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Holy Aura

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Up to 1 Minute (C)

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Warlock Abjuration

Give In to Madness

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration Up to 1 Minute (C)

Uttering an incantation and allowing your patron to assume more control, you gain the following benefits for the duration of the spell:
• You are immune to radiant and necrotic damage.
• You are immune to the poisoned condition and the charmed condition.
• Spectral wings appear on your back, giving you a flying speed of 30 feet.
• You have a +2 bonus to AC.
• You can attack twice, instead of once, when you take the Attack action on your turn.
• When you make a Melee attack against a creature, you immediately make an Eldritch Blast attack (without Melee disasdavatage.).

Warlock Transmutation

Banishing Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Up to 1 Minute (C)

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Warlock Abjuration

Empowered Weapon

  • casting time 1 Bonus Action
  • range 15 ft

  • components V, S
  • duration Up to 10 Minutes (C)

You imbue a weapon you touch with holy power. Weapon attacks made with it deal an extra 2d8 force damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of force. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 force damage, On a successful save, a creature takes half as much damage.

Aditionally, you can place this on a piece of ammunition such as an arrow. If you do so, the arrow still deals 2d8 extra damage, and can then be made to explode.

Warlock Abjuration

Teleportation Circle [1/2]

  • casting time 1 Minute
  • range 10 Feet

  • components V, M
  • duration 1 Round

Rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

Warlock Conjuration

Teleportation Circle [2/2]

  • casting time 1 Minute
  • range 10 Feet

  • components V, M
  • duration 1 Round

Rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Warlock Conjuration

Synaptic Static

  • casting time 1 Action
  • range 120 Feet

  • components V, S
  • duration Instant

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Warlock Enchantment

Staggering Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Up to 1 Minute (C)

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Warlock Evocation

Arcane Eye

  • casting time 1 Action
  • range 30 Feet

  • components V, S, M
  • duration Up to 1 Hour (C)

A bit of bat fur

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Warlock Divination

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Find Greater Steed [1/2]

  • casting time 10 Minutes
  • range 30 Feet

  • components V, S
  • duration Instant

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the

Warlock Conjuration

Find Greater Steed [2/2]

  • casting time 10 Minutes
  • range 30 Feet

  • components V, S
  • duration Instant

mount disappears, it leaves behind any objects it was wearing or carrying.

Warlock Conjuration

Nightmare

  • casting time 1 Action
  • range 30 Feet

  • components V, S
  • duration Up to 1 Minute (C)

You envelop a creature you can see within range with dark visions and nightmares, it must make a wisom saving throw or be paralyzed. The paralysis ends early if the target is dealt damage or an ally uses there action to wake the target.

Warlock Enchantment

Summon Shadowspawn

  • casting time 1 Action
  • range 90 Feet

  • components V, S, M
  • duration Up to 1 Hour (C)

tears inside a gem worth at least 300 gp

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Warlock Conjuration

Alter Self (At Will) [1/2]

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Up to 1 hour (C)

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation.
You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance.
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same, if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6

Warlock Transmutation

Alter Self (At Will) [2/2]

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Up to 1 hour (C)

bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Warlock Transmutation

Aid

  • casting time 1 Action
  • range 30 Feet

  • components V, S, M
  • duration 8 Hours

A tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Warlock Abjuration

Detect Thoughts [1/2]

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Up to 1 Minute (C)

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check, if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its

Warlock Divination

Detect Thoughts [2/2]

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Up to 1 Minute (C)

thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Warlock Divination

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Sleep

  • casting time 1 Action
  • range 90 Feet

  • components V, S, M
  • duration Instant

A pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, 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, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

Paladin Enchantment

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 Feet

  • components V, S, M
  • duration Up to 10 Minutes (C)

A small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Paladin Abjuration

Sanctuary

  • casting time 1 Bonus Action
  • range 30 Feet

  • components V, S, M
  • duration 1 minute

A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.

Paladin Abjuration

Heroism

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Up to 1 Minute (C)

A willing creature you touch is imbued with bravery. Until the spell ends, 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, the target loses any remaining temporary hit points from this spell.

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.

Paladin Enchantment

Detect Poison and Disease

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Up to 10 Minutes (C)

A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin Divination

Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instant

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.

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.

Paladin Evocation

Compelled Duel

  • casting time 1 Bonus Action
  • range 30 Feet

  • components V
  • duration Up to 1 minute (C)

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Paladin Enchantment

Hexblade's Curse

  • casting time 1 Bonus Action
  • range 90 feet

  • components V, S
  • duration Up to 1 hour

As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if you die, or you are incapacitated.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Until the curse ends, you gain the following benefits:
You gain a bonus to melee damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point), these temporary hit points last 1 hour.

Warlock Abjuration

Bless

  • casting time 1 Action
  • range 30 Feet

  • components V, S, M
  • duration Up to 1 minute

A sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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.

Warlock Enchantment

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Encode Thoughts

  • casting time 1 action
  • range Self

  • components S
  • duration Instant

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

Warlock Enchantment

Light

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration 1 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.

Warlock Evocation

Minor Illusion [1/2]

  • casting time 1 Action
  • range 30 Feet

  • components S, M
  • duration 1 Minute

A bit of 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, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, 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, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion

Warlock Illusion

Minor Illusion [2/2]

  • casting time 1 Action
  • range 30 Feet

  • components S, M
  • duration 1 Minute

A bit of fleece

becomes faint to the creature.

Warlock Illusion

Message

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration 1 round

A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Warlock Transmutation

Infestation

  • casting time 1 Action
  • range 30 Feet

  • components V, S, M
  • duration Instant

A living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 3d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north, 2, south, 3, east, or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

Warlock Conjuration

Vicious Mockery

  • casting time 1 Action
  • range 60 Feet

  • components V
  • duration Instant

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), it must succeed on a Wisdom saving throw or take 3d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Warlock Enchantment

Eldritch Blast

  • casting time 1 Action
  • range 120 Feet

  • components V, S
  • duration Instant

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.

Warlock Evocation

Mind Sliver

  • casting time 1 Action
  • range 60 Feet

  • components V
  • duration 1 Round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Warlock Enchantment

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