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Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

You extend your hand and trace a sigil of warding in the air.

Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Warlock Abjuration cantrip

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range.

Make a ranged spell attack against the target.
On a hit, the target takes 1d10 force damage.

At higher levels: This spell creates more than one beam:
2 beams at 5th level,
3 beams at 11th level,
4 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 Evocation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.

The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels: This spell's damage increases:
2d12 at 5th level,
3d12 at 11th level,
4d12 at 17th level

Warlock Conjuration cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range.

Make a ranged spell attack against the creature to assail it with the chill of the grave.
On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels: This spell's damage increases:
2d8 at 5th level,
3d8 at 11th level,
4d8 at 17th level

Warlock Necromancy cantrip

Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl a bubble of acid.

Choose one creature within range, or choose two creatures within range that are within 5' of each other.
A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At higher levels: This spell's damage increases:
2d6 at 5th level,
3d6 at 11th level,
4d6 at 17th level

Sorcerer Conjuration cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or 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 ignites if it isn't being worn or carried.

At higher levels: This spell's damage increases:
2d10 at 5th level,
3d10 at 11th level,
4d10 at 17th level

Sorcerer Evocation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range.

The target must make a Constitution saving throw or takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At higher levels: This spell's damage increases:
2d6 at 5th level,
3d6 at 11th level,
4d6 at 17th level

Warlock Evocation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension.

Until the spell ends, the object sheds bright light in a 20' radius and dim light for an additional 20'.
The light can be colored as you like.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Completely covering the object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as an action.

Sorcerer Evocation cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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 1d8 cold damage, and its speed is reduced by 10' until the start of your next turn.

At higher levels: This spell's damage increases:
2d8 at 5th level,
3d8 at 11th level,
4d8 at 17th level

Sorcerer Evocation cantrip

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Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a living creature that has 0 hit points.
The creature becomes stable.

This spell has no effect on undead or constructs.

Artificer Necromancy cantrip

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, 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, the creature takes 5 cold damage.

At higher levels: Both the temporary hit points and the cold damage increases by 5 for each slot level above 1st.

Warlock 1st level Abjuration

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range.

It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it.
If failed, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.

When the spell ends, the creature knows it was charmed by you.

At higher levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Warlock 1st level Enchantment

Comprehend Languages (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear.

You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Warlock 1st level Divination

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.

The creature must make a Dexterity saving throw
If failed, it takes 2d10 fire damage
If successful, it takes half as much damage

At higher levels: This spell's damage increases by 1d10 for each slot level above 1st.

Warlock 1st level Evocation

Witch Bolt

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.

Make a ranged spell attack against that creature.
On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically.

The spell ends if you use your action to do anything else.
The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At higher levels: This spell's initial damage increases by 1d12 for each slot level above 1st.

Warlock 1st level Evocation

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion.

Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.

When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer 1st level Abjuration

Find Familiar (ritual) [1/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar. A spirit takes an animal form you choose: bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, quipper fish, rat, raven, sea horse, spider, or weasel.

It appears in an unoccupied space within range, the it has the stats of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. It acts independently of you, but always obeys your commands.

In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. While it is within 100' of you, you can communicate with it telepathically. When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. It must be within 100' of you, and it must use its reaction to deliver the spell when you cast it. If the spell

Wizard 1st level Conjuration

Find Familiar (ritual) [2/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

requires an attack roll, use your modifier.

As an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons or you can dismiss it forever. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30' of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form of creature. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this

Wizard 1st level Conjuration

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Find Familiar (ritual) [3/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

spell again.

Wizard 1st level Conjuration

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15' radius sphere for the duration.

The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Warlock 2nd level Evocation

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a copper piece

When you cast this spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30' of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature - what is most on its mind in that moment. Any verbal questions directed at the target creature naturally shape the course of its thoughts.

As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind.
If you probe deeper, the target must make a Wisdom saving throw.
If failed, you gain insight into its reasoning, its emotional state, and something that looms large in its mind.
On a successful save, the spell ends.
Either way, the target knows that you are probing into its mind, and unless you shift

Warlock (Great Old One) 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a copper piece

your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check.
On success: the spell ends.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

This spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

Warlock (Great Old One) 2nd level Divination

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, 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, the target can make another Wisdom saving throw. On a success, the spell ends

At higher levels: You can target an additional humanoid for each slot level above 2nd. The humanoids must be within 30' of each other when you target them.

Warlock 2nd level Enchantment

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Warlock 2nd level Conjuration

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range.

The target must make an Intelligence saving throw.
If failed, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10' cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
This spell has no effect on undead or constructs.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If successful, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm.

An affected target is so convinced

Warlock (Great Old One) 2nd level Illusion

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of fleece

of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5' of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Warlock (Great Old One) 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.

Each creature in a 10' radius sphere centered on that point must make a Constitution saving throw.
If failed, it takes 3d8 thunder damage. If successfull, it takes half as much damage.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At higher levels: This spell's damage increases by 1d8 for each slot level above 2nd.

Warlock 2nd level Evocation

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Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20' radius sphere centered on a point you choose within range.

Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.

Bard 2nd level Illusion

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
The target also gains a climbing speed equal to its walking speed.

Warlock 2nd level Transmutation

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