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Dancing Lights

  • casting time 1 action
  • range 120 feet

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

Phosphorus, wychwood, or glowworm

You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Warlock Evocation cantrip

Eldritch Blast

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

3 beams of crackling energy streak toward creatures within range. Make 3 ranged spell attacks against targets you can see within range. On each hit, the target hit takes 1d10 force damage.

Warlock Evocation cantrip

Friends

  • casting time 1 action
  • range Self

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

A bit of makeup [applied to your face]

For the duration, you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends, 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), depending on the nature of your interaction with it.

Warlock Enchantment cantrip

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, 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, open an unlocked door or container, stow or retrieve an item from an open container, 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, activate magical items, or carry more than 10 pounds.

Warlock Conjuration cantrip

Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

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, its volume can range from a whisper to a scream. It can be your voice someone else's voice, a lion's roar, a beating of drums, 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, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Warlock Illusion cantrip

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration 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, harmless sensory effect such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
** You instantaneously light or snuff out a candle, a torch, or a small campfire.
** You instantaneously clean or soil an object no larger than 1 cubic foot.
** You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
** You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
** You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
   If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock Transmutation cantrip

Vicious Mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) it must succeed on a Wisdom saving throw or take 3d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Warlock Enchantment cantrip

Blink

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
   While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Warlock 3rd level Transmutation

Charm Person

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

You attempt to charm up to 5 humanoids you can see within range who are also within 30ft of each other. Each humanoid must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, 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.

Warlock 1st level Enchantment

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Dimension Door

  • casting time 1 action
  • range 500 feet

  • components V
  • duration Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 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.
   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Warlock 4th level Conjuration

Dominate Beast [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
   While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Warlock 4th level Enchantment

Dominate Beast [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

throw succeeds, the spell ends.

Warlock 4th level Enchantment

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in a color of light of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Warlock 1st level Evocation

Fear

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S, M
  • duration Concentration, 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, a creature must take the Dash action and move away from you by the safest available route on each of its turns, 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, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Warlock 3rd level Illusion

Hold Monster

  • casting time 1 action
  • range 90 feet

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

A small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Warlock 5th level Enchantment

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

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 time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, 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. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, 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. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up

Warlock 2nd level Illusion

Phantasmal Force [2/2]

  • casting time 1 action
  • range 60 feet

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

A bit of fleece

with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
   An affected target is so convinced 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 feet 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 2nd level Illusion

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Seeming [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
   The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
   The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
   A creature can use its action to inspect a target and make an Intelligence

Warlock 5th level Illusion

Seeming [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hours

(Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Warlock 5th level Illusion

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 13d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
   Undead and creatures immune to being charmed aren't affected by this spell.

Warlock 1st level Enchantment

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