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Detect Thoughts (2/2)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 min

a copper piece

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.

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 2nd level Divination

Detect Thoughts (1/2)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 min

a copper piece

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 loom s large in its mind (such as something it worries over, loves, or hates).

Warlock 2nd level Divination

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 min

tiny tarts and a feather that is 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 laughter if this spell affects it.

The target must succeed on a Wisdom saving throw or fall prone, 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, and each time it takes damage, 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.

Warlock 1st level Enchantment

Dissonant Whispers

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instant

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Warlock 1st level Enchantment

Entropic Ward

  • casting time Reaction
  • range Self

  • components --
  • duration Instant

You learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself.

When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll.

If the attack misses you, your next attack roll against the creature has advantage if you make it before 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.

Warlock The Great Old One

Awakened Mind

  • casting time Passive
  • range Self

  • components --
  • duration Passive

Your alien knowledge gives you the ability to touch the minds of other creatures.

You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Warlock The Great Old One

Scorching Ray

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instant

You create three rays of fire and hurl them at targets within range.

You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Warlock 2nd level Evocation

Blindness Deafness

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 min

You can blind or deafen a foe.

Choose one creature that you can see within range to make a Constitution saving throw.

If it fails, the target is either blinded or deafened (your choice) for the duration.

At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

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

Warlock 2nd level Necromancy

Command (2/2)

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Warlock 1st level Enchantment

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Command (1/2)

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You speak a one-word command to a creature you can see within range.

The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Warlock 1st level Enchantment

Burning Hands

  • casting time 1 action
  • range 15 foot cone

  • components V, S
  • duration Instant

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.

Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Warlock 1st-level Evocation

Dark One's Own Luck

  • casting time Instant
  • range Self

  • components --
  • duration Passive

You can call on your patron to alter fate in your favor.

When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Warlock The Fiend

Dark One's Blessing

  • casting time Passive
  • range Self

  • components --
  • duration Passive

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Warlock The Fiend

Seeming (2/2)

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hrs

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Warlock 5th level Illusion

Seeming (1/2)

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hrs

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

Warlock 5th level Illusion

Dominate Person (2/2)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 min

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Warlock 5th level Enchantment

Dominate Person (1/2)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 min

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Warlock 5th level Enchantment

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 min

You or 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.

Warlock 4th level Illusion

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Dominate Beast (2/2)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 min

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is

Warlock 4th level Enchantment

Dominate Beast (1/2)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 min

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Warlock 4th level Enchantment

Plant Growth

  • casting time 1 action, 8 hrs
  • range 150 feet

  • components V, S
  • duration Instant

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Warlock 3rd level Transmutation

Blink

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 min

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Warlock 3rd level Transmutation

Phantasmal Force (2/2)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 min

a bit of fleece

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target.

Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Warlock 2nd level Illusion

Phantasmal Force (1/2)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 min

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range.

The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

Warlock 2nd level Illusion

Calm Emotions

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 min

You attempt to suppress strong emotions in a group of people.

Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw, a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Warlock 2nd level Enchantment

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 min

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

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Warlock 1st-level Enchantment

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 min

Each object in a 20-foot cube within range is outlined in blue, green, or violet 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, 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, and the affected creature or object can’t benefit from being invisible.

Warlock 1st-level Evocation

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Beguiling Defenses

  • casting time Passive
  • range Self

  • components --
  • duration Passive

Your patron teaches you how to turn the mind-affecting magic of 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.

Warlock Archfey

Misty Escape

  • casting time Reaction
  • range 60 feet

  • components --
  • duration Instant

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.

Warlock Archfey

Fey Presence

  • casting time 1 action
  • range 10 foot cube

  • components --
  • duration Instant

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.

Warlock Archfey

Pact of the Talisman

  • casting time 1 hr
  • range Self

  • components --
  • duration Passive

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great.

When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success.

This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet.

The talisman turns to ash when you die.

Warlock Feature

Pact of the Tome

  • casting time 1 hr
  • range Self

  • components --
  • duration Passive

Your patron gives you a grimoire called a Book of Shadows.

When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list).

While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Warlock Feature

Find Familiar (3/3)

  • casting time 1 hr
  • range 10 feet

  • components V, S, M
  • duration Instant

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

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.

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.

Warlock 1st level Conjuration

Find Familiar (2/3)

  • casting time 1 hr
  • range 10 feet

  • components V, S, M
  • duration Instant

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

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.

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 are deaf and blind with regard to your own senses.

Warlock 1st level Conjuration

Find Familiar (1/3)

  • casting time 1 hr
  • range 10 feet

  • components V, S, M
  • duration Instant

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.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Warlock 1st level Conjuration

Pact of the Chain

  • casting time Passive
  • range Self

  • components --
  • duration --

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Warlock Feature

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Pact of the Blade (2/2)

  • casting time 1 hr
  • range Self

  • components --
  • duration --

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.

You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Warlock Feature

Pact of the Blade (1/2)

  • casting time 1 action
  • range Self

  • components --
  • duration --

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Warlock Feature

Warlock Spellcasting Ability

  • casting time Passive
  • range Self

  • components --
  • duration Passive

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Warlock Feature

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