Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsVS
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hitthe target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th levelthree beams at 11th leveland 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 cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsVS
  • duration1 minute

A spectralfloating 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 objectopen an unlocked door or containerstow or retrieve an item from an open containeror 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 attackactivate magical itemsor carry more than 10 pounds.

Warlock Conjuration cantrip

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsSM
  • duration1 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 soundits volume can range from a whisper to a scream. It can be your voicesomeone else's voicea lion's roara beating of drumsor any other sound you choose. The sound continues unabated throughout the durationor you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chairmuddy footprintsor a small chest - it must be no larger than a 5-foot cube. The image can't create soundlightsmellor any other sensory effect. Physical interaction with the image reveals it to be an illusionbecause things can pass through it.
If a creature uses its action to examine the sound or imagethe 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 isthe illusion becomes faint to the

Bard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsSM
  • duration1 minute

A bit of fleece

creature.

Bard Illusion cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsVS
  • durationUp 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 instantaneousharmless sensory effectsuch as a shower of sparksa puff of windfaint musical notesor an odd odor.
• You instantaneously light or snuff out a candlea torchor a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chillwarmor flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a colora small markor a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple timesyou can have up to 3 of its non-instantaneous effects active at a timeand you can dismiss such an effect as an action.

Bard Transmutation cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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 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)11th level (3d4) and 17th level (4d4).

Bard Enchantment cantrip

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsVSM
  • duration24 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 higherthe spell fails. Otherwisethe 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 targetthe spell ends.

At Higher Levels: When you cast this spell using a 2nd level spell slot or higheryou can affect 1 additional beast for each slot level above 1st.

Doss Lute 1st level Enchantment

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsVS
  • duration1 hour

You make yourselfincluding your clothingarmorweaponsand other belongings on your personlook different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thinfator in between. You can't change your body typeso you must adopt a form that has the same basic arrangement of limbs. Otherwisethe extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For exampleif you use this spell to add a hat to your outfitobjects pass through the hatand anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you arethe hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguiseda creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bard 1st level Illusion

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsVM
  • duration1 minute

a white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell endsit takes no falling damage and can land on its feetand the spell ends for that creature.

Bard 1st level Transmutation

0 0
0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsVSM
  • durationConcentrationup to 1 hour

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell endsyou deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Alsochoose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell endsyou can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th levelyou can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higheryou can maintain your concentration on the spell for up to 24 hours.

Warlock 1st level Enchantment

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsVSM
  • durationConcentrationup to 10 minutes

holy water or powdered silver and ironwhich the spell consumes

Until the spell endsone willing creature you touch is protected against certain types of creatures - aberrationscelestialselementalsfeyfiendsand undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmedfrightenedor possessed by them. If the target is already charmedfrightenedor possessed by such a creaturethe target has advantage on any new saving throw against the relevant effect.

Doss Lute 1st level Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsVS
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turnyou have a +5 bonus to ACincluding against the triggering attackand you take no damage from magic missile.

Warlock 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsVSM
  • duration1 minute

a pinch of find sandrose petalsor a cricket

This spell sends creatures into a magical slumber. Roll 5d8the 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 pointseach creature affected by this spell falls unconscious until the spell endsthe sleeper takes damageor 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 higherroll an additional 2d8 for each slot level above 1st.

Bard 1st level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsVSM
  • durationConcentrationup 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 higheryou can target one additional creature for each slot level above 2nd.

Bard 2nd level Illusion

Knock

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose an object that you can see within range. The object can be a doora boxa chesta set of manaclesa padlockor 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 unlockedunstuckor unbarred. If the object has multiple locksonly one of them is unlocked.
If you choose a target that is held shut with arcane lockthat spell is suppressed for 10 minutesduring which time the target can be opened and shut normally.
When you cast the spella loud knockaudible from as far away as 300 feetemanates from the target object.

Bard 2nd level Transmutation

Levitate

  • casting time1 action
  • range60 feet

  • componentsVSM
  • durationConcentrationup to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises verticallyup to 20 feetand remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the targetyou can move up or down as part of your move. Otherwiseyou can use your action to move the targetwhich must remain within the spell's range.
When the spell endsthe target floats gently to the ground if it is still aloft.

Doss Lute 2nd level Transmutation

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mistyou teleport up to 30 feet to an unoccupied space that you can see.

Warlock 2nd level Conjuration

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsVS
  • duration1 hour

You touch a creature. If it is poisonedyou neutralize the poison. If more than one poison afflicts the targetyou neutralize on poison that you know is presentor you neutralize one at random.
For the durationthe target has advantage on saving throws against being poisonedand it has resistance to poison damage.

Doss Lute 2nd level Abjuration

1 1
1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2

Shatter

  • casting time1 action
  • range60 feet

  • componentsVSM
  • durationInstantaneous

a chip of mica

A sudden loud ringing noisepainfully intenseerupts 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 saveor half as much damage on a successful one. A creature made of inorganic material such as stonecrystalor 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 higherthe damage increases by 1d8 for each slot level above 2nd.

Bard 2nd level Evocation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsVS
  • durationConcentrationup to 10 minutes

For the durationno sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damageand creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Bard 2nd level Illusion

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lowerits spell fails and has no effect. If it is casting a spell of 4th level or highermake an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successthe creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Warlock 3rd level Abjuration

Fly

  • casting time1 action
  • rangeTouch

  • componentsVSM
  • durationConcentrationup to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell endsthe target falls if it is still aloftunless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higheryou can target one additional creature for each slot level above 3rd.

Warlock 3rd level Transmutation

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsSM
  • durationConcentrationup to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed savethe creature becomes charmed for the duration. While charmed by this spellthe creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Bard 3rd level Illusion

Major Image [1/2]

  • casting time1 action
  • range120 feet

  • componentsVSM
  • durationConcentrationup to 10 minutes

a bit of fleece

You create the image of an objecta creatureor some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely realincluding soundssmellsand temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damagea sound loud enough to deal thunder damage or deafen a creatureor a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusionyou can use your action to cause the image to move to any other spot within range. As the image changes locationyou can alter its appearance so that its movements appear natural for the image. For exampleif you create an image of a creature and move ityou can alter the image so that it appears to be walking. Similarlyyou can cause the illusion to make different sounds at different timeseven making it carry on a conversationfor example.
Physical interaction with the image reveals it to be an

Bard 3rd level Illusion

Major Image [2/2]

  • casting time1 action
  • range120 feet

  • componentsVSM
  • durationConcentrationup to 10 minutes

a bit of fleece

illusionbecause things can pass through it. A creature that uses its action to examine the image 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 isthe creature can see through the imageand its other sensory qualities become faint to the creature.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higherthe spell lasts until dispelledwithout requiring your concentration.

Bard 3rd level Illusion

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsVSM
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the targetwhich the spell consumes

For the durationyou hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Bard 3rd level Abjuration

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsVS
  • durationConcentrationup to 1 hour

For the durationthe willing creature you touch has resistance to one damage type of your choice: acidcoldfirelightningor thunder.

Doss Lute 3rd level Abjuration

2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsVS
  • durationConcentrationup to 1 minute

You call forth spirits of the deadwhich lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell endsany attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiantnecroticor cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In additionany creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe damage increases by 1d8 for every two slot levels above 3rd.

Warlock 3rd-level necromancy

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsVSM
  • duration1 hour

a leather strapbound around the arm or a similar appendage

You touch a willing creature. For the durationthe target's movement is unaffected by difficult terrainand spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraintssuch as manacles or a creature that has it grappled. Finallybeing underwater imposes no penalties on the target's movement or attacks.

Bard 4th level Abjuration

3 3
4 4