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Web

  • casting time Action
  • range 60 feet

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

You conjure a mass ofsticky webbing at a point
within range. The webs fill a 20-foot Cube there for
the duration. The webs are Difficult Terrain, and the
area within them is Lightly Obscured.
If the webs aren’t anchored between two solid
masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the web collapses on itself, and
the spell ends at the start of your next turn. Webs
layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn
or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition
while in the webs or until it breaks free.
A creature Restrained by the webs can take an
action to make a Strength (Athletics) check against
your spell save DC. If it succeeds, it is no longer
Restrained.
The webs are flammable. Any 5-foot Cube of webs
exposed to fire burns away in J round, dealing 2d4
Fire damage to any creature that starts its turn in
the fire.

Tropical Land

Ray of Sickness

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You shoot a greenish ray at a creature within range.
Make a ranged spell attack against the target. On a
hit, the target takes 2d8 Poison damage and has the
Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by ld8 for each spell slot level above 1.

Tropical Land

Acid Splash

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create an acidic bubble at a point within range,
where it explodes in a 5-foot-radius Sphere. Each
creature in that Sphere must succeed on a Dexterity
saving throw or take ld6 Acid damage.
Cantrip Upgrade. The damage increases by ld6
when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Tropical Land

Sleep

  • casting time Action
  • range 60 feet

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

Each creature of your choice in a 5-foot-radius
Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn,
at which point it must repeat the save. If the target
fails the second save, the target has the Unconscious
condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
takes an action to shake it out ofthe spell’s effect.
Creatures that don’t sleep, such as elves, or that
have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Temperate Land

Shocking Grasp

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

Lightning springs from you to a creature that you
try to touch. Make a melee spell attack against the
target. On a hit, the target takes ld8 Lightning damage, and it can’t make Opportunity Attacks until the
start of its next turn.
Cantrip Upgrade. The damage increases by ld8
when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Temperate Land

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

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

Temperate Land

Ray of Frost

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack
against the target. On a hit, it takes ld8 Cold damage, and its Speed is reduced by 10 feet until the
start of your next turn.
Cantrip Upgrade. The damage increases by ld8
when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Polar land

Hold Person

  • casting time Action
  • range 60 feet

  • components : V, S, M (a straight piece ofiron)
  • duration Concentration, up to 1 minute

Choose a Humanoid that you can see within range.
The target must succeed on a Wisdom saving throw
or have the Paralyzed condition for the duration. At
the end of each ofits turns, the target repeats the
save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target
one additional Humanoid for each spell slot level
above 2.

Polar land

Fog Cloud

  • casting time Action
  • range 120 feet

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

You create a 20-foot-radius Sphere offog centered
on a point within range. The Sphere is Heavily
Obscured. It lasts for the duration or until a strong
wind (such as one created by Gust ofWind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius
increases by 20 feet for each spell slot level above 1.

Polar land


Fire Bolt

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or an object
within range. Make a ranged spell attack against the target. On a hit, the target takes ldlO Fire damage.
A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by ldlO
when you reach levels 5 (2dlO), 11 (3dlO), and 17
(4dl0).

Arid land

Burning Hands

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

A thin sheet of flames shoots forth from you. Each
creature in a 15-foot Cone makes a Dexterity saving
throw, taking 3d6 Fire damage on a failed save or
half as much damage on a successful one.
Flammable objects in the Cone that aren’t being
worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by ld6 for each spell slot level above 1.

Arid land

Blur

  • casting time Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Your body becomes blurred. For the duration, any
creature has Disadvantage on attack rolls against
you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Arid land

Summon Beast

  • casting time Action
  • range 90 feet

  • components V, S, M (a feather, tuft offur, and fish tail inside a gilded acorn worth 200+ GP)
  • duration Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an
unoccupied space that you can see within range
and uses the Bestial Spirit stat block. When you
cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your
choice that is native to the chosen environment,
which determines certain details 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 allies. In
combat, the creature shares your Initiative count,
but it takes its turn immediately after yours. It
obeys your verbal commands (no action required
by you). If you don’t issue any, it takes the Dodge
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s
level for the spell’s level in the stat block.

