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Command

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Summoner (Binder) Level 1 Enchantment

Charm Person

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Summoner (Binder) Level 1 Enchantment

Beast Bond

  • casting time Action
  • range Touch

  • components V, S, M
  • duration C, 10 minutes

a bit of fur wrapped in cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Summoner (Binder) Level 1 Divination

Animal Friendship

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Summoner (Binder) Level 1 Enchantment

Summon Object

  • casting time Action, R
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a small replica of the object to summon

You summon a simple, nonmagical object in an unoccupied space within range. The object must fit within a 5-foot Cube and must be made of common materials.

Using a Higher-Level Spell Slot. You summon an additional object for each slot level above 1.

Summoner Level 1 Conjuration

Summon Monster

  • casting time Action
  • range 30 feet

  • components V, S
  • duration C, 1 minute

You call forth a monster spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block of a creature of CR 1/2 or less. The DM has the creatures’ statistics.
The creature is an ally to you and your companions. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge Action and uses its move to avoid danger.
If the creature has any of the Spellcasting, Pact Magic, or Innate Spellcasting features, you must expend a spell slot of the appropriate Level for any spell it casts, while it must also expend its limited uses or spell slots.
At the end of the spell, the creature is dismissed and returned whence it came. The spell ends early if the creature is killed.
Using a Higher-Level Spell Slot. When you cast this spell using a Level 2 spell slot, you can summon a creature of CR 1 or less. The CR then increases by 1 for every two slot levels above 2.

Summoner Level 1 Conjuration

Unseen Servant

  • casting time Action, R
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a bit of string and of wood

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Summoner Level 1 Conjuration

Sanctuary

  • casting time Bonus Action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Summoner Level 1 Abjuration

Protection from Magic

  • casting time Action
  • range Touch

  • components V, S
  • duration C, 1 minute

A sheer veil of energy hums around a creature you touch. For the spell’s duration, the target gains a +3 bonus to its saving throws against spells and magic effects.

Using a Higher-Level Spell Slot. The bonus increases by +1 for every two slot levels above 1.

Summoner Level 1 Abjuration

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Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M
  • duration C, 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Summoner Level 1 Abjuration

Find Familiar [1/2]

  • casting time 1 hour, R
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar

Summoner Level 1 Conjuration

Find Familiar [2/2]

  • casting time 1 hour, R
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

burning incense worth 10+ GP, which the spell consumes

can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Summoner Level 1 Conjuration

Fey Passage

  • casting time Action
  • range Self (5 feet)

  • components V, S
  • duration Instantaneous

You touch a hole or gap at least 1 inch wide that connects to another space. If the other side is no more than 5 feet away and is wide enough for you to fit in, you magically squeeze through the gap and appear on the other side.

Using a Higher-Level Spell Slot. You can bring along another willing creature within 5 feet of you for every slot level above 1. There must be sufficient space for everyone on the other side, or the spell fails entirely.

Summoner Level 1 Conjuration

Far Fetch

  • casting time Bonus Action
  • range 60 feet

  • components V, S
  • duration 1 round

You open a 1-foot-wide portal connecting your space and a space you see within range. Until the end of your next turn, you can reach through the portal with your arm to grab an object or make a melee attack against a creature in the connected space .

Using a Higher-Level Spell Slot. The spell’s duration extends by 1 round for each slot level above 1.

Summoner Level 1 Conjuration

Ceremony [1/2]

  • casting time 1 hour, R
  • range Touch

  • components V, S, M
  • duration Instantaneous

25 gp worth of powdered silver, which the spell consumes

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish

Summoner Level 1 Abjuration

Ceremony [2/2]

  • casting time 1 hour, R
  • range Touch

  • components V, S, M
  • duration Instantaneous

25 gp worth of powdered silver, which the spell consumes

spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Summoner Level 1 Abjuration

Arms of Hadar

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

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

Summoner Level 1 Conjuration

Dancing Lights

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration C, 1 minute

a bit of phosphorus

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

Summoner Illusion Cantrip

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Mage Hand

  • casting time 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. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Summoner Conjuration Cantrip

Helping Hand [1/2]

  • casting time Reaction
  • range 30 feet

  • components V, S
  • duration Instantaneous

You lend a telekinetic hand to help a friend or to react to uncomfortable situations. When this spell requires you to target a creature, you cannot target yourself.
Boost. When a creature you see within range attempts a high jump, you can target that creature and increase the height of the jump by 1d4+1 feet.
Brace. When a creature you see within range makes a Strength saving throw to avoid an effect that would push it against its will or make it Prone, you can target that creature and roll 1d4 to add to the saving throw or ability check.
Free. When a Grappled or Restrained creature you see within range attempts to end that condition, you can target that creature and roll 1d4 to add to the saving throw or ability check.
Give a Hand. When a Prone creature you see within range stands up, you can target that creature so it only uses 5 feet of movement to stand up.
Catch. You can also use this spell to prevent a drink from being spilled, to prevent fragile objects that have been dropped or thrown from hitting a surface too hard, or to execute a similar task at the DM’s discretion, as long as you see the event taking place within range. The DM might ask you to make an ability check

Summoner Conjuration Cantrip

Helping Hand [2/2]

  • casting time Reaction
  • range 30 feet

  • components V, S
  • duration Instantaneous

using your spellcasting ability modifier to determine if you succeed.

Summoner Conjuration Cantrip

Bolster Spirit

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 10 minutes

You recite a magical formula while pointing a finger toward a creature that was magically summoned through a spell, class feature, or creature trait. The target gains 1d8 Temporary HP. Remaining Temporary HP are lost at the end of the spell.

Cantrip Upgrade. The Temporary HP given by this spell increase by 1d8 when you reach Level 5 (2d8), Level 11 (3d8), and Level 17 (4d8).

Summoner Conjuration Cantrip

Mage Fisticuffs

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You conjure a spectral fist and strike a creature within range. Choose one of the following effects:
Damage. Make a Ranged Spell Attack. On a hit, the target takes 1d4 Force damage + your PB.
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it is Grappled until the start of your next turn. This grapple is possible only if the target is Large or smaller.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet in any direction or cause it to be Prone. This shove is possible only if the target is Large or smaller.

Cantrip Upgrade. The damage increase by 1d4 when you reach Level 5 (2d4 + PB), Level 11 (3d4 + PB), and Level 17 (4d4 + PB).

True Strike

  • casting time Action
  • range Self

  • components S, M
  • duration Instantaneous

a weapon with which you have proficiency and that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Magic Initiate: Wizard Divination Cantrip

Mage Armor

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Magic Initiate: Wizard Level 1 Abjuration

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