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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 1d6 for each spell slot level above 1.

1st level Evocation

Chromatic Orb

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

a diamond worth 50+ GP

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

1st level Evocation

Crown of Madness

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Concentration (1 min)

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.

A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

2nd level Enchantment

Darkness

  • casting time Action
  • range 60 feet

  • components V, M
  • duration Concentration (10 min)

bat fur and a piece of coal

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

2nd level Evocation

Detect Magic

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration Concentration (10 min)


For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

1st level Divination

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 1d10 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 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Evocation Cantrip

Ice Knife

  • casting time Action
  • range 60 feet

  • components S, M
  • duration Instantaneous

a drop of water or a piece of ice

You create a shard of ice and fling it at one creature within range.

Make a ranged spell attack against the target. On a 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.

1st level Conjuration

Mind Sliver

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous


You try to temporarily sliver 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.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Enchantment Cantrip

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round


An imperceptible barrier of magical force protects you.

Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

1st level Abjuration

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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 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Evocation Cantrip

Fireball

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a ball of bat guano and sulfur


A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion.

Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren't being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

3rd level Evocation

Sorcerous Burst

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous


Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Evocation Cantrip

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