Enlarge/Reduce

  • casting time Action
  • range 30 feet

  • components V, S, M (a pinch of powdered iron)
  • duration Concentration, up to 1 minute

For the duration, the spell enlarges or reduces a
creature or an object you can see within range (see
the chosen effect below). A targeted object must
be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving
throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing
and carrying changes size with it. Any item it drops
returns to normal size at once. A thrown weapon or
piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one categOry—from Medium to Large, for example. The
target also has Advantage on Strength checks and
Strength saving throws. The target’s attacks with
its enlarged weapons or Unarmed Strikes deal an
extra ld4 damage on a hit.
Reduce. The target’s size decreases by one category-from Medium to Small, for example. The target also has Disadvantage on Strength checks and
Strength saving throws. The target's attacks with
its reduced weapons or Unarmed Strikes deal ld4
less damage on a hit (this can’t reduce the damage
below 1).

Continual Flame

  • casting time Action
  • range Touch

  • components V, S, M (ruby dust worth 50+ GP, which the spell consumes)
  • duration Until dispelled

A flame springs from an object that you touch. The
effect casts Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet. It looks like a
regular flame, but it creates no heat and consumes
no fuel. The flame can be covered or hidden but not
smothered or quenched.

Augury

  • casting time 1 minute or Ritual
  • range Self

  • components V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ CP
  • duration Instantaneous

You receive an omen from an otherworldly entity
about the results of a course of action that you
plan to take within the next 30 minutes. The DM
chooses the omen from the Omens table.

Aid

  • casting time Action
  • range 30 feet

  • components V, S, M (a strip ofwhite cloth)
  • duration 8 hours

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

Spare the Dying

  • casting time Action
  • range 15 feet

  • components V, S
  • duration Instantaneous

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), and 17 (120 feet).



Starry Wisp

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object
within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d8 Radiant
damage, and until the end of your next turn, it emits
Dim Light in a 10-foot radius and can’t benefit from
the Invisible condition.
Cantrip Upgrade. The damage increases by ld8
when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Message

  • casting time Action
  • range 120 feet

  • components S, M (a copper wire)
  • duration 1 round

You point toward a creature within range and
whisper a message. The target (and only the target)
hears the message and can reply in a whisper that
only you can hear.
You can cast this spell through solid objects if you
are familiar with the target and know it is beyond
the barrier. Magical silence, 1 foot ofstone, metal, or
wood, or a thin sheet oflead blocks the spell

Thunderclap

  • casting time Action
  • range Self

  • components S
  • duration Instantaneous

Each creature in a 5-foot Emanation originating
from you must succeed on a Constitution saving
throw or take ld6 Thunder damage. The spell’s
thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by ld6
when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Elementalism

  • casting time Action
  • range Action

  • components V, S
  • duration Instantaneous

You exert control over the elements, creating one of
the following effects within range.
Beckon Air. You create a breeze strong enough to
ripple cloth, stir dust, rustle leaves, and close open
doors and shutters, all in a 5-foot Cube. Doors and
shutters being held open by someone or something
aren’t affected.
Beckon Earth. You create a thin shroud of dust or
sand that covers surfaces in a 5-foot-square area, or
you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless
embers and colored, scented smoke in a 5-foot Cube.
You choose the color and scent, and the embers can
light candles, torches, or lamps in that area. The
smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that
lightly dampens creatures and objects in a 5-foot
Cube. Alternatively, you create 1 cup of clean water
either in an open container or on a surface, and the
water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke,
mist, or water that can fit in a 1-foot Cube to assume
a crude shape (such as that of a creature) for 1 hour

Ice Knife

  • casting time Action
  • range 60 feet

  • components S, M (a drop ofwater or a piece of ice)
  • duration Instantaneous

You create a shard of ice and fling it at one creature
within range. Make a ranged spell attack against
the target. (r.. hit, the target takes 1d10 Piercing
damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6
Cold damage.
Using a Higher-Level Spell Slot. The Cold damage
increases by 1d6 for each spell slot level above 1.