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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

  • casting time stow or retrieve an item from an open container
  • range 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

  • components activate magical items
  • duration or carry more than 10 pounds.

    You can cast it without verbal or somatic components

and you can make the spectral hand invisible;Warlock

Warlock open an unlocked door or container

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)

Warlock up to 10 minutes;Dim

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

  • casting time up to 1 minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Warlock

the shadows lash out at that creature M;Concentration

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport 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

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.;Warlock (XGE)

the shadows lash out at that creature and each creature within 10 feet of the space you left must make a Constitution saving throw

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)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. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Warlock

the shadows lash out at that creature M;Concentration

S

  • casting time 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
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;Warlock
  • duration

the shadows lash out at that creature M;1 hour;(a cup of water)A protective magical force surrounds you

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

the shadows lash out at that creature up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

0;Mage Hand; Conjuration cantrip; 1 action; 30 feet; -; 1 minute; A spectral 0;Mage Hand; Conjuration cantrip; 1 action; 30 feet; -; 1 minute; A spectral
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;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
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V

S

  • casting time 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
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components 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
  • duration 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

the shadows lash out at that creature M;Concentration

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

frog (toad) including your clothing

S;Instantaneous;A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time three beams at 11th level
  • range 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

frog (toad) the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level

M;Concentration

  • casting time you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends
  • range the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion)

  • components depending on the nature of your interaction with it.;Warlock
  • duration

frog (toad) up to 1 minute;For the duration

M;1 minute;You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

both magical and nonmagical

muddy footprints to a distance of 120 feet.

;Warlock

while perceiving through your familiar's senses

  • casting time even if your familiar is normally incapable of speech.

    ;Warlock
  • range

muddy footprints you can also speak through your familiar in your own voice

you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so

muddy footprints the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.;Warlock

1;Hex;1st level Enchantment ;1 bonus action;90 feet;V 1;Hex;1st level Enchantment ;1 bonus action;90 feet;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V 0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Devil's Sight; Invocation; -; -; -; -; You can see normally in darkness 0;Devil's Sight; Invocation; -; -; -; -; You can see normally in darkness
0;Voice of the Chain Masster; Invocation; -; -; -; -; You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally 0;Voice of the Chain Masster; Invocation; -; -; -; -; You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally
0;Telekinetic; Feat; 1 bonus action; 30 ft; -; -; As a bonus action 0;Telekinetic; Feat; 1 bonus action; 30 ft; -; -; As a bonus action

shoring up their resolve to fight. When you do so

muddy footprints choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.;Warlock

but the creature must be able to understand at least one language.;Warlock

muddy footprints

you can use your reaction to impose disadvantage on that roll. If the attack misses you

  • casting time you can't use it again until you finish a short or long rest.;Warlock
  • range

muddy footprints your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature

rare; 1 action / 1 bonus; 10 ft / 60 ft; V

  • casting time you return the staff to its normal form in a space formerly occupied by the snake.

    On your turn
  • range you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn

  • components or you can issue it a general command
  • duration such as to attack your enemies or guard a location.

    If the snake is reduced to 0 hit points

it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points

it regains all of them.;Huge beast S; 1d6 / 1d8; You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again

0;Inspiring Leader; Feat; 10 min; 30 ft / 6 creatures; -; Until short rest; You can spend 10 minutes inspiring your companions 0;Inspiring Leader; Feat; 10 min; 30 ft / 6 creatures; -; Until short rest; You can spend 10 minutes inspiring your companions
0;Awakened Mind; Pact; -; 30 ft; -; -; your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances 0;Awakened Mind; Pact; -; 30 ft; -; -; your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances
0;Entropic Ward; Pact; Reaction; Self; -; 1 / rest; When a creature makes an attack roll against you 0;Entropic Ward; Pact; Reaction; Self; -; 1 / rest; When a creature makes an attack roll against you
0;Staff of the Python; Staff 0;Staff of the Python; Staff