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Hellish Rebuke

  • casting time 1 reaction*
  • range 60 feet

  • components V, S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

* reaction which you take in response to being damaged by a creature within 60 feet of you that you can see

Warlock Evocation

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Warlock 2nd conjuration

Find Familiar (Ritual) (3)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

Remote Viewing. As a Magic action, you can see what your familiar sees and hear what it hears until the end of your next turn.

At Higher Levels. When you cast this spell using a Spell Slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Arcane 1st level conjuration

Find Familiar (Ritual) (2)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

Combat. The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your Reaction on its turn to command it do so. If you don’t issue any commands, the familiar takes the Dodge action and uses its Move to avoid danger.

Disappearance of the Familiar. The familiar disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.

Arcane 1st level conjuration

Find Familiar (Ritual) (1)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

( You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses the Otherworldly Familiar stat block. If you already have a familiar from this spell, that familiar transforms into the new one but retains its memories, you don’t get a second familiar.

Whenever you cast the spell, choose the familiar’s creature type: Celestial, Fey, or Fiend. Also choose an environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment—determine certain traits in the stat block.

Arcane 1st level conjuration

Detect magic (RITUAL)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

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.

Arcane 1st Divination

mind sliver

  • casting time 1 action
  • range 60 feet

  • components V
  • 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.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Warlock Enchantment Cantrip

Armor of agathys

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Warlock 1st abjuration

HEX

  • casting time 1 bonus action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

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. 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 use a bonus action on a subsequent turn of yours to curse a new creature.
A remove 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 1st lv Enchantment

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Vicious mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Toll The Dead

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. 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.

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 4dl2).

Warlock Necromancy cantrip

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock Transmutation cantrip

Thunderclap

  • casting time 1 action
  • range 5 feet

  • components S
  • duration Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Warlock Evocation Cantrip

Spare the dying

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You 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

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• 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.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action

Tiefling Transmutation Cantrip

Fire bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • 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), and 17th level (4d10).

Evocation Cantrip

Eldritch Blast

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instanteous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and 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

Warlock Evocation Cantrip

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