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Chill Touch Disintegrate

  • casting time1 action
  • range120 feet, TW-1

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer Necromancy cantrip

Mage Hand Sticky Fingers

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 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.

Sorcerer Conjuration cantrip

Mind Sliver Brain Pain

  • casting time1 action
  • range60 feet, TW-1

  • componentsV
  • duration1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see. Target must succeed on an INT SAVE or take 1d6 psychic and subtract 1d4 from 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), and 17th level (4d6).

Sorcerer Enchantment cantrip

Spare the Dying Rest

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Cleric Necromancy cantrip

Call of the Depths

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Point at one creature you can see and the sound of a deep conch horn fills the air around it. The target must succeed on a WIS SAVE or take ld8 necro. If target is missing any hit points, it instead takes 1d12 necro.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Cleric (XGE) Necromancy cantrip

Bless Njord's Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
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.

Cleric (*)(Life) 1st level Enchantment

Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

Acid, cold, fire, lightning, or thunder. You have resistance to the triggering damage type until the start of your next turn. The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Sorcerer (XGE) 1st level Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and 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.

Cleric 1st level Abjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Cleric 2nd level Abjuration

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Njord's Spear

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • duration1 minute

You create a floating, spectral longspear within range. When you cast the spell, you can make a melee spell attack against a creature within 5' feet of the weapon. On a hit, the target takes force damage of 1d8 + your spellcasting ability modifier.
As a bonus action, you can move the weapon up to 20' and make an attack.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Cleric (*)(War)(Life) 2nd level Evocation

Sea's Mist

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by a dense mist and the scent of salt air, you teleport up to 30 feet to an unoccupied space that you can see.

Sorcerer 2nd level Conjuration

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your finger. Each creature in a 20' radius must make a DEX SAVE or take 8d6 fire or half on a save.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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.

Sorcerer 3rd level Evocation

Breath of Life

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Cleric (*)(Life)(Grave) 3rd level Necromancy

Polymorph

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. Unwilling creature WIS SAVE. Shapechanger automatically succeeds.
The transformation lasts for duration or until the target drops to 0 hit points or dies. New form is any beast whose CR is equal to or less than the target's CR or Level. The target's game statistics, including mental ability scores, are replaced. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal it returns to the number of hit points it had. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Cleric (*)(Life)(Grave) 4th level Transmutation

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