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Find Familiar [1/3]

  • casting time 1 hour
  • range 10ft.

  • components V, S, M
  • duration Instantaneous

10 gp 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.

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.

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 the 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

Pact Boon 1st Level Conjuration

Find Familiar [2/3]

  • casting time 1 hour
  • range 10ft.

  • components V, S, M
  • duration Instantaneous

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

disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

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.

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.

Finally, 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

Pact Boon 1st Level Conjuration

Find Familiar [3/3]

  • casting time 1 hour
  • range 10ft.

  • components V, S, M
  • duration Instantaneous

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

roll.

Player’s Handbook (2014), pg. 240

Pact Boon 1st Level Conjuration

Remove Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous


At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

D&D Free Rules (2024), pg. 312

Warlock 3rd Level Abjuration

Tasha's Otherworldly Guise

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concent., 1 min

an object engraved with a symbol of the Outer Planes, 500 gp+

() Once per Long Rest
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Tasha’s Cauldron of Everything, pg. 116

Mystic Arcanum 6th LevelTransmutation

Witch Bolt

  • casting time 1 action
  • range 30ft.

  • components V, S, M
  • duration Concent., 1 min

a twig from a tree that has been struck by lightning

() A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. 5d12

Player’s Handbook (2014), pg. 289

Warlock 1st Level Evocation

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

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

D&D Free Rules (2024), pg. 299

Warlock 2nd Level Conjuration

Jallarzi's Storm of Radiance

  • casting time 1 action
  • range 120ft./10ft.

  • components V, S, M
  • duration Concent., 1 min

a pinch of phosphorus

() Attack/Save: CON 16 Damage: 2d10

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.

When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

Player’s Handbook (2024), pg. 289

Warlock 5th Level Evocation

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concent., 1 hour

an eyelash in gum arabic

() 3 Additional Targets

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

D&D Free Rules (2024), pg. 289

Warlock 2nd Level Illusion

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Hex

  • casting time 1 bonus action
  • range 90ft.

  • components V, S, M
  • duration Concent. to 24 hours

the petrified eye of a newt

() You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose 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 ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).

D&D Free Rules (2024), pg. 285

Warlock 1st Level Enchantment

Hellish Rebuke

  • casting time 1 reaction
  • range 60ft.

  • components V, S
  • duration Instantaneous

Attack/Save: DEX 16

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1. 5th level: 6d10

D&D Free Rules (2024), pg. 284

Warlock 1st Level Evocation

Enervation

  • casting time 1 action
  • range 60ft.

  • components V, S
  • duration Concent., 1 min

Regain Hit Points(you regain hit points equal to half the amount of necrotic damage the target takes)

Attack/Save: DEX 16

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Xanathar's Guide to Everything, pg. 155

Warlock 5th Level Necromancy

Danse Macabre [1/2]

  • casting time 1 action
  • range 60ft.

  • components V, S
  • duration Concent., 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level

Warlock 5th Level Necromancy

Danse Macabre [2/2]

  • casting time 1 action
  • range 60ft.

  • components V, S
  • duration Concent., 1 hour

above 5th.

Xanathar's Guide to Everything, pg. 153

Warlock 5th Level Necromancy

Counterspell

  • casting time 1 reaction
  • range 60ft.

  • components S
  • duration Instantaneous


Attack/Save: CON 16

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

D&D Free Rules (2024), pg. 258

Warlock 3rd Level Abjuration

Banishment

  • casting time 1 action
  • range 30ft.

  • components V, S, M
  • duration Concent., 1 min

a pentacle

() 1 Additional Target/level Attack/Save: CHA 16

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.


D&D Free Rules (2024), pg. 245

Warlock 4th Level Abjuration

Enthrall

  • casting time 1 action
  • range 60ft.

  • components V, S
  • duration 1 minute

Once per Long Rest

Attack/Save: WIS 16

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Player’s Handbook (2014), pg. 238

Variant Tiefling 2nd Level Enchantment

Charm Person

  • casting time 1 action
  • range 30ft.

  • components V, S
  • duration 1 hour

Once per Long Rest 1 Additional Target Creatures must be within 30 feet of each other

Attack/Save: WIS 16

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. 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. The creatures must be within 30 feet of each other when you target them.

Player’s Handbook (2014), pg. 221

Variant Tiefling 1st Level Enchantment

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Tasha's Hideous Laughter

  • casting time 1 action
  • range 30ft.

  • components Strixhaven Initiate (Prismari)
  • duration V, S, M

((a tart and a feather)) Attack/Save: WIS 16

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

D&D Free Rules (2024), pg. 331

1st Level Enchantment

Magic Missile

  • casting time 1 action
  • range 120ft.

  • components V, S
  • duration Instantaneous

Once per Long ResYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

D&D Free Rules (2024), pg. 295t

Magic Initiate (Wizard) 1st Level Evocation

Guiding Bolt

  • casting time 1 action
  • range 120ft.

  • components V, S
  • duration 1 round

Once per Long Rest

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

D&D Free Rules (2024), pg. 282

Magic Initiate (Cleric) 1st Level Evocation

Vicious Mockery

  • casting time At Will
  • range 60ft.

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), 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).

Player’s Handbook (2014), pg. 285

Variant Tiefling

Poison Spray

  • casting time At Will
  • range 30ft.

  • components V, S
  • duration Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

D&D Free Rules (2024), pg. 306

Magic Initiate (Wizard) Necromancy Cantrip

Thunderclap

  • casting time At Will
  • range 5ft.

  • components S
  • duration Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Elemental Evil Player's Companion, pg. 168

Attack/Save: CON 16

Warlock Evocation Cantrip

Sacred Flame

  • casting time At Will
  • range 60ft.

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

D&D Free Rules (2024), pg. 313

Attack/Save: DEX 16

Magic Initiate (Cleric) Evocation Cantrip

Resistance

  • casting time At Will
  • range Touch

  • components V, S
  • duration Concent., 1 minute

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

D&D Free Rules (2024), pg. 312

Magic Initiate (Cleric) Abjuration Cantrip

Mage Hand

  • casting time At Will
  • range 30ft.

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

D&D Free Rules (2024), pg. 293

Warlock Conjuration Cantrip

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Eldritch Blast

  • casting time At Will
  • range 300ft.

  • components V, S
  • duration Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

D&D Free Rules (2024), pg. 267

3 Beams

Warlock Evocation Cantrip

Chill Touch

  • casting time At Will
  • range Touch

  • components V, S
  • duration Instantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

D&D Free Rules (2024), pg. 249

Magic Initiate (Wizard) Necromancy Cantrip

Shadow Blindness

  • casting time At Will
  • range Touch

  • components V, S
  • duration 1 round

You make a melee spell attack against a creature you touch that has darkvision as an innate ability, on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all its other senses.

Warlock Illusion Cantrip

Fire Bolt

  • casting time At Will
  • range 120ft.

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Player’s Handbook (2014), pg. 242.
Strixhaven Initiate (Prismari)

Warlock Evocation Cantrip

Ray of Frost

  • casting time At will
  • range 60ft.

  • components V, S
  • duration Instantaneous


A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Player’s Handbook (2014), pg. 271
Strixhaven Initiate (Prismari)

Warlock Evocation Cantrip

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