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Minor Illusion

  • casting time Action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of fleece

- You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again.
- If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. On a success, the creature learns that it is an illusion and the illusion becomes faint to it.
- You may create a sound, ranging from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
- You may create an image of an object such as a chair, muddy footprints, or a small chest. It must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Illusion C

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

- Three illusory duplicates of yourself appear in your space. Until the spell ends, 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 hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
- A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Illusion II

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- 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.

Illusion II

Expeditious Retreat

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration 10 minutes (C)

- You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Transmutation I

Hellish Rebuke

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

- Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself

- 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.

Evocation I

Armor of Agathys

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration 1 hour

a shard of blue glass

- Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

- Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Abjuration I

Toll the Dead

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

- You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

- Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Necromancy C

Eldritch Blast

  • casting time Action
  • range 120 feet

  • 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.

Evocation C

Hex

  • casting time Bonus Action
  • range 90 feet

  • components V, S, M
  • duration 1 hour (C)

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).

Enchantment I

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Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

- A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

- Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Abjuration I

Thaumaturgy

  • casting time Action
  • range 30 feet

  • components V
  • duration 1 minute

- You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
- Altered Eyes. You alter the appearance of your eyes for 1 minute.
- Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
- Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
- Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
- Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- Tremors. You cause harmless tremors in the ground for 1 minute.

Transmutation C

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 minute (C)

- You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Divination C

Message

  • casting time Action
  • range 120 feet

  • components S, M
  • duration 1 round

a copper wire

- You point 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, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Transmutation C

Mage Armor

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

- You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Abjuration I

Blindness/Deafness

  • casting time Action
  • range 120 feet

  • components V
  • duration 1 minute

- One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

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

Transmutation II

False Life

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

a drop of alcohol

- You gain 2d4 + 4 Temporary Hit Points.

- Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Necromancy I

Bane

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 1 minute (C)

a drop of blood

- Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

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

Enchantment I

Inflict Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

- Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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

Necromancy I

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Phantasmal Force

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of fleece

- You craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phenomenon of any stimuli that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration.
- The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. On a success, the target realizes the phantasm is an illusion, and the spell ends.
- The target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
- The target can take damage if the phantasm is dangerous. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is inside or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Illusion II

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- 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.

Illusion II

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round

- Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

- An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Abjuration I

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration 1 hour

- You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Transmutation C

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

- Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Abjuration C

Misty Step

  • casting time 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.

Conjuration II

Chill Touch

  • casting time Action
  • 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).

Necromancy C

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