequisite: 7th level

You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Devil's Sight

  • casting time
  • range

  • components
  • duration

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Chains of Carceri

  • casting time
  • range

  • components
  • duration

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Book of Ancient Secrets

  • casting time
  • range

  • components
  • duration

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Bewitching Whispers

  • casting time special
  • range self

  • components none
  • duration instantaneous

Prerequisite: 7th level

You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Beguiling Influence

  • casting time special
  • range self

  • components none
  • duration instantaneous

You gain proficiency in the Deception and
Persuasion skills.

Beast Speech

  • casting time special
  • range self

  • components none
  • duration instantaneous

You can cast Speak with Animals at will, without
expending a spell slot.

Ascendant Step

  • casting time special
  • range self

  • components none
  • duration instantaneous

Prerequisite: 9th level

You can cast Levitate on yourself at will, without
expending a spell slot or material components.

eldritch invocation

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Armor of Shadows

  • casting time special
  • range self

  • components none
  • duration instantaneous

You can cast Mage Armor on yourself at will, without
expending a spell slot or material components.

Eldritch Invocation

Agonizing Blast

  • casting time special
  • range self

  • components none
  • duration instantaneous

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma
modifier to the damage it deals on a hit.

Eldritch Invocation

Aura of Protection

  • casting time special
  • range 10 feet

  • components none
  • duration instantaneous

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.

6

Divine Smite

  • casting time special
  • range self

  • components S
  • duration instantaneous

When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The added damage is 2d8 for a 1st-level spell slot. The damage increases by 1d8, if the target is an undead or a fiend.
At Higher Levels: An extra 1d8 for each spell level higher than 1st, to a maximum o f 5d8.

Lay on Hands

  • casting time action
  • range touch

  • components V, S
  • duration instantaneous

Your blessed touch can heal wounds. You have a pool
of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs

Divine Intervention

  • casting time action
  • range self

  • components V
  • duration instantaneous

You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention, the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.

(Cleric) 10th

Divine Sense

  • casting time action
  • range 60 feet

  • components V
  • duration instantaneous

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to
1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Turn Undead

  • casting time action
  • range 30 feet

  • components V, M
  • duration 1 minute

holy symbol

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

At higher levels: Starting at 5th level, when an undead fails its saving throw, the creature is instantly destroyed, if its challenge rating is at or below a certain threshold. 5th - CR 1/2, 8th - CR 1, 11th - CR 2, 14th - CR 3, 17th - CR 4.

Cleric

Clairvoyant

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

As an action, you can search through your mind to predict the outcome of a future event. When starting this process, you must specify what event you are trying to predict. Searching your mind and pushing your consciousness, you will receive emotions or sensations, from up to one minute in the future, that relates to the event specified.


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Unknown Tattoo

  • casting time 1 reaction
  • range Self

  • components V
  • duration Instantaneous

When you cast a spell of 1st level or higher, the tattoo wrapped around your arm begins to glow, faintly drawing the life force from you deal psychic damage.

Roll a 1d6 to determine the spell slot gained from this effect. If the number rolled exceeds the spell slot level available, you gain a slot for the highest spell level. Any other roll will give you a spell slot for that level rolled. You may not gain a spell slot that exceeds the one you used to activate this spell.

Higher levels: damage increases by 1d4 for each spell slot level.

Wizard

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