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Pact of the Blade

  • casting time 1 Action
  • range

  • components
  • duration

As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.

Eldritch Invocations

  • casting time
  • range

  • components
  • duration

Agonizing Blast

When you cast eldritch blast, add +4 to the damage it deals on a hit.

Eldritch Spear

When you cast eldritch blast, its range is 300 ft.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Thirsting Blade

You can attack with your pact weapon twice whenever you take the Attack action on your turn.

War Caster

  • casting time
  • range

  • components
  • duration

You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Feat

Misty Escape

  • casting time Reaction
  • range 60 ft

  • components
  • duration

Once per short rest, when you take damage, you can use your reaction to turn invisible and teleport up to 60 ft. to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Lucky Footwork

  • casting time Reaction
  • range

  • components
  • duration

When you fail a DEX saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.

Rabbit Hop

  • casting time 1 Bonus Action
  • range 15 ft

  • components
  • duration

As a bonus action, you can jump 15 ft. without provoking opportunity attacks. You can only use this trait if your speed is greater than 0. You can use it 3 times and regain all expended uses when you finish a long rest

Fey Presence

  • casting time 1 Action
  • range 10 ft Cube

  • components
  • duration until next turn

Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 15) or become charmed or frightened by you (your choice) until the end of your next turn.

Create Pact Weapon

  • casting time 1 Action
  • range Self

  • components
  • duration

As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.

Mage Armor

  • casting time 1 Action
  • range Touch

  • components V,S,M
  • duration 8 Hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Warlock At Will


Healing Elixir

  • casting time 1 Minute
  • range Self

  • components V,S,M
  • duration 24 Hours



You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Warlock 1st Level Conjuration