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Invisibility - Spell

  • casting time Action
  • range Touch

  • components Verbal, Somatic, Material
  • duration Concentration 1hour

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 higher, you can target one additional creature for each slot level above 2nd.

Warlock Illusion

Vampiric Touch - Spell

  • casting time Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration 1min

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds.

Make a melee spell attack against a creature within your reach.

On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Warlock Necromancy

Hold Person - Spell

  • casting time Action
  • range 60ft

  • components Verbal, Somatic, Material
  • duration Concentration 1min

Small straight piece of iron

Choose a humanoid that you can see within range.

The target must succeed on a Wisdom saving throw or be paralyzed for the duration.

At the end of each of its turns, the target can make another Wisdom saving throw.

On a success, the spell ends on the target.

Higher Levels: Cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd.

The humanoids must be within 30 feet of each other when you target them.

Warlock Enchantment

Counterspell - Spell

  • casting time Reaction
  • range 60ft

  • components Somatic
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell.

If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.

If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.

The DC equals 10 + the spell's level.

On a success, the creature's spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Warlock Abjuration

Mirror Image - Spell

  • casting time Action
  • range Self

  • components Verbal, Somatic
  • duration 1min

Three illusory duplicates of yourself appear in your space, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
To change the attacks target
Three duplicates roll a 6 or higher.
Two duplicates roll an 8 or higher.
One duplicate roll an 11 or higher.

A duplicate's AC equals 10 + Dex modifier.

If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Warlock Illusion

Hex - Spell

  • casting time Bonus Action
  • range 90ft

  • components Verbal, Somatic, Material
  • duration Concentration 1hr

Petrified eye of a newt

Curse on a creature that you see within range.
Deal extra 1d6 necrotic damage to the target whenever you hit it with an attack.
Choose one ability when you cast the spell, target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0HP before spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Temove 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 level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Warlock Enchantment

Fey Presence - Ability

  • casting time Action
  • range 10ft Cube

  • components Nothing
  • duration Instantanous

Your patron bestows the ability to project the beguiling and fearsome presence of the fey.
Action each creature in a 10ft cube originating from you, makes a Wisdom saving throw against your spell save DC.
Creatures who fail their saving throws are charmed or frightened by you until end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Charmed creatures can’t attack the charmer with harmful abilities or magical effects.
Charmer has advantage on ability check to interact socially with the creature.

Frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.

Patron Ability

Detect Magic - Ritual

  • casting time Action
  • range Self

  • components Verbal, Somatic
  • duration Concentration 10mins

For the duration, you sense the presence of magic within 30 feet of you.

If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

This was learned from a scroll

Ancient Secrets Divination

Find Familiar - Ritual

  • casting time 1 hour
  • range 10ft

  • components Verbal, Somatic, Material
  • duration Instantaneous

10gp charcoal, incense and herbs
Consumed by fire in a brass brazier

You gain a spirit familiar in animal form, in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey

Acts independently, but obeys your commands. Rolls its own initiative, can take actions but can’t attack.
When it drops to 0HP, it disappears, leaving behind no physical form. It appears if you cast this again
While within 100ft, you can communicate with it telepathically.
Action, you can use its senses until the start of your next turn, gaining benefits of special senses that it has. During this you are deaf and blind.
Action temporarily dismiss it. It disappears into a pocket dimension where it waits your summons.
Action you can cause it to reappear in any unoccupied space within 30 feet of you.
When you cast a touch spell, your familiar can deliver the spell as if it had cast the spell. it must be within 100ft and use its reaction to deliver.

Ancient Secrets Conjuration

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Comprehend Languages Ritual

  • casting time Action
  • range Self

  • components Verbal, Somatic, Material
  • duration 1 Hour

Pinch of soot & salt

For the duration, you understand the literal meaning of any spoken language that you hear.

You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Ancient Secrets Divination

Fire Bolt - Cantrip

  • casting time Action
  • range 120ft

  • components Verbal, Somatic
  • 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)
17th level (4d10)

Hit = D20 + Proficiency + Charisma modifier

Attack = 2d10

Pact of the tome Evocation

Guidance - Cantrip

  • casting time Actin
  • range Touch

  • components Verbal, Somatic
  • duration Concentration 1 min

You touch one willing creature.

Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

It can roll the die before or after making the ability check.

The spell then ends.

Pact of the tome Divination

Shocking Grasp - Cantrip

  • casting time Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch.

Make a melee spell attack against the target.

You have advantage on the attack roll if the target is wearing armor made of metal.

On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

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

Hit = D20 + Proficiency + Charisma modifier

Attack = 2d8

Pact of the tome Evocation

Eldrich Blast - Cantrip

  • casting time Action
  • range 120ft

  • components Verbal, Somatic
  • duration Instantanous

Make a ranged spell attack against the target.

The spell creates more than one beam when
you reach higher levels.
Two beams at 5th level.
Three beams at 11th level.
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.

Type is force damage.

Agonizing Blast add Charisma modifier

Hit = D20 + Proficiency + Charisma modifier

Attack = 1d10 + Charisma Modifier x Beams

Warlock Evocation

Mage Hand - Cantrip

  • casting time Action
  • range 30ft

  • components Verbal, Somatic
  • duration 1 Minute

A spectral, 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, open an unlocked door or container, stow or retrieve an item from an open container, 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, activate magical items, or carry more than 10 pounds.

Warlock Conjuration

Mind Sliver - Cantrip

  • casting time Action
  • range 60ft

  • components Verbal
  • duration 1 Round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.

The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels:

5th level (2d6)
11th level (3d6)
17th level (4d6).

Hit = D20 + Proficiency + Charisma modifier

Attack = 2d6

Warlock Enchantment

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