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Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration

up to 1 minute

Cleric Abjuration Cantrip

Guidance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration

up to 1 minute

Cleric Divination Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends

Cleric Evocation Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch

such as a broken chain link Transmutation Cantrip

Resistance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration

up to 1 minute

such as a broken chain link Abjuration Cantrip

Sacred Flame

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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) Evocation Cantrip

Spare the Dying

  • casting timeAction
  • range15 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet)

11 (60 feet) Necromancy Cantrip

Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • durationUp to 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

11 (60 feet) Transmutation Cantrip

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range

11 (60 feet) Necromancy Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV, M
  • durationInstantaneous

a sunburst token

Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)

11 (3d6) Evocation Cantrip

Bane

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration

up to 1 minute

11 (3d6) Level 1 Enchantment

Bless

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration

up to 1 minute

11 (3d6) Level 1 Enchantment

Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

11 (3d6) Level 1 Enchantment

Command

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route

11 (3d6) Level 1 Enchantment

Create or Destroy Water

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a mix of water and sand

You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively

11 (3d6) Level 1 Transmutation

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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.

Cleric Level 1 Abjuration

Detect Evil and Good

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration

up to 10 minutes

For the duration Level 1 Divination

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration

up to 10 minutes

For the duration Level 1 Divination

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

Detect Poison and Disease

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationConcentration

up to 10 minutes

(a yew leaf)For the duration Level 1 Divination

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself—including your clothing

armor Level 1 Illusion

Guiding Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • duration1 round

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 Level 1 Evocation

Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Bard Level 1 Abjuration

Inflict Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch makes a Constitution saving throw

Bard Level 1 Necromancy

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration up to 10 minutes

(a flask of Holy Water worth 25+ GP

Bard Level 1 Abjuration

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric Level 1 Transmutation

Sanctuary

  • casting timeBonus Action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends

Cleric Level 1 Abjuration

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV, S, M
  • durationConcentration

up to 10 minutes

Cleric Level 1 Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Aid

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Sorcerer Level 2 Abjuration

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

(specially marked sticks

bones Level 2 Divination

Blindness/Deafness

  • casting timeAction
  • range120 feet

  • componentsV
  • duration1 minute

One creature that you can see within range must succeed on a Constitution saving throw

bones Level 2 Transmutation

Calm Emotions

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration

up to 1 minute

bones Level 2 Enchantment

Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

(ruby dust worth 50+ GP

bones Level 2 Evocation

Enhance Ability

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration

up to 1 hour

bones Level 2 Transmutation

Find Traps

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense any trap within range that is within line of sight. A trap

for the purpose of this spell Level 2 Divination

Gentle Repose

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration10 days

(2 Copper Pieces

for the purpose of this spell Level 2 Necromancy

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration

up to 1 minute

for the purpose of this spell Level 2 Enchantment

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration

up to 1 hour

for the purpose of this spell Level 2 Illusion

Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and end one condition on it: Blinded

Deafened Level 2 Abjuration

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration

up to 10 minutes

Deafened Level 2 Divination

Pass without Trace

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration

up to 1 hour

Deafened Level 2 Abjuration

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Cleric Level 2 Abjuration

Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature and end the Poisoned condition on it. For the duration

Cleric Level 2 Abjuration

Silence

  • casting timeAction or Ritual
  • range120 feet

  • componentsV, S
  • durationConcentration

up to 10 minutes

For the duration Level 2 Illusion

Spiritual Weapon

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration

up to 1 minute

You create a floating Level 2 Evocation

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

(a pair of platinum rings worth 50+ GP each

You create a floating Level 2 Abjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Zone of Truth

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends

You create a floating Level 2 Enchantment

2 2