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S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Warlock (Great Old One)

Warlock M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

Warlock M;Concentration

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components the creature takes half as much damage and isn’t incapacitated.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the damage increases by 1d6 for each slot level above 4th.;Warlock(FToD)

Warlock it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Warlock (Undying)

Warlock the aura moves with you

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Warlock draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Warlock (XGE)
  • duration

Warlock and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Warlock (Undying)
  • duration

Warlock the target instead drops to 1 hit point

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Warlock

Warlock or one you can describe by stating distance and direction

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

Warlock up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

Warlock up to 1 minute;Choose one creature you can see within range

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Warlock M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentration

Warlock up to 1 minute;You or 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.;Warlock (Archfey)

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Warlock (Celestial)

Warlock

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

the damage increases by 1d10 for each slot level above 4th. ;Warlock (Hexblade)

hill up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S

  • casting time up to 1 minute;(an undead eyeball encased in a gem worth at least 150 gp)Flame-like shadows wreathe your body until the spell ends
  • range causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness

  • components and bright light in the same area to dim light.
    Until the spell ends
  • duration you have resistance to radiant damage. In addition

whenever a creature within 10 feet of you hits you with an attack

the shadows lash out at that creature M;Concentration

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Warlock (XGE)

the shadows lash out at that creature up to 10 minutes;Dim

up to 1 minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save
  • range it has disadvantage on attack rolls and ability checks

  • components and can't take reactions
  • duration until the end of its next turn.;Warlock (Hexblade)

the shadows lash out at that creature your weapon pierces both body and mind

4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Shadow of Moil;4th level Necromancy;1 action;Self;V 4;Shadow of Moil;4th level Necromancy;1 action;Self;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration 4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

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 shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)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 shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the shadows lash out at that creature M;Concentration

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S;Concentration

or make a small passage through a wall up to 1 minute;You or 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.;Warlock (Djinni)

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

or make a small passage through a wall M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

the damage increases by 1d10 for each slot level above 4th. ;Warlock (Genie)

Earth up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

Earth M;Concentration

4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V