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S;1 minute;'A spectral

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

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ';Wizard

Druid 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

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
  • range

Druid up to 1 minute;You touch one willing creature. Once before the spell ends

S;Instantaneous;Whispering to the spirits of nature

  • casting time harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies
  • range a cloud for rain

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    • You instantly make a flower blossom

a seed pod open

Druid you create one of the following effects within range.
• You create a tiny

up to 5 feet in any direction. This movement doesn''t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water''s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.';Wizard (XGE)

Druid provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S;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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Druid harmless sensory effect

M;1 minute;'(A bit of fleece)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

11th level (3d6)

muddy footprints and 17th level (4d6).';Wizard (TCE)

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

muddy footprints M;Instantaneous;'(two lodestones)This spell repairs a single break or tear in an object you touch

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Wizard
  • range

muddy footprints the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Druidcraft;Transmutation cantrip;1 action;30 feet;V 0;Druidcraft;Transmutation cantrip;1 action;30 feet;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);'You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);'You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;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.
At Higher Levels: This spell''s damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;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.
At Higher Levels: This spell''s damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn''t involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);'You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);'You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth