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S ;1 minute ;A spectral [1/2]

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or 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 attack
  • duration activate magical items

or carry more than 10 pounds.

Paladin floating 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 object

S ;1 minute ;A spectral [2/2]

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or 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 attack
  • duration activate magical items

;Conjuration

Paladin floating 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 object

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration 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. ;Transmutation

Paladin M ;1 round ;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

cold

  • casting time lightning
  • range or thunder damage

  • components this spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

Paladin fire

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Paladin M ;Instantaneous ;You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save [1/2]

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration 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.

Paladin it takes 3d6 psychic damage and must immediately use its reaction

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save [2/2]

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration 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

;Enchantment

Paladin it takes 3d6 psychic damage and must immediately use its reaction

1 minute ;Each object in a 20-foot cube within range is outlined in blue

  • casting time 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
  • range 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

  • components and the affected creature or object can't benefit from being invisible. ;Evocation
  • duration

Paladin green

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Necromancy

Paladin M ;1 hour ;Bolstering yourself with a necromantic facsimile of life

0 ;Mage Hand ;Cantrip ;1 action ;30 feet ;V 0 ;Mage Hand ;Cantrip ;1 action ;30 feet ;V
0 ;Mage Hand ;Cantrip ;1 action ;30 feet ;V 0 ;Mage Hand ;Cantrip ;1 action ;30 feet ;V
0 ;Message ;Cantrip ;1 action ;120 feet ;V 0 ;Message ;Cantrip ;1 action ;120 feet ;V
1 ;Absorb Elements ;1st level spell ;1 reaction ;Self ;S ;1 round ;When you take acid 1 ;Absorb Elements ;1st level spell ;1 reaction ;Self ;S ;1 round ;When you take acid
1 ;Chromatic Orb ;1st level spell ;1 action ;90 feet ;V 1 ;Chromatic Orb ;1st level spell ;1 action ;90 feet ;V
1 ;Dissonant Whispers ;1st level spell ;1 action ;60 feet ;V ;Instantaneous ;You whisper a discordant melody that only 1 creature of your choice within range can hear 1 ;Dissonant Whispers ;1st level spell ;1 action ;60 feet ;V ;Instantaneous ;You whisper a discordant melody that only 1 creature of your choice within range can hear
1 ;Dissonant Whispers ;1st level spell ;1 action ;60 feet ;V ;Instantaneous ;You whisper a discordant melody that only 1 creature of your choice within range can hear 1 ;Dissonant Whispers ;1st level spell ;1 action ;60 feet ;V ;Instantaneous ;You whisper a discordant melody that only 1 creature of your choice within range can hear
1 ;Faerie Fire ;1st level spell ;1 action ;60 feet ;V ;Concentration 1 ;Faerie Fire ;1st level spell ;1 action ;60 feet ;V ;Concentration
1 ;False Life ;1st level spell ;1 action ;Self ;V 1 ;False Life ;1st level spell ;1 action ;Self ;V

S ;Concentration

  • casting time 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
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Enchantment
  • duration

Paladin 1 minute ;A willing creature you touch is imbued with bravery. Until the spell ends

20 feet ◯ ;V

  • casting time M ;1 minute ;This spell sends creatures into a magical slumber. Roll 5d8
  • range the total is how many hit points of creatures this spell can affect. Creatures within the area are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points

  • components each creature affected by this spell falls unconscious until the spell ends
  • duration 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

Paladin S

S [1/2]

  • casting time 1 minute ;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin M ;Concentration

S [2/2]

  • casting time 1 minute ;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

;Evocation

Paladin M ;Concentration

1 minute ;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Evocation
  • duration

Paladin the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

S

  • casting time 1 minute ;For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components 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
  • duration 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

Paladin M ;Concentration

M ;Instantaneous ;A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save

  • casting time or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save
  • range a creature takes half as much damage and isn’t hindered by ice. ;Evocation

Paladin a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute

S ;Instantaneous ;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

  • casting time you create one additional ray for each slot level above 2nd. ;Evocation
  • range

Paladin the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

M ;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

Paladin 8 hours ;You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

1 ;Heroism ;1st level spell ;1 action ;Touch ;V 1 ;Heroism ;1st level spell ;1 action ;Touch ;V
1 ;Sleep ;1st level spell ;1 action ;90 feet 1 ;Sleep ;1st level spell ;1 action ;90 feet
1 ;Wrathful Smite ;1st level spell ;1 bonus action ;Self ;V 1 ;Wrathful Smite ;1st level spell ;1 bonus action ;Self ;V
1 ;Wrathful Smite ;1st level spell ;1 bonus action ;Self ;V 1 ;Wrathful Smite ;1st level spell ;1 bonus action ;Self ;V
2 ;Branding Smite ;2nd level spell ;1 bonus action ;Self ;V ;Concentration 2 ;Branding Smite ;2nd level spell ;1 bonus action ;Self ;V ;Concentration
2 ;Detect Thoughts ;2nd level spell ;1 action ;Self ;V 2 ;Detect Thoughts ;2nd level spell ;1 action ;Self ;V
2 ;Rime's Binding Ice ;2nd Level spell ;1 action ;30 feet △ ;S 2 ;Rime's Binding Ice ;2nd Level spell ;1 action ;30 feet △ ;S
2 ;Scorching Ray ;2nd level spell ;1 action ;120 feet ;V 2 ;Scorching Ray ;2nd level spell ;1 action ;120 feet ;V
2 ;Suggestion ;2nd level spell ;1 action ;30 feet ;V 2 ;Suggestion ;2nd level spell ;1 action ;30 feet ;V

20 feet ◻ ;V

  • casting time M ;Concentration
  • range 1 hour ;You conjure a mass of thick

  • components sticky webbing at a point of your choice within range. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor
  • duration wall

or ceiling

the conjured web collapses on itself S

S

  • casting time it gains a +1 bonus to AC and saving throws
  • range and it has resistance to all damage. Also

  • components each time it takes damage
  • duration you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Abjuration

the conjured web collapses on itself M ;1 hour ;This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you

30 feet ◻ ;S

  • casting time 1 minute ;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 save
  • range the creature becomes charmed for the duration. While charmed by this spell

  • components the 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. ;Illusion
  • duration

the conjured web collapses on itself M ;Concentration

S

  • casting time 1 minute ;You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

the conjured web collapses on itself M ;Concentration

S

  • casting time 1 hour ;This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

the conjured web collapses on itself M ;Concentration

S

  • casting time 1 hour ;You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

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 conjured web collapses on itself M ;Concentration

S

  • casting time 1 hour ;You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

the conjured web collapses on itself M ;Concentration

S

  • casting time 10 minutes ;You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
  • range which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell

  • components it can fail the saving throw voluntarily if it wants to be observed.
    Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
    Connection Likeness or picture -2. Possession or garment -4. Body part
  • duration lock of hair

bit of nail

the conjured web collapses on itself M ;Concentration

S

  • casting time that has a casting time of 1 action
  • range and that can target you. You cast that spell

  • components called the contingent spell
  • duration as part of casting contingency

expending spell slots for both

the conjured web collapses on itself M ;10 days ;Choose a spell of 5th level or lower that you can cast

2 ;Web ;2nd level spell ;1 action ;60 feet 2 ;Web ;2nd level spell ;1 action ;60 feet
2 ;Warding Bond ;2nd level spell ;1 action ;Touch ;V 2 ;Warding Bond ;2nd level spell ;1 action ;Touch ;V
3 ;Hypnotic Pattern ;3rd level spell ;1 action ;120 feet 3 ;Hypnotic Pattern ;3rd level spell ;1 action ;120 feet
3 ;Slow ;3rd level spell ;1 action ;120 feet 40 feet ◻ ;V 3 ;Slow ;3rd level spell ;1 action ;120 feet 40 feet ◻ ;V
4 ;Polymorph ;4th level spell ;1 action ;60 feet ;V 4 ;Polymorph ;4th level spell ;1 action ;60 feet ;V
4 ;Summon Construct ;4th level spell ;1 action ;90 feet ;V 4 ;Summon Construct ;4th level spell ;1 action ;90 feet ;V
4 ;Summon Greater Demon ;4th level spell ;1 action ;60 feet ;V 4 ;Summon Greater Demon ;4th level spell ;1 action ;60 feet ;V
5 ;Scrying ;5th level spell ;10 minutes ;Self ;V 5 ;Scrying ;5th level spell ;10 minutes ;Self ;V
6 ;Contingency ;6th level spell ;10 minutes ;Self ;V 6 ;Contingency ;6th level spell ;10 minutes ;Self ;V

S

  • casting time invisible
  • range cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side

  • components creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell
  • duration any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

or those too large to fit inside the area

the conjured web collapses on itself M ;1 hour ;An immobile

7 ;Forcecage ;7th level spell ;1 action ;100 feet ;V 7 ;Forcecage ;7th level spell ;1 action ;100 feet ;